es6.js 5.6 MB

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  1. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  2. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  153. */
  154. this.onCompileObservable = new BABYLON.Observable();
  155. /**
  156. * Observable that will be called if an error occurs during shader compilation.
  157. */
  158. this.onErrorObservable = new BABYLON.Observable();
  159. /** @hidden */
  160. this._bonesComputationForcedToCPU = false;
  161. this._uniformBuffersNames = {};
  162. this._isReady = false;
  163. this._compilationError = "";
  164. this.name = baseName;
  165. if (attributesNamesOrOptions.attributes) {
  166. var options = attributesNamesOrOptions;
  167. this._engine = uniformsNamesOrEngine;
  168. this._attributesNames = options.attributes;
  169. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  170. this._samplers = options.samplers.slice();
  171. this.defines = options.defines;
  172. this.onError = options.onError;
  173. this.onCompiled = options.onCompiled;
  174. this._fallbacks = options.fallbacks;
  175. this._indexParameters = options.indexParameters;
  176. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  177. if (options.uniformBuffersNames) {
  178. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  179. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  180. }
  181. }
  182. }
  183. else {
  184. this._engine = engine;
  185. this.defines = defines;
  186. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  187. this._samplers = samplers ? samplers.slice() : [];
  188. this._attributesNames = attributesNamesOrOptions;
  189. this.onError = onError;
  190. this.onCompiled = onCompiled;
  191. this._indexParameters = indexParameters;
  192. this._fallbacks = fallbacks;
  193. }
  194. this.uniqueId = Effect._uniqueIdSeed++;
  195. var vertexSource;
  196. var fragmentSource;
  197. if (baseName.vertexElement) {
  198. vertexSource = document.getElementById(baseName.vertexElement);
  199. if (!vertexSource) {
  200. vertexSource = baseName.vertexElement;
  201. }
  202. }
  203. else {
  204. vertexSource = baseName.vertex || baseName;
  205. }
  206. if (baseName.fragmentElement) {
  207. fragmentSource = document.getElementById(baseName.fragmentElement);
  208. if (!fragmentSource) {
  209. fragmentSource = baseName.fragmentElement;
  210. }
  211. }
  212. else {
  213. fragmentSource = baseName.fragment || baseName;
  214. }
  215. this._loadVertexShader(vertexSource, function (vertexCode) {
  216. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  217. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  218. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  219. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  220. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  221. if (baseName) {
  222. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  223. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  224. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  225. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  226. }
  227. else {
  228. _this._vertexSourceCode = migratedVertexCode;
  229. _this._fragmentSourceCode = migratedFragmentCode;
  230. }
  231. _this._prepareEffect();
  232. });
  233. });
  234. });
  235. });
  236. });
  237. });
  238. }
  239. Object.defineProperty(Effect.prototype, "onBindObservable", {
  240. /**
  241. * Observable that will be called when effect is bound.
  242. */
  243. get: function () {
  244. if (!this._onBindObservable) {
  245. this._onBindObservable = new BABYLON.Observable();
  246. }
  247. return this._onBindObservable;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(Effect.prototype, "key", {
  253. /**
  254. * Unique key for this effect
  255. */
  256. get: function () {
  257. return this._key;
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. /**
  263. * If the effect has been compiled and prepared.
  264. * @returns if the effect is compiled and prepared.
  265. */
  266. Effect.prototype.isReady = function () {
  267. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  268. return this._engine._isProgramCompiled(this._program);
  269. }
  270. return this._isReady;
  271. };
  272. /**
  273. * The engine the effect was initialized with.
  274. * @returns the engine.
  275. */
  276. Effect.prototype.getEngine = function () {
  277. return this._engine;
  278. };
  279. /**
  280. * The compiled webGL program for the effect
  281. * @returns the webGL program.
  282. */
  283. Effect.prototype.getProgram = function () {
  284. return this._program;
  285. };
  286. /**
  287. * The set of names of attribute variables for the shader.
  288. * @returns An array of attribute names.
  289. */
  290. Effect.prototype.getAttributesNames = function () {
  291. return this._attributesNames;
  292. };
  293. /**
  294. * Returns the attribute at the given index.
  295. * @param index The index of the attribute.
  296. * @returns The location of the attribute.
  297. */
  298. Effect.prototype.getAttributeLocation = function (index) {
  299. return this._attributes[index];
  300. };
  301. /**
  302. * Returns the attribute based on the name of the variable.
  303. * @param name of the attribute to look up.
  304. * @returns the attribute location.
  305. */
  306. Effect.prototype.getAttributeLocationByName = function (name) {
  307. var index = this._attributesNames.indexOf(name);
  308. return this._attributes[index];
  309. };
  310. /**
  311. * The number of attributes.
  312. * @returns the numnber of attributes.
  313. */
  314. Effect.prototype.getAttributesCount = function () {
  315. return this._attributes.length;
  316. };
  317. /**
  318. * Gets the index of a uniform variable.
  319. * @param uniformName of the uniform to look up.
  320. * @returns the index.
  321. */
  322. Effect.prototype.getUniformIndex = function (uniformName) {
  323. return this._uniformsNames.indexOf(uniformName);
  324. };
  325. /**
  326. * Returns the attribute based on the name of the variable.
  327. * @param uniformName of the uniform to look up.
  328. * @returns the location of the uniform.
  329. */
  330. Effect.prototype.getUniform = function (uniformName) {
  331. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  332. };
  333. /**
  334. * Returns an array of sampler variable names
  335. * @returns The array of sampler variable neames.
  336. */
  337. Effect.prototype.getSamplers = function () {
  338. return this._samplers;
  339. };
  340. /**
  341. * The error from the last compilation.
  342. * @returns the error string.
  343. */
  344. Effect.prototype.getCompilationError = function () {
  345. return this._compilationError;
  346. };
  347. /**
  348. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  349. * @param func The callback to be used.
  350. */
  351. Effect.prototype.executeWhenCompiled = function (func) {
  352. var _this = this;
  353. if (this.isReady()) {
  354. func(this);
  355. return;
  356. }
  357. this.onCompileObservable.add(function (effect) {
  358. func(effect);
  359. });
  360. if (!this._program || this._program.isParallelCompiled) {
  361. setTimeout(function () {
  362. _this._checkIsReady();
  363. }, 16);
  364. }
  365. };
  366. Effect.prototype._checkIsReady = function () {
  367. var _this = this;
  368. if (this.isReady()) {
  369. return;
  370. }
  371. setTimeout(function () {
  372. _this._checkIsReady();
  373. }, 16);
  374. };
  375. /** @hidden */
  376. Effect.prototype._loadVertexShader = function (vertex, callback) {
  377. if (BABYLON.Tools.IsWindowObjectExist()) {
  378. // DOM element ?
  379. if (vertex instanceof HTMLElement) {
  380. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  381. callback(vertexCode);
  382. return;
  383. }
  384. }
  385. // Base64 encoded ?
  386. if (vertex.substr(0, 7) === "base64:") {
  387. var vertexBinary = window.atob(vertex.substr(7));
  388. callback(vertexBinary);
  389. return;
  390. }
  391. // Is in local store ?
  392. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  393. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  394. return;
  395. }
  396. var vertexShaderUrl;
  397. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  398. vertexShaderUrl = vertex;
  399. }
  400. else {
  401. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  402. }
  403. // Vertex shader
  404. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  405. };
  406. /** @hidden */
  407. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  408. if (BABYLON.Tools.IsWindowObjectExist()) {
  409. // DOM element ?
  410. if (fragment instanceof HTMLElement) {
  411. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  412. callback(fragmentCode);
  413. return;
  414. }
  415. }
  416. // Base64 encoded ?
  417. if (fragment.substr(0, 7) === "base64:") {
  418. var fragmentBinary = window.atob(fragment.substr(7));
  419. callback(fragmentBinary);
  420. return;
  421. }
  422. // Is in local store ?
  423. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  424. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  425. return;
  426. }
  427. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  428. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  429. return;
  430. }
  431. var fragmentShaderUrl;
  432. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  433. fragmentShaderUrl = fragment;
  434. }
  435. else {
  436. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  437. }
  438. // Fragment shader
  439. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  440. };
  441. /** @hidden */
  442. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  443. // Rebuild shaders source code
  444. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  445. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  446. vertexCode = prefix + vertexCode;
  447. fragmentCode = prefix + fragmentCode;
  448. // Number lines of shaders source code
  449. var i = 2;
  450. var regex = /\n/gm;
  451. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  452. i = 2;
  453. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  454. // Dump shaders name and formatted source code
  455. if (this.name.vertexElement) {
  456. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  457. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  458. }
  459. else if (this.name.vertex) {
  460. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  461. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  462. }
  463. else {
  464. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  465. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  466. }
  467. };
  468. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  469. var preparedSourceCode = this._processPrecision(sourceCode);
  470. if (this._engine.webGLVersion == 1) {
  471. callback(preparedSourceCode);
  472. return;
  473. }
  474. // Already converted
  475. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  476. callback(preparedSourceCode.replace("#version 300 es", ""));
  477. return;
  478. }
  479. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  480. // Remove extensions
  481. // #extension GL_OES_standard_derivatives : enable
  482. // #extension GL_EXT_shader_texture_lod : enable
  483. // #extension GL_EXT_frag_depth : enable
  484. // #extension GL_EXT_draw_buffers : require
  485. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  486. var result = preparedSourceCode.replace(regex, "");
  487. // Migrate to GLSL v300
  488. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  489. result = result.replace(/attribute[ \t]/g, "in ");
  490. result = result.replace(/[ \t]attribute/g, " in");
  491. if (isFragment) {
  492. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  493. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/texture2D\s*\(/g, "texture(");
  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 database database for caching
  2031. * @returns the HTMLImageElement of the loaded image
  2032. */
  2033. Tools.LoadImage = function (input, onLoad, onError, database) {
  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 noIndexedDB = function () {
  2072. img.src = url;
  2073. };
  2074. var loadFromIndexedDB = function () {
  2075. if (database) {
  2076. database.loadImageFromDB(url, img);
  2077. }
  2078. };
  2079. //ANY database to do!
  2080. if (url.substr(0, 5) !== "data:" && database && database.enableTexturesOffline && BABYLON.Database.IsUASupportingBlobStorage) {
  2081. database.openAsync(loadFromIndexedDB, noIndexedDB);
  2082. }
  2083. else {
  2084. if (url.indexOf("file:") !== -1) {
  2085. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2086. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2087. try {
  2088. var blobURL;
  2089. try {
  2090. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2091. }
  2092. catch (ex) {
  2093. // Chrome doesn't support oneTimeOnly parameter
  2094. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2095. }
  2096. img.src = blobURL;
  2097. usingObjectURL = true;
  2098. }
  2099. catch (e) {
  2100. img.src = "";
  2101. }
  2102. return img;
  2103. }
  2104. }
  2105. noIndexedDB();
  2106. }
  2107. return img;
  2108. };
  2109. /**
  2110. * Loads a file
  2111. * @param url url string, ArrayBuffer, or Blob to load
  2112. * @param onSuccess callback called when the file successfully loads
  2113. * @param onProgress callback called while file is loading (if the server supports this mode)
  2114. * @param database database for caching
  2115. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2116. * @param onError callback called when the file fails to load
  2117. * @returns a file request object
  2118. */
  2119. Tools.LoadFile = function (url, onSuccess, onProgress, database, useArrayBuffer, onError) {
  2120. url = Tools.CleanUrl(url);
  2121. url = Tools.PreprocessUrl(url);
  2122. // If file and file input are set
  2123. if (url.indexOf("file:") !== -1) {
  2124. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2125. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2126. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2127. }
  2128. }
  2129. var loadUrl = Tools.BaseUrl + url;
  2130. var aborted = false;
  2131. var fileRequest = {
  2132. onCompleteObservable: new BABYLON.Observable(),
  2133. abort: function () { return aborted = true; },
  2134. };
  2135. var requestFile = function () {
  2136. var request = new XMLHttpRequest();
  2137. var retryHandle = null;
  2138. fileRequest.abort = function () {
  2139. aborted = true;
  2140. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2141. request.abort();
  2142. }
  2143. if (retryHandle !== null) {
  2144. clearTimeout(retryHandle);
  2145. retryHandle = null;
  2146. }
  2147. };
  2148. var retryLoop = function (retryIndex) {
  2149. request.open('GET', loadUrl, true);
  2150. if (useArrayBuffer) {
  2151. request.responseType = "arraybuffer";
  2152. }
  2153. if (onProgress) {
  2154. request.addEventListener("progress", onProgress);
  2155. }
  2156. var onLoadEnd = function () {
  2157. request.removeEventListener("loadend", onLoadEnd);
  2158. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2159. fileRequest.onCompleteObservable.clear();
  2160. };
  2161. request.addEventListener("loadend", onLoadEnd);
  2162. var onReadyStateChange = function () {
  2163. if (aborted) {
  2164. return;
  2165. }
  2166. // In case of undefined state in some browsers.
  2167. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2168. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2169. request.removeEventListener("readystatechange", onReadyStateChange);
  2170. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2171. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2172. return;
  2173. }
  2174. var retryStrategy = Tools.DefaultRetryStrategy;
  2175. if (retryStrategy) {
  2176. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2177. if (waitTime !== -1) {
  2178. // Prevent the request from completing for retry.
  2179. request.removeEventListener("loadend", onLoadEnd);
  2180. request = new XMLHttpRequest();
  2181. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2182. return;
  2183. }
  2184. }
  2185. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2186. if (onError) {
  2187. onError(request, e);
  2188. }
  2189. else {
  2190. throw e;
  2191. }
  2192. }
  2193. };
  2194. request.addEventListener("readystatechange", onReadyStateChange);
  2195. request.send();
  2196. };
  2197. retryLoop(0);
  2198. };
  2199. // Caching all files
  2200. if (database && database.enableSceneOffline) {
  2201. var noIndexedDB_1 = function (request) {
  2202. if (request && request.status > 400) {
  2203. if (onError) {
  2204. onError(request);
  2205. }
  2206. }
  2207. else {
  2208. if (!aborted) {
  2209. requestFile();
  2210. }
  2211. }
  2212. };
  2213. var loadFromIndexedDB = function () {
  2214. // TODO: database needs to support aborting and should return a IFileRequest
  2215. if (aborted) {
  2216. return;
  2217. }
  2218. if (database) {
  2219. database.loadFileFromDB(url, function (data) {
  2220. if (!aborted) {
  2221. onSuccess(data);
  2222. }
  2223. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2224. }, onProgress ? function (event) {
  2225. if (!aborted) {
  2226. onProgress(event);
  2227. }
  2228. } : undefined, noIndexedDB_1, useArrayBuffer);
  2229. }
  2230. };
  2231. database.openAsync(loadFromIndexedDB, noIndexedDB_1);
  2232. }
  2233. else {
  2234. requestFile();
  2235. }
  2236. return fileRequest;
  2237. };
  2238. /**
  2239. * Load a script (identified by an url). When the url returns, the
  2240. * content of this file is added into a new script element, attached to the DOM (body element)
  2241. * @param scriptUrl defines the url of the script to laod
  2242. * @param onSuccess defines the callback called when the script is loaded
  2243. * @param onError defines the callback to call if an error occurs
  2244. */
  2245. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2246. if (!Tools.IsWindowObjectExist()) {
  2247. return;
  2248. }
  2249. var head = document.getElementsByTagName('head')[0];
  2250. var script = document.createElement('script');
  2251. script.type = 'text/javascript';
  2252. script.src = scriptUrl;
  2253. script.onload = function () {
  2254. if (onSuccess) {
  2255. onSuccess();
  2256. }
  2257. };
  2258. script.onerror = function (e) {
  2259. if (onError) {
  2260. onError("Unable to load script '" + scriptUrl + "'", e);
  2261. }
  2262. };
  2263. head.appendChild(script);
  2264. };
  2265. /**
  2266. * Loads a file from a blob
  2267. * @param fileToLoad defines the blob to use
  2268. * @param callback defines the callback to call when data is loaded
  2269. * @param progressCallback defines the callback to call during loading process
  2270. * @returns a file request object
  2271. */
  2272. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2273. var reader = new FileReader();
  2274. var request = {
  2275. onCompleteObservable: new BABYLON.Observable(),
  2276. abort: function () { return reader.abort(); },
  2277. };
  2278. reader.onloadend = function (e) {
  2279. request.onCompleteObservable.notifyObservers(request);
  2280. };
  2281. reader.onload = function (e) {
  2282. //target doesn't have result from ts 1.3
  2283. callback(e.target['result']);
  2284. };
  2285. reader.onprogress = progressCallback;
  2286. reader.readAsDataURL(fileToLoad);
  2287. return request;
  2288. };
  2289. /**
  2290. * Loads a file
  2291. * @param fileToLoad defines the file to load
  2292. * @param callback defines the callback to call when data is loaded
  2293. * @param progressCallBack defines the callback to call during loading process
  2294. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2295. * @returns a file request object
  2296. */
  2297. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2298. var reader = new FileReader();
  2299. var request = {
  2300. onCompleteObservable: new BABYLON.Observable(),
  2301. abort: function () { return reader.abort(); },
  2302. };
  2303. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2304. reader.onerror = function (e) {
  2305. Tools.Log("Error while reading file: " + fileToLoad.name);
  2306. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2307. };
  2308. reader.onload = function (e) {
  2309. //target doesn't have result from ts 1.3
  2310. callback(e.target['result']);
  2311. };
  2312. if (progressCallBack) {
  2313. reader.onprogress = progressCallBack;
  2314. }
  2315. if (!useArrayBuffer) {
  2316. // Asynchronous read
  2317. reader.readAsText(fileToLoad);
  2318. }
  2319. else {
  2320. reader.readAsArrayBuffer(fileToLoad);
  2321. }
  2322. return request;
  2323. };
  2324. /**
  2325. * Creates a data url from a given string content
  2326. * @param content defines the content to convert
  2327. * @returns the new data url link
  2328. */
  2329. Tools.FileAsURL = function (content) {
  2330. var fileBlob = new Blob([content]);
  2331. var url = window.URL || window.webkitURL;
  2332. var link = url.createObjectURL(fileBlob);
  2333. return link;
  2334. };
  2335. /**
  2336. * Format the given number to a specific decimal format
  2337. * @param value defines the number to format
  2338. * @param decimals defines the number of decimals to use
  2339. * @returns the formatted string
  2340. */
  2341. Tools.Format = function (value, decimals) {
  2342. if (decimals === void 0) { decimals = 2; }
  2343. return value.toFixed(decimals);
  2344. };
  2345. /**
  2346. * Checks if a given vector is inside a specific range
  2347. * @param v defines the vector to test
  2348. * @param min defines the minimum range
  2349. * @param max defines the maximum range
  2350. */
  2351. Tools.CheckExtends = function (v, min, max) {
  2352. min.minimizeInPlace(v);
  2353. max.maximizeInPlace(v);
  2354. };
  2355. /**
  2356. * Tries to copy an object by duplicating every property
  2357. * @param source defines the source object
  2358. * @param destination defines the target object
  2359. * @param doNotCopyList defines a list of properties to avoid
  2360. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2361. */
  2362. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2363. for (var prop in source) {
  2364. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2365. continue;
  2366. }
  2367. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2368. continue;
  2369. }
  2370. var sourceValue = source[prop];
  2371. var typeOfSourceValue = typeof sourceValue;
  2372. if (typeOfSourceValue === "function") {
  2373. continue;
  2374. }
  2375. try {
  2376. if (typeOfSourceValue === "object") {
  2377. if (sourceValue instanceof Array) {
  2378. destination[prop] = [];
  2379. if (sourceValue.length > 0) {
  2380. if (typeof sourceValue[0] == "object") {
  2381. for (var index = 0; index < sourceValue.length; index++) {
  2382. var clonedValue = cloneValue(sourceValue[index], destination);
  2383. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2384. destination[prop].push(clonedValue);
  2385. }
  2386. }
  2387. }
  2388. else {
  2389. destination[prop] = sourceValue.slice(0);
  2390. }
  2391. }
  2392. }
  2393. else {
  2394. destination[prop] = cloneValue(sourceValue, destination);
  2395. }
  2396. }
  2397. else {
  2398. destination[prop] = sourceValue;
  2399. }
  2400. }
  2401. catch (e) {
  2402. // Just ignore error (it could be because of a read-only property)
  2403. }
  2404. }
  2405. };
  2406. /**
  2407. * Gets a boolean indicating if the given object has no own property
  2408. * @param obj defines the object to test
  2409. * @returns true if object has no own property
  2410. */
  2411. Tools.IsEmpty = function (obj) {
  2412. for (var i in obj) {
  2413. if (obj.hasOwnProperty(i)) {
  2414. return false;
  2415. }
  2416. }
  2417. return true;
  2418. };
  2419. /**
  2420. * Function used to register events at window level
  2421. * @param events defines the events to register
  2422. */
  2423. Tools.RegisterTopRootEvents = function (events) {
  2424. for (var index = 0; index < events.length; index++) {
  2425. var event = events[index];
  2426. window.addEventListener(event.name, event.handler, false);
  2427. try {
  2428. if (window.parent) {
  2429. window.parent.addEventListener(event.name, event.handler, false);
  2430. }
  2431. }
  2432. catch (e) {
  2433. // Silently fails...
  2434. }
  2435. }
  2436. };
  2437. /**
  2438. * Function used to unregister events from window level
  2439. * @param events defines the events to unregister
  2440. */
  2441. Tools.UnregisterTopRootEvents = function (events) {
  2442. for (var index = 0; index < events.length; index++) {
  2443. var event = events[index];
  2444. window.removeEventListener(event.name, event.handler);
  2445. try {
  2446. if (window.parent) {
  2447. window.parent.removeEventListener(event.name, event.handler);
  2448. }
  2449. }
  2450. catch (e) {
  2451. // Silently fails...
  2452. }
  2453. }
  2454. };
  2455. /**
  2456. * Dumps the current bound framebuffer
  2457. * @param width defines the rendering width
  2458. * @param height defines the rendering height
  2459. * @param engine defines the hosting engine
  2460. * @param successCallback defines the callback triggered once the data are available
  2461. * @param mimeType defines the mime type of the result
  2462. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2463. */
  2464. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2465. if (mimeType === void 0) { mimeType = "image/png"; }
  2466. // Read the contents of the framebuffer
  2467. var numberOfChannelsByLine = width * 4;
  2468. var halfHeight = height / 2;
  2469. //Reading datas from WebGL
  2470. var data = engine.readPixels(0, 0, width, height);
  2471. //To flip image on Y axis.
  2472. for (var i = 0; i < halfHeight; i++) {
  2473. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2474. var currentCell = j + i * numberOfChannelsByLine;
  2475. var targetLine = height - i - 1;
  2476. var targetCell = j + targetLine * numberOfChannelsByLine;
  2477. var temp = data[currentCell];
  2478. data[currentCell] = data[targetCell];
  2479. data[targetCell] = temp;
  2480. }
  2481. }
  2482. // Create a 2D canvas to store the result
  2483. if (!screenshotCanvas) {
  2484. screenshotCanvas = document.createElement('canvas');
  2485. }
  2486. screenshotCanvas.width = width;
  2487. screenshotCanvas.height = height;
  2488. var context = screenshotCanvas.getContext('2d');
  2489. if (context) {
  2490. // Copy the pixels to a 2D canvas
  2491. var imageData = context.createImageData(width, height);
  2492. var castData = (imageData.data);
  2493. castData.set(data);
  2494. context.putImageData(imageData, 0, 0);
  2495. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2496. }
  2497. };
  2498. /**
  2499. * Converts the canvas data to blob.
  2500. * This acts as a polyfill for browsers not supporting the to blob function.
  2501. * @param canvas Defines the canvas to extract the data from
  2502. * @param successCallback Defines the callback triggered once the data are available
  2503. * @param mimeType Defines the mime type of the result
  2504. */
  2505. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2506. if (mimeType === void 0) { mimeType = "image/png"; }
  2507. // We need HTMLCanvasElement.toBlob for HD screenshots
  2508. if (!canvas.toBlob) {
  2509. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2510. canvas.toBlob = function (callback, type, quality) {
  2511. var _this = this;
  2512. setTimeout(function () {
  2513. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2514. for (var i = 0; i < len; i++) {
  2515. arr[i] = binStr.charCodeAt(i);
  2516. }
  2517. callback(new Blob([arr]));
  2518. });
  2519. };
  2520. }
  2521. canvas.toBlob(function (blob) {
  2522. successCallback(blob);
  2523. }, mimeType);
  2524. };
  2525. /**
  2526. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2527. * @param successCallback defines the callback triggered once the data are available
  2528. * @param mimeType defines the mime type of the result
  2529. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2530. */
  2531. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2532. if (mimeType === void 0) { mimeType = "image/png"; }
  2533. if (successCallback) {
  2534. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2535. successCallback(base64Image);
  2536. }
  2537. else {
  2538. this.ToBlob(screenshotCanvas, function (blob) {
  2539. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2540. if (("download" in document.createElement("a"))) {
  2541. if (!fileName) {
  2542. var date = new Date();
  2543. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2544. fileName = "screenshot_" + stringDate + ".png";
  2545. }
  2546. Tools.Download(blob, fileName);
  2547. }
  2548. else {
  2549. var url = URL.createObjectURL(blob);
  2550. var newWindow = window.open("");
  2551. if (!newWindow) {
  2552. return;
  2553. }
  2554. var img = newWindow.document.createElement("img");
  2555. img.onload = function () {
  2556. // no longer need to read the blob so it's revoked
  2557. URL.revokeObjectURL(url);
  2558. };
  2559. img.src = url;
  2560. newWindow.document.body.appendChild(img);
  2561. }
  2562. }, mimeType);
  2563. }
  2564. };
  2565. /**
  2566. * Downloads a blob in the browser
  2567. * @param blob defines the blob to download
  2568. * @param fileName defines the name of the downloaded file
  2569. */
  2570. Tools.Download = function (blob, fileName) {
  2571. if (navigator && navigator.msSaveBlob) {
  2572. navigator.msSaveBlob(blob, fileName);
  2573. return;
  2574. }
  2575. var url = window.URL.createObjectURL(blob);
  2576. var a = document.createElement("a");
  2577. document.body.appendChild(a);
  2578. a.style.display = "none";
  2579. a.href = url;
  2580. a.download = fileName;
  2581. a.addEventListener("click", function () {
  2582. if (a.parentElement) {
  2583. a.parentElement.removeChild(a);
  2584. }
  2585. });
  2586. a.click();
  2587. window.URL.revokeObjectURL(url);
  2588. };
  2589. /**
  2590. * Captures a screenshot of the current rendering
  2591. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2592. * @param engine defines the rendering engine
  2593. * @param camera defines the source camera
  2594. * @param size This parameter can be set to a single number or to an object with the
  2595. * following (optional) properties: precision, width, height. If a single number is passed,
  2596. * it will be used for both width and height. If an object is passed, the screenshot size
  2597. * will be derived from the parameters. The precision property is a multiplier allowing
  2598. * rendering at a higher or lower resolution
  2599. * @param successCallback defines the callback receives a single parameter which contains the
  2600. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2601. * src parameter of an <img> to display it
  2602. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2603. * Check your browser for supported MIME types
  2604. */
  2605. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2606. if (mimeType === void 0) { mimeType = "image/png"; }
  2607. var width;
  2608. var height;
  2609. // If a precision value is specified
  2610. if (size.precision) {
  2611. width = Math.round(engine.getRenderWidth() * size.precision);
  2612. height = Math.round(width / engine.getAspectRatio(camera));
  2613. }
  2614. else if (size.width && size.height) {
  2615. width = size.width;
  2616. height = size.height;
  2617. }
  2618. //If passing only width, computing height to keep display canvas ratio.
  2619. else if (size.width && !size.height) {
  2620. width = size.width;
  2621. height = Math.round(width / engine.getAspectRatio(camera));
  2622. }
  2623. //If passing only height, computing width to keep display canvas ratio.
  2624. else if (size.height && !size.width) {
  2625. height = size.height;
  2626. width = Math.round(height * engine.getAspectRatio(camera));
  2627. }
  2628. //Assuming here that "size" parameter is a number
  2629. else if (!isNaN(size)) {
  2630. height = size;
  2631. width = size;
  2632. }
  2633. else {
  2634. Tools.Error("Invalid 'size' parameter !");
  2635. return;
  2636. }
  2637. if (!screenshotCanvas) {
  2638. screenshotCanvas = document.createElement('canvas');
  2639. }
  2640. screenshotCanvas.width = width;
  2641. screenshotCanvas.height = height;
  2642. var renderContext = screenshotCanvas.getContext("2d");
  2643. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2644. var newWidth = width;
  2645. var newHeight = newWidth / ratio;
  2646. if (newHeight > height) {
  2647. newHeight = height;
  2648. newWidth = newHeight * ratio;
  2649. }
  2650. var offsetX = Math.max(0, width - newWidth) / 2;
  2651. var offsetY = Math.max(0, height - newHeight) / 2;
  2652. var renderingCanvas = engine.getRenderingCanvas();
  2653. if (renderContext && renderingCanvas) {
  2654. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2655. }
  2656. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2657. };
  2658. /**
  2659. * Generates an image screenshot from the specified camera.
  2660. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2661. * @param engine The engine to use for rendering
  2662. * @param camera The camera to use for rendering
  2663. * @param size This parameter can be set to a single number or to an object with the
  2664. * following (optional) properties: precision, width, height. If a single number is passed,
  2665. * it will be used for both width and height. If an object is passed, the screenshot size
  2666. * will be derived from the parameters. The precision property is a multiplier allowing
  2667. * rendering at a higher or lower resolution
  2668. * @param successCallback The callback receives a single parameter which contains the
  2669. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2670. * src parameter of an <img> to display it
  2671. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2672. * Check your browser for supported MIME types
  2673. * @param samples Texture samples (default: 1)
  2674. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2675. * @param fileName A name for for the downloaded file.
  2676. */
  2677. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2678. if (mimeType === void 0) { mimeType = "image/png"; }
  2679. if (samples === void 0) { samples = 1; }
  2680. if (antialiasing === void 0) { antialiasing = false; }
  2681. var width;
  2682. var height;
  2683. //If a precision value is specified
  2684. if (size.precision) {
  2685. width = Math.round(engine.getRenderWidth() * size.precision);
  2686. height = Math.round(width / engine.getAspectRatio(camera));
  2687. size = { width: width, height: height };
  2688. }
  2689. else if (size.width && size.height) {
  2690. width = size.width;
  2691. height = size.height;
  2692. }
  2693. //If passing only width, computing height to keep display canvas ratio.
  2694. else if (size.width && !size.height) {
  2695. width = size.width;
  2696. height = Math.round(width / engine.getAspectRatio(camera));
  2697. size = { width: width, height: height };
  2698. }
  2699. //If passing only height, computing width to keep display canvas ratio.
  2700. else if (size.height && !size.width) {
  2701. height = size.height;
  2702. width = Math.round(height * engine.getAspectRatio(camera));
  2703. size = { width: width, height: height };
  2704. }
  2705. //Assuming here that "size" parameter is a number
  2706. else if (!isNaN(size)) {
  2707. height = size;
  2708. width = size;
  2709. }
  2710. else {
  2711. Tools.Error("Invalid 'size' parameter !");
  2712. return;
  2713. }
  2714. var scene = camera.getScene();
  2715. var previousCamera = null;
  2716. if (scene.activeCamera !== camera) {
  2717. previousCamera = scene.activeCamera;
  2718. scene.activeCamera = camera;
  2719. }
  2720. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2721. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2722. texture.renderList = null;
  2723. texture.samples = samples;
  2724. if (antialiasing) {
  2725. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2726. }
  2727. texture.onAfterRenderObservable.add(function () {
  2728. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2729. });
  2730. scene.incrementRenderId();
  2731. scene.resetCachedMaterial();
  2732. texture.render(true);
  2733. texture.dispose();
  2734. if (previousCamera) {
  2735. scene.activeCamera = previousCamera;
  2736. }
  2737. camera.getProjectionMatrix(true); // Force cache refresh;
  2738. };
  2739. /**
  2740. * Validates if xhr data is correct
  2741. * @param xhr defines the request to validate
  2742. * @param dataType defines the expected data type
  2743. * @returns true if data is correct
  2744. */
  2745. Tools.ValidateXHRData = function (xhr, dataType) {
  2746. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2747. if (dataType === void 0) { dataType = 7; }
  2748. try {
  2749. if (dataType & 1) {
  2750. if (xhr.responseText && xhr.responseText.length > 0) {
  2751. return true;
  2752. }
  2753. else if (dataType === 1) {
  2754. return false;
  2755. }
  2756. }
  2757. if (dataType & 2) {
  2758. // Check header width and height since there is no "TGA" magic number
  2759. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2760. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2761. return true;
  2762. }
  2763. else if (dataType === 2) {
  2764. return false;
  2765. }
  2766. }
  2767. if (dataType & 4) {
  2768. // Check for the "DDS" magic number
  2769. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2770. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2771. return true;
  2772. }
  2773. else {
  2774. return false;
  2775. }
  2776. }
  2777. }
  2778. catch (e) {
  2779. // Global protection
  2780. }
  2781. return false;
  2782. };
  2783. /**
  2784. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2785. * Be aware Math.random() could cause collisions, but:
  2786. * "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"
  2787. * @returns a pseudo random id
  2788. */
  2789. Tools.RandomId = function () {
  2790. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2791. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2792. return v.toString(16);
  2793. });
  2794. };
  2795. /**
  2796. * Test if the given uri is a base64 string
  2797. * @param uri The uri to test
  2798. * @return True if the uri is a base64 string or false otherwise
  2799. */
  2800. Tools.IsBase64 = function (uri) {
  2801. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2802. };
  2803. /**
  2804. * Decode the given base64 uri.
  2805. * @param uri The uri to decode
  2806. * @return The decoded base64 data.
  2807. */
  2808. Tools.DecodeBase64 = function (uri) {
  2809. var decodedString = atob(uri.split(",")[1]);
  2810. var bufferLength = decodedString.length;
  2811. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2812. for (var i = 0; i < bufferLength; i++) {
  2813. bufferView[i] = decodedString.charCodeAt(i);
  2814. }
  2815. return bufferView.buffer;
  2816. };
  2817. Tools._AddLogEntry = function (entry) {
  2818. Tools._LogCache = entry + Tools._LogCache;
  2819. if (Tools.OnNewCacheEntry) {
  2820. Tools.OnNewCacheEntry(entry);
  2821. }
  2822. };
  2823. Tools._FormatMessage = function (message) {
  2824. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2825. var date = new Date();
  2826. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2827. };
  2828. Tools._LogDisabled = function (message) {
  2829. // nothing to do
  2830. };
  2831. Tools._LogEnabled = function (message) {
  2832. var formattedMessage = Tools._FormatMessage(message);
  2833. console.log("BJS - " + formattedMessage);
  2834. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2835. Tools._AddLogEntry(entry);
  2836. };
  2837. Tools._WarnDisabled = function (message) {
  2838. // nothing to do
  2839. };
  2840. Tools._WarnEnabled = function (message) {
  2841. var formattedMessage = Tools._FormatMessage(message);
  2842. console.warn("BJS - " + formattedMessage);
  2843. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2844. Tools._AddLogEntry(entry);
  2845. };
  2846. Tools._ErrorDisabled = function (message) {
  2847. // nothing to do
  2848. };
  2849. Tools._ErrorEnabled = function (message) {
  2850. Tools.errorsCount++;
  2851. var formattedMessage = Tools._FormatMessage(message);
  2852. console.error("BJS - " + formattedMessage);
  2853. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2854. Tools._AddLogEntry(entry);
  2855. };
  2856. Object.defineProperty(Tools, "LogCache", {
  2857. /**
  2858. * Gets current log cache (list of logs)
  2859. */
  2860. get: function () {
  2861. return Tools._LogCache;
  2862. },
  2863. enumerable: true,
  2864. configurable: true
  2865. });
  2866. /**
  2867. * Clears the log cache
  2868. */
  2869. Tools.ClearLogCache = function () {
  2870. Tools._LogCache = "";
  2871. Tools.errorsCount = 0;
  2872. };
  2873. Object.defineProperty(Tools, "LogLevels", {
  2874. /**
  2875. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2876. */
  2877. set: function (level) {
  2878. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2879. Tools.Log = Tools._LogEnabled;
  2880. }
  2881. else {
  2882. Tools.Log = Tools._LogDisabled;
  2883. }
  2884. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2885. Tools.Warn = Tools._WarnEnabled;
  2886. }
  2887. else {
  2888. Tools.Warn = Tools._WarnDisabled;
  2889. }
  2890. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2891. Tools.Error = Tools._ErrorEnabled;
  2892. }
  2893. else {
  2894. Tools.Error = Tools._ErrorDisabled;
  2895. }
  2896. },
  2897. enumerable: true,
  2898. configurable: true
  2899. });
  2900. /**
  2901. * Checks if the loaded document was accessed via `file:`-Protocol.
  2902. * @returns boolean
  2903. */
  2904. Tools.IsFileURL = function () {
  2905. return location.protocol === "file:";
  2906. };
  2907. /**
  2908. * Checks if the window object exists
  2909. * @returns true if the window object exists
  2910. */
  2911. Tools.IsWindowObjectExist = function () {
  2912. return (typeof window) !== "undefined";
  2913. };
  2914. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2915. /**
  2916. * Sets the current performance log level
  2917. */
  2918. set: function (level) {
  2919. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2920. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2921. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2922. return;
  2923. }
  2924. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2925. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2926. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2927. return;
  2928. }
  2929. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2930. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2931. },
  2932. enumerable: true,
  2933. configurable: true
  2934. });
  2935. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2936. };
  2937. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2938. };
  2939. Tools._StartUserMark = function (counterName, condition) {
  2940. if (condition === void 0) { condition = true; }
  2941. if (!Tools._performance) {
  2942. if (!Tools.IsWindowObjectExist()) {
  2943. return;
  2944. }
  2945. Tools._performance = window.performance;
  2946. }
  2947. if (!condition || !Tools._performance.mark) {
  2948. return;
  2949. }
  2950. Tools._performance.mark(counterName + "-Begin");
  2951. };
  2952. Tools._EndUserMark = function (counterName, condition) {
  2953. if (condition === void 0) { condition = true; }
  2954. if (!condition || !Tools._performance.mark) {
  2955. return;
  2956. }
  2957. Tools._performance.mark(counterName + "-End");
  2958. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2959. };
  2960. Tools._StartPerformanceConsole = function (counterName, condition) {
  2961. if (condition === void 0) { condition = true; }
  2962. if (!condition) {
  2963. return;
  2964. }
  2965. Tools._StartUserMark(counterName, condition);
  2966. if (console.time) {
  2967. console.time(counterName);
  2968. }
  2969. };
  2970. Tools._EndPerformanceConsole = function (counterName, condition) {
  2971. if (condition === void 0) { condition = true; }
  2972. if (!condition) {
  2973. return;
  2974. }
  2975. Tools._EndUserMark(counterName, condition);
  2976. if (console.time) {
  2977. console.timeEnd(counterName);
  2978. }
  2979. };
  2980. Object.defineProperty(Tools, "Now", {
  2981. /**
  2982. * Gets either window.performance.now() if supported or Date.now() else
  2983. */
  2984. get: function () {
  2985. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  2986. return window.performance.now();
  2987. }
  2988. return Date.now();
  2989. },
  2990. enumerable: true,
  2991. configurable: true
  2992. });
  2993. /**
  2994. * This method will return the name of the class used to create the instance of the given object.
  2995. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  2996. * @param object the object to get the class name from
  2997. * @param isType defines if the object is actually a type
  2998. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  2999. */
  3000. Tools.GetClassName = function (object, isType) {
  3001. if (isType === void 0) { isType = false; }
  3002. var name = null;
  3003. if (!isType && object.getClassName) {
  3004. name = object.getClassName();
  3005. }
  3006. else {
  3007. if (object instanceof Object) {
  3008. var classObj = isType ? object : Object.getPrototypeOf(object);
  3009. name = classObj.constructor["__bjsclassName__"];
  3010. }
  3011. if (!name) {
  3012. name = typeof object;
  3013. }
  3014. }
  3015. return name;
  3016. };
  3017. /**
  3018. * Gets the first element of an array satisfying a given predicate
  3019. * @param array defines the array to browse
  3020. * @param predicate defines the predicate to use
  3021. * @returns null if not found or the element
  3022. */
  3023. Tools.First = function (array, predicate) {
  3024. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3025. var el = array_1[_i];
  3026. if (predicate(el)) {
  3027. return el;
  3028. }
  3029. }
  3030. return null;
  3031. };
  3032. /**
  3033. * This method will return the name of the full name of the class, including its owning module (if any).
  3034. * 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).
  3035. * @param object the object to get the class name from
  3036. * @param isType defines if the object is actually a type
  3037. * @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.
  3038. * @ignorenaming
  3039. */
  3040. Tools.getFullClassName = function (object, isType) {
  3041. if (isType === void 0) { isType = false; }
  3042. var className = null;
  3043. var moduleName = null;
  3044. if (!isType && object.getClassName) {
  3045. className = object.getClassName();
  3046. }
  3047. else {
  3048. if (object instanceof Object) {
  3049. var classObj = isType ? object : Object.getPrototypeOf(object);
  3050. className = classObj.constructor["__bjsclassName__"];
  3051. moduleName = classObj.constructor["__bjsmoduleName__"];
  3052. }
  3053. if (!className) {
  3054. className = typeof object;
  3055. }
  3056. }
  3057. if (!className) {
  3058. return null;
  3059. }
  3060. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3061. };
  3062. /**
  3063. * Returns a promise that resolves after the given amount of time.
  3064. * @param delay Number of milliseconds to delay
  3065. * @returns Promise that resolves after the given amount of time
  3066. */
  3067. Tools.DelayAsync = function (delay) {
  3068. return new Promise(function (resolve) {
  3069. setTimeout(function () {
  3070. resolve();
  3071. }, delay);
  3072. });
  3073. };
  3074. /**
  3075. * Gets the current gradient from an array of IValueGradient
  3076. * @param ratio defines the current ratio to get
  3077. * @param gradients defines the array of IValueGradient
  3078. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3079. */
  3080. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3081. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3082. var currentGradient = gradients[gradientIndex];
  3083. var nextGradient = gradients[gradientIndex + 1];
  3084. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3085. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3086. updateFunc(currentGradient, nextGradient, scale);
  3087. return;
  3088. }
  3089. }
  3090. // Use last index if over
  3091. var lastIndex = gradients.length - 1;
  3092. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3093. };
  3094. /**
  3095. * Gets or sets the base URL to use to load assets
  3096. */
  3097. Tools.BaseUrl = "";
  3098. /**
  3099. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3100. */
  3101. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3102. /**
  3103. * Default behaviour for cors in the application.
  3104. * It can be a string if the expected behavior is identical in the entire app.
  3105. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3106. */
  3107. Tools.CorsBehavior = "anonymous";
  3108. /**
  3109. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3110. * @ignorenaming
  3111. */
  3112. Tools.UseFallbackTexture = true;
  3113. /**
  3114. * Use this object to register external classes like custom textures or material
  3115. * to allow the laoders to instantiate them
  3116. */
  3117. Tools.RegisteredExternalClasses = {};
  3118. /**
  3119. * Texture content used if a texture cannot loaded
  3120. * @ignorenaming
  3121. */
  3122. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3123. Tools._tmpFloatArray = new Float32Array(1);
  3124. /**
  3125. * Gets or sets a function used to pre-process url before using them to load assets
  3126. */
  3127. Tools.PreprocessUrl = function (url) {
  3128. return url;
  3129. };
  3130. // Logs
  3131. /**
  3132. * No log
  3133. */
  3134. Tools.NoneLogLevel = 0;
  3135. /**
  3136. * Only message logs
  3137. */
  3138. Tools.MessageLogLevel = 1;
  3139. /**
  3140. * Only warning logs
  3141. */
  3142. Tools.WarningLogLevel = 2;
  3143. /**
  3144. * Only error logs
  3145. */
  3146. Tools.ErrorLogLevel = 4;
  3147. /**
  3148. * All logs
  3149. */
  3150. Tools.AllLogLevel = 7;
  3151. Tools._LogCache = "";
  3152. /**
  3153. * Gets a value indicating the number of loading errors
  3154. * @ignorenaming
  3155. */
  3156. Tools.errorsCount = 0;
  3157. /**
  3158. * Log a message to the console
  3159. */
  3160. Tools.Log = Tools._LogEnabled;
  3161. /**
  3162. * Write a warning message to the console
  3163. */
  3164. Tools.Warn = Tools._WarnEnabled;
  3165. /**
  3166. * Write an error message to the console
  3167. */
  3168. Tools.Error = Tools._ErrorEnabled;
  3169. // Performances
  3170. /**
  3171. * No performance log
  3172. */
  3173. Tools.PerformanceNoneLogLevel = 0;
  3174. /**
  3175. * Use user marks to log performance
  3176. */
  3177. Tools.PerformanceUserMarkLogLevel = 1;
  3178. /**
  3179. * Log performance to the console
  3180. */
  3181. Tools.PerformanceConsoleLogLevel = 2;
  3182. /**
  3183. * Starts a performance counter
  3184. */
  3185. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3186. /**
  3187. * Ends a specific performance coutner
  3188. */
  3189. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3190. return Tools;
  3191. }());
  3192. BABYLON.Tools = Tools;
  3193. /**
  3194. * This class is used to track a performance counter which is number based.
  3195. * The user has access to many properties which give statistics of different nature.
  3196. *
  3197. * The implementer can track two kinds of Performance Counter: time and count.
  3198. * 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.
  3199. * 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.
  3200. */
  3201. var PerfCounter = /** @class */ (function () {
  3202. /**
  3203. * Creates a new counter
  3204. */
  3205. function PerfCounter() {
  3206. this._startMonitoringTime = 0;
  3207. this._min = 0;
  3208. this._max = 0;
  3209. this._average = 0;
  3210. this._lastSecAverage = 0;
  3211. this._current = 0;
  3212. this._totalValueCount = 0;
  3213. this._totalAccumulated = 0;
  3214. this._lastSecAccumulated = 0;
  3215. this._lastSecTime = 0;
  3216. this._lastSecValueCount = 0;
  3217. }
  3218. Object.defineProperty(PerfCounter.prototype, "min", {
  3219. /**
  3220. * Returns the smallest value ever
  3221. */
  3222. get: function () {
  3223. return this._min;
  3224. },
  3225. enumerable: true,
  3226. configurable: true
  3227. });
  3228. Object.defineProperty(PerfCounter.prototype, "max", {
  3229. /**
  3230. * Returns the biggest value ever
  3231. */
  3232. get: function () {
  3233. return this._max;
  3234. },
  3235. enumerable: true,
  3236. configurable: true
  3237. });
  3238. Object.defineProperty(PerfCounter.prototype, "average", {
  3239. /**
  3240. * Returns the average value since the performance counter is running
  3241. */
  3242. get: function () {
  3243. return this._average;
  3244. },
  3245. enumerable: true,
  3246. configurable: true
  3247. });
  3248. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3249. /**
  3250. * Returns the average value of the last second the counter was monitored
  3251. */
  3252. get: function () {
  3253. return this._lastSecAverage;
  3254. },
  3255. enumerable: true,
  3256. configurable: true
  3257. });
  3258. Object.defineProperty(PerfCounter.prototype, "current", {
  3259. /**
  3260. * Returns the current value
  3261. */
  3262. get: function () {
  3263. return this._current;
  3264. },
  3265. enumerable: true,
  3266. configurable: true
  3267. });
  3268. Object.defineProperty(PerfCounter.prototype, "total", {
  3269. /**
  3270. * Gets the accumulated total
  3271. */
  3272. get: function () {
  3273. return this._totalAccumulated;
  3274. },
  3275. enumerable: true,
  3276. configurable: true
  3277. });
  3278. Object.defineProperty(PerfCounter.prototype, "count", {
  3279. /**
  3280. * Gets the total value count
  3281. */
  3282. get: function () {
  3283. return this._totalValueCount;
  3284. },
  3285. enumerable: true,
  3286. configurable: true
  3287. });
  3288. /**
  3289. * Call this method to start monitoring a new frame.
  3290. * 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.
  3291. */
  3292. PerfCounter.prototype.fetchNewFrame = function () {
  3293. this._totalValueCount++;
  3294. this._current = 0;
  3295. this._lastSecValueCount++;
  3296. };
  3297. /**
  3298. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3299. * @param newCount the count value to add to the monitored count
  3300. * @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.
  3301. */
  3302. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3303. if (!PerfCounter.Enabled) {
  3304. return;
  3305. }
  3306. this._current += newCount;
  3307. if (fetchResult) {
  3308. this._fetchResult();
  3309. }
  3310. };
  3311. /**
  3312. * Start monitoring this performance counter
  3313. */
  3314. PerfCounter.prototype.beginMonitoring = function () {
  3315. if (!PerfCounter.Enabled) {
  3316. return;
  3317. }
  3318. this._startMonitoringTime = Tools.Now;
  3319. };
  3320. /**
  3321. * Compute the time lapsed since the previous beginMonitoring() call.
  3322. * @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
  3323. */
  3324. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3325. if (newFrame === void 0) { newFrame = true; }
  3326. if (!PerfCounter.Enabled) {
  3327. return;
  3328. }
  3329. if (newFrame) {
  3330. this.fetchNewFrame();
  3331. }
  3332. var currentTime = Tools.Now;
  3333. this._current = currentTime - this._startMonitoringTime;
  3334. if (newFrame) {
  3335. this._fetchResult();
  3336. }
  3337. };
  3338. PerfCounter.prototype._fetchResult = function () {
  3339. this._totalAccumulated += this._current;
  3340. this._lastSecAccumulated += this._current;
  3341. // Min/Max update
  3342. this._min = Math.min(this._min, this._current);
  3343. this._max = Math.max(this._max, this._current);
  3344. this._average = this._totalAccumulated / this._totalValueCount;
  3345. // Reset last sec?
  3346. var now = Tools.Now;
  3347. if ((now - this._lastSecTime) > 1000) {
  3348. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3349. this._lastSecTime = now;
  3350. this._lastSecAccumulated = 0;
  3351. this._lastSecValueCount = 0;
  3352. }
  3353. };
  3354. /**
  3355. * Gets or sets a global boolean to turn on and off all the counters
  3356. */
  3357. PerfCounter.Enabled = true;
  3358. return PerfCounter;
  3359. }());
  3360. BABYLON.PerfCounter = PerfCounter;
  3361. /**
  3362. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3363. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3364. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3365. * @param name The name of the class, case should be preserved
  3366. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3367. */
  3368. function className(name, module) {
  3369. return function (target) {
  3370. target["__bjsclassName__"] = name;
  3371. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3372. };
  3373. }
  3374. BABYLON.className = className;
  3375. /**
  3376. * An implementation of a loop for asynchronous functions.
  3377. */
  3378. var AsyncLoop = /** @class */ (function () {
  3379. /**
  3380. * Constructor.
  3381. * @param iterations the number of iterations.
  3382. * @param func the function to run each iteration
  3383. * @param successCallback the callback that will be called upon succesful execution
  3384. * @param offset starting offset.
  3385. */
  3386. function AsyncLoop(
  3387. /**
  3388. * Defines the number of iterations for the loop
  3389. */
  3390. iterations, func, successCallback, offset) {
  3391. if (offset === void 0) { offset = 0; }
  3392. this.iterations = iterations;
  3393. this.index = offset - 1;
  3394. this._done = false;
  3395. this._fn = func;
  3396. this._successCallback = successCallback;
  3397. }
  3398. /**
  3399. * Execute the next iteration. Must be called after the last iteration was finished.
  3400. */
  3401. AsyncLoop.prototype.executeNext = function () {
  3402. if (!this._done) {
  3403. if (this.index + 1 < this.iterations) {
  3404. ++this.index;
  3405. this._fn(this);
  3406. }
  3407. else {
  3408. this.breakLoop();
  3409. }
  3410. }
  3411. };
  3412. /**
  3413. * Break the loop and run the success callback.
  3414. */
  3415. AsyncLoop.prototype.breakLoop = function () {
  3416. this._done = true;
  3417. this._successCallback();
  3418. };
  3419. /**
  3420. * Create and run an async loop.
  3421. * @param iterations the number of iterations.
  3422. * @param fn the function to run each iteration
  3423. * @param successCallback the callback that will be called upon succesful execution
  3424. * @param offset starting offset.
  3425. * @returns the created async loop object
  3426. */
  3427. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3428. if (offset === void 0) { offset = 0; }
  3429. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3430. loop.executeNext();
  3431. return loop;
  3432. };
  3433. /**
  3434. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3435. * @param iterations total number of iterations
  3436. * @param syncedIterations number of synchronous iterations in each async iteration.
  3437. * @param fn the function to call each iteration.
  3438. * @param callback a success call back that will be called when iterating stops.
  3439. * @param breakFunction a break condition (optional)
  3440. * @param timeout timeout settings for the setTimeout function. default - 0.
  3441. * @returns the created async loop object
  3442. */
  3443. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3444. if (timeout === void 0) { timeout = 0; }
  3445. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3446. if (breakFunction && breakFunction()) {
  3447. loop.breakLoop();
  3448. }
  3449. else {
  3450. setTimeout(function () {
  3451. for (var i = 0; i < syncedIterations; ++i) {
  3452. var iteration = (loop.index * syncedIterations) + i;
  3453. if (iteration >= iterations) {
  3454. break;
  3455. }
  3456. fn(iteration);
  3457. if (breakFunction && breakFunction()) {
  3458. loop.breakLoop();
  3459. break;
  3460. }
  3461. }
  3462. loop.executeNext();
  3463. }, timeout);
  3464. }
  3465. }, callback);
  3466. };
  3467. return AsyncLoop;
  3468. }());
  3469. BABYLON.AsyncLoop = AsyncLoop;
  3470. })(BABYLON || (BABYLON = {}));
  3471. //# sourceMappingURL=babylon.tools.js.map
  3472. var BABYLON;
  3473. (function (BABYLON) {
  3474. /**
  3475. * Constant used to convert a value to gamma space
  3476. * @ignorenaming
  3477. */
  3478. BABYLON.ToGammaSpace = 1 / 2.2;
  3479. /**
  3480. * Constant used to convert a value to linear space
  3481. * @ignorenaming
  3482. */
  3483. BABYLON.ToLinearSpace = 2.2;
  3484. /**
  3485. * Constant used to define the minimal number value in Babylon.js
  3486. * @ignorenaming
  3487. */
  3488. BABYLON.Epsilon = 0.001;
  3489. /**
  3490. * Class used to hold a RBG color
  3491. */
  3492. var Color3 = /** @class */ (function () {
  3493. /**
  3494. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3495. * @param r defines the red component (between 0 and 1, default is 0)
  3496. * @param g defines the green component (between 0 and 1, default is 0)
  3497. * @param b defines the blue component (between 0 and 1, default is 0)
  3498. */
  3499. function Color3(
  3500. /**
  3501. * Defines the red component (between 0 and 1, default is 0)
  3502. */
  3503. r,
  3504. /**
  3505. * Defines the green component (between 0 and 1, default is 0)
  3506. */
  3507. g,
  3508. /**
  3509. * Defines the blue component (between 0 and 1, default is 0)
  3510. */
  3511. b) {
  3512. if (r === void 0) { r = 0; }
  3513. if (g === void 0) { g = 0; }
  3514. if (b === void 0) { b = 0; }
  3515. this.r = r;
  3516. this.g = g;
  3517. this.b = b;
  3518. }
  3519. /**
  3520. * Creates a string with the Color3 current values
  3521. * @returns the string representation of the Color3 object
  3522. */
  3523. Color3.prototype.toString = function () {
  3524. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3525. };
  3526. /**
  3527. * Returns the string "Color3"
  3528. * @returns "Color3"
  3529. */
  3530. Color3.prototype.getClassName = function () {
  3531. return "Color3";
  3532. };
  3533. /**
  3534. * Compute the Color3 hash code
  3535. * @returns an unique number that can be used to hash Color3 objects
  3536. */
  3537. Color3.prototype.getHashCode = function () {
  3538. var hash = this.r || 0;
  3539. hash = (hash * 397) ^ (this.g || 0);
  3540. hash = (hash * 397) ^ (this.b || 0);
  3541. return hash;
  3542. };
  3543. // Operators
  3544. /**
  3545. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3546. * @param array defines the array where to store the r,g,b components
  3547. * @param index defines an optional index in the target array to define where to start storing values
  3548. * @returns the current Color3 object
  3549. */
  3550. Color3.prototype.toArray = function (array, index) {
  3551. if (index === undefined) {
  3552. index = 0;
  3553. }
  3554. array[index] = this.r;
  3555. array[index + 1] = this.g;
  3556. array[index + 2] = this.b;
  3557. return this;
  3558. };
  3559. /**
  3560. * Returns a new Color4 object from the current Color3 and the given alpha
  3561. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3562. * @returns a new Color4 object
  3563. */
  3564. Color3.prototype.toColor4 = function (alpha) {
  3565. if (alpha === void 0) { alpha = 1; }
  3566. return new Color4(this.r, this.g, this.b, alpha);
  3567. };
  3568. /**
  3569. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3570. * @returns the new array
  3571. */
  3572. Color3.prototype.asArray = function () {
  3573. var result = new Array();
  3574. this.toArray(result, 0);
  3575. return result;
  3576. };
  3577. /**
  3578. * Returns the luminance value
  3579. * @returns a float value
  3580. */
  3581. Color3.prototype.toLuminance = function () {
  3582. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3583. };
  3584. /**
  3585. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3586. * @param otherColor defines the second operand
  3587. * @returns the new Color3 object
  3588. */
  3589. Color3.prototype.multiply = function (otherColor) {
  3590. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3591. };
  3592. /**
  3593. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3594. * @param otherColor defines the second operand
  3595. * @param result defines the Color3 object where to store the result
  3596. * @returns the current Color3
  3597. */
  3598. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3599. result.r = this.r * otherColor.r;
  3600. result.g = this.g * otherColor.g;
  3601. result.b = this.b * otherColor.b;
  3602. return this;
  3603. };
  3604. /**
  3605. * Determines equality between Color3 objects
  3606. * @param otherColor defines the second operand
  3607. * @returns true if the rgb values are equal to the given ones
  3608. */
  3609. Color3.prototype.equals = function (otherColor) {
  3610. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3611. };
  3612. /**
  3613. * Determines equality between the current Color3 object and a set of r,b,g values
  3614. * @param r defines the red component to check
  3615. * @param g defines the green component to check
  3616. * @param b defines the blue component to check
  3617. * @returns true if the rgb values are equal to the given ones
  3618. */
  3619. Color3.prototype.equalsFloats = function (r, g, b) {
  3620. return this.r === r && this.g === g && this.b === b;
  3621. };
  3622. /**
  3623. * Multiplies in place each rgb value by scale
  3624. * @param scale defines the scaling factor
  3625. * @returns the updated Color3
  3626. */
  3627. Color3.prototype.scale = function (scale) {
  3628. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3629. };
  3630. /**
  3631. * Multiplies the rgb values by scale and stores the result into "result"
  3632. * @param scale defines the scaling factor
  3633. * @param result defines the Color3 object where to store the result
  3634. * @returns the unmodified current Color3
  3635. */
  3636. Color3.prototype.scaleToRef = function (scale, result) {
  3637. result.r = this.r * scale;
  3638. result.g = this.g * scale;
  3639. result.b = this.b * scale;
  3640. return this;
  3641. };
  3642. /**
  3643. * Scale the current Color3 values by a factor and add the result to a given Color3
  3644. * @param scale defines the scale factor
  3645. * @param result defines color to store the result into
  3646. * @returns the unmodified current Color3
  3647. */
  3648. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3649. result.r += this.r * scale;
  3650. result.g += this.g * scale;
  3651. result.b += this.b * scale;
  3652. return this;
  3653. };
  3654. /**
  3655. * Clamps the rgb values by the min and max values and stores the result into "result"
  3656. * @param min defines minimum clamping value (default is 0)
  3657. * @param max defines maximum clamping value (default is 1)
  3658. * @param result defines color to store the result into
  3659. * @returns the original Color3
  3660. */
  3661. Color3.prototype.clampToRef = function (min, max, result) {
  3662. if (min === void 0) { min = 0; }
  3663. if (max === void 0) { max = 1; }
  3664. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3665. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3666. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3667. return this;
  3668. };
  3669. /**
  3670. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3671. * @param otherColor defines the second operand
  3672. * @returns the new Color3
  3673. */
  3674. Color3.prototype.add = function (otherColor) {
  3675. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3676. };
  3677. /**
  3678. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3679. * @param otherColor defines the second operand
  3680. * @param result defines Color3 object to store the result into
  3681. * @returns the unmodified current Color3
  3682. */
  3683. Color3.prototype.addToRef = function (otherColor, result) {
  3684. result.r = this.r + otherColor.r;
  3685. result.g = this.g + otherColor.g;
  3686. result.b = this.b + otherColor.b;
  3687. return this;
  3688. };
  3689. /**
  3690. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3691. * @param otherColor defines the second operand
  3692. * @returns the new Color3
  3693. */
  3694. Color3.prototype.subtract = function (otherColor) {
  3695. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3696. };
  3697. /**
  3698. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3699. * @param otherColor defines the second operand
  3700. * @param result defines Color3 object to store the result into
  3701. * @returns the unmodified current Color3
  3702. */
  3703. Color3.prototype.subtractToRef = function (otherColor, result) {
  3704. result.r = this.r - otherColor.r;
  3705. result.g = this.g - otherColor.g;
  3706. result.b = this.b - otherColor.b;
  3707. return this;
  3708. };
  3709. /**
  3710. * Copy the current object
  3711. * @returns a new Color3 copied the current one
  3712. */
  3713. Color3.prototype.clone = function () {
  3714. return new Color3(this.r, this.g, this.b);
  3715. };
  3716. /**
  3717. * Copies the rgb values from the source in the current Color3
  3718. * @param source defines the source Color3 object
  3719. * @returns the updated Color3 object
  3720. */
  3721. Color3.prototype.copyFrom = function (source) {
  3722. this.r = source.r;
  3723. this.g = source.g;
  3724. this.b = source.b;
  3725. return this;
  3726. };
  3727. /**
  3728. * Updates the Color3 rgb values from the given floats
  3729. * @param r defines the red component to read from
  3730. * @param g defines the green component to read from
  3731. * @param b defines the blue component to read from
  3732. * @returns the current Color3 object
  3733. */
  3734. Color3.prototype.copyFromFloats = function (r, g, b) {
  3735. this.r = r;
  3736. this.g = g;
  3737. this.b = b;
  3738. return this;
  3739. };
  3740. /**
  3741. * Updates the Color3 rgb values from the given floats
  3742. * @param r defines the red component to read from
  3743. * @param g defines the green component to read from
  3744. * @param b defines the blue component to read from
  3745. * @returns the current Color3 object
  3746. */
  3747. Color3.prototype.set = function (r, g, b) {
  3748. return this.copyFromFloats(r, g, b);
  3749. };
  3750. /**
  3751. * Compute the Color3 hexadecimal code as a string
  3752. * @returns a string containing the hexadecimal representation of the Color3 object
  3753. */
  3754. Color3.prototype.toHexString = function () {
  3755. var intR = (this.r * 255) | 0;
  3756. var intG = (this.g * 255) | 0;
  3757. var intB = (this.b * 255) | 0;
  3758. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3759. };
  3760. /**
  3761. * Computes a new Color3 converted from the current one to linear space
  3762. * @returns a new Color3 object
  3763. */
  3764. Color3.prototype.toLinearSpace = function () {
  3765. var convertedColor = new Color3();
  3766. this.toLinearSpaceToRef(convertedColor);
  3767. return convertedColor;
  3768. };
  3769. /**
  3770. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3771. * @param convertedColor defines the Color3 object where to store the linear space version
  3772. * @returns the unmodified Color3
  3773. */
  3774. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3775. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3776. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3777. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3778. return this;
  3779. };
  3780. /**
  3781. * Computes a new Color3 converted from the current one to gamma space
  3782. * @returns a new Color3 object
  3783. */
  3784. Color3.prototype.toGammaSpace = function () {
  3785. var convertedColor = new Color3();
  3786. this.toGammaSpaceToRef(convertedColor);
  3787. return convertedColor;
  3788. };
  3789. /**
  3790. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3791. * @param convertedColor defines the Color3 object where to store the gamma space version
  3792. * @returns the unmodified Color3
  3793. */
  3794. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3795. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3796. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3797. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3798. return this;
  3799. };
  3800. // Statics
  3801. /**
  3802. * Creates a new Color3 from the string containing valid hexadecimal values
  3803. * @param hex defines a string containing valid hexadecimal values
  3804. * @returns a new Color3 object
  3805. */
  3806. Color3.FromHexString = function (hex) {
  3807. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3808. return new Color3(0, 0, 0);
  3809. }
  3810. var r = parseInt(hex.substring(1, 3), 16);
  3811. var g = parseInt(hex.substring(3, 5), 16);
  3812. var b = parseInt(hex.substring(5, 7), 16);
  3813. return Color3.FromInts(r, g, b);
  3814. };
  3815. /**
  3816. * Creates a new Vector3 from the starting index of the given array
  3817. * @param array defines the source array
  3818. * @param offset defines an offset in the source array
  3819. * @returns a new Color3 object
  3820. */
  3821. Color3.FromArray = function (array, offset) {
  3822. if (offset === void 0) { offset = 0; }
  3823. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3824. };
  3825. /**
  3826. * Creates a new Color3 from integer values (< 256)
  3827. * @param r defines the red component to read from (value between 0 and 255)
  3828. * @param g defines the green component to read from (value between 0 and 255)
  3829. * @param b defines the blue component to read from (value between 0 and 255)
  3830. * @returns a new Color3 object
  3831. */
  3832. Color3.FromInts = function (r, g, b) {
  3833. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3834. };
  3835. /**
  3836. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3837. * @param start defines the start Color3 value
  3838. * @param end defines the end Color3 value
  3839. * @param amount defines the gradient value between start and end
  3840. * @returns a new Color3 object
  3841. */
  3842. Color3.Lerp = function (start, end, amount) {
  3843. var result = new Color3(0.0, 0.0, 0.0);
  3844. Color3.LerpToRef(start, end, amount, result);
  3845. return result;
  3846. };
  3847. /**
  3848. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3849. * @param left defines the start value
  3850. * @param right defines the end value
  3851. * @param amount defines the gradient factor
  3852. * @param result defines the Color3 object where to store the result
  3853. */
  3854. Color3.LerpToRef = function (left, right, amount, result) {
  3855. result.r = left.r + ((right.r - left.r) * amount);
  3856. result.g = left.g + ((right.g - left.g) * amount);
  3857. result.b = left.b + ((right.b - left.b) * amount);
  3858. };
  3859. /**
  3860. * Returns a Color3 value containing a red color
  3861. * @returns a new Color3 object
  3862. */
  3863. Color3.Red = function () { return new Color3(1, 0, 0); };
  3864. /**
  3865. * Returns a Color3 value containing a green color
  3866. * @returns a new Color3 object
  3867. */
  3868. Color3.Green = function () { return new Color3(0, 1, 0); };
  3869. /**
  3870. * Returns a Color3 value containing a blue color
  3871. * @returns a new Color3 object
  3872. */
  3873. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3874. /**
  3875. * Returns a Color3 value containing a black color
  3876. * @returns a new Color3 object
  3877. */
  3878. Color3.Black = function () { return new Color3(0, 0, 0); };
  3879. /**
  3880. * Returns a Color3 value containing a white color
  3881. * @returns a new Color3 object
  3882. */
  3883. Color3.White = function () { return new Color3(1, 1, 1); };
  3884. /**
  3885. * Returns a Color3 value containing a purple color
  3886. * @returns a new Color3 object
  3887. */
  3888. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3889. /**
  3890. * Returns a Color3 value containing a magenta color
  3891. * @returns a new Color3 object
  3892. */
  3893. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3894. /**
  3895. * Returns a Color3 value containing a yellow color
  3896. * @returns a new Color3 object
  3897. */
  3898. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3899. /**
  3900. * Returns a Color3 value containing a gray color
  3901. * @returns a new Color3 object
  3902. */
  3903. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3904. /**
  3905. * Returns a Color3 value containing a teal color
  3906. * @returns a new Color3 object
  3907. */
  3908. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3909. /**
  3910. * Returns a Color3 value containing a random color
  3911. * @returns a new Color3 object
  3912. */
  3913. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3914. return Color3;
  3915. }());
  3916. BABYLON.Color3 = Color3;
  3917. /**
  3918. * Class used to hold a RBGA color
  3919. */
  3920. var Color4 = /** @class */ (function () {
  3921. /**
  3922. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3923. * @param r defines the red component (between 0 and 1, default is 0)
  3924. * @param g defines the green component (between 0 and 1, default is 0)
  3925. * @param b defines the blue component (between 0 and 1, default is 0)
  3926. * @param a defines the alpha component (between 0 and 1, default is 1)
  3927. */
  3928. function Color4(
  3929. /**
  3930. * Defines the red component (between 0 and 1, default is 0)
  3931. */
  3932. r,
  3933. /**
  3934. * Defines the green component (between 0 and 1, default is 0)
  3935. */
  3936. g,
  3937. /**
  3938. * Defines the blue component (between 0 and 1, default is 0)
  3939. */
  3940. b,
  3941. /**
  3942. * Defines the alpha component (between 0 and 1, default is 1)
  3943. */
  3944. a) {
  3945. if (r === void 0) { r = 0; }
  3946. if (g === void 0) { g = 0; }
  3947. if (b === void 0) { b = 0; }
  3948. if (a === void 0) { a = 1; }
  3949. this.r = r;
  3950. this.g = g;
  3951. this.b = b;
  3952. this.a = a;
  3953. }
  3954. // Operators
  3955. /**
  3956. * Adds in place the given Color4 values to the current Color4 object
  3957. * @param right defines the second operand
  3958. * @returns the current updated Color4 object
  3959. */
  3960. Color4.prototype.addInPlace = function (right) {
  3961. this.r += right.r;
  3962. this.g += right.g;
  3963. this.b += right.b;
  3964. this.a += right.a;
  3965. return this;
  3966. };
  3967. /**
  3968. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  3969. * @returns the new array
  3970. */
  3971. Color4.prototype.asArray = function () {
  3972. var result = new Array();
  3973. this.toArray(result, 0);
  3974. return result;
  3975. };
  3976. /**
  3977. * Stores from the starting index in the given array the Color4 successive values
  3978. * @param array defines the array where to store the r,g,b components
  3979. * @param index defines an optional index in the target array to define where to start storing values
  3980. * @returns the current Color4 object
  3981. */
  3982. Color4.prototype.toArray = function (array, index) {
  3983. if (index === void 0) { index = 0; }
  3984. array[index] = this.r;
  3985. array[index + 1] = this.g;
  3986. array[index + 2] = this.b;
  3987. array[index + 3] = this.a;
  3988. return this;
  3989. };
  3990. /**
  3991. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  3992. * @param right defines the second operand
  3993. * @returns a new Color4 object
  3994. */
  3995. Color4.prototype.add = function (right) {
  3996. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  3997. };
  3998. /**
  3999. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4000. * @param right defines the second operand
  4001. * @returns a new Color4 object
  4002. */
  4003. Color4.prototype.subtract = function (right) {
  4004. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4005. };
  4006. /**
  4007. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4008. * @param right defines the second operand
  4009. * @param result defines the Color4 object where to store the result
  4010. * @returns the current Color4 object
  4011. */
  4012. Color4.prototype.subtractToRef = function (right, result) {
  4013. result.r = this.r - right.r;
  4014. result.g = this.g - right.g;
  4015. result.b = this.b - right.b;
  4016. result.a = this.a - right.a;
  4017. return this;
  4018. };
  4019. /**
  4020. * Creates a new Color4 with the current Color4 values multiplied by scale
  4021. * @param scale defines the scaling factor to apply
  4022. * @returns a new Color4 object
  4023. */
  4024. Color4.prototype.scale = function (scale) {
  4025. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4026. };
  4027. /**
  4028. * Multiplies the current Color4 values by scale and stores the result in "result"
  4029. * @param scale defines the scaling factor to apply
  4030. * @param result defines the Color4 object where to store the result
  4031. * @returns the current unmodified Color4
  4032. */
  4033. Color4.prototype.scaleToRef = function (scale, result) {
  4034. result.r = this.r * scale;
  4035. result.g = this.g * scale;
  4036. result.b = this.b * scale;
  4037. result.a = this.a * scale;
  4038. return this;
  4039. };
  4040. /**
  4041. * Scale the current Color4 values by a factor and add the result to a given Color4
  4042. * @param scale defines the scale factor
  4043. * @param result defines the Color4 object where to store the result
  4044. * @returns the unmodified current Color4
  4045. */
  4046. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4047. result.r += this.r * scale;
  4048. result.g += this.g * scale;
  4049. result.b += this.b * scale;
  4050. result.a += this.a * scale;
  4051. return this;
  4052. };
  4053. /**
  4054. * Clamps the rgb values by the min and max values and stores the result into "result"
  4055. * @param min defines minimum clamping value (default is 0)
  4056. * @param max defines maximum clamping value (default is 1)
  4057. * @param result defines color to store the result into.
  4058. * @returns the cuurent Color4
  4059. */
  4060. Color4.prototype.clampToRef = function (min, max, result) {
  4061. if (min === void 0) { min = 0; }
  4062. if (max === void 0) { max = 1; }
  4063. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4064. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4065. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4066. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4067. return this;
  4068. };
  4069. /**
  4070. * Multipy an Color4 value by another and return a new Color4 object
  4071. * @param color defines the Color4 value to multiply by
  4072. * @returns a new Color4 object
  4073. */
  4074. Color4.prototype.multiply = function (color) {
  4075. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4076. };
  4077. /**
  4078. * Multipy a Color4 value by another and push the result in a reference value
  4079. * @param color defines the Color4 value to multiply by
  4080. * @param result defines the Color4 to fill the result in
  4081. * @returns the result Color4
  4082. */
  4083. Color4.prototype.multiplyToRef = function (color, result) {
  4084. result.r = this.r * color.r;
  4085. result.g = this.g * color.g;
  4086. result.b = this.b * color.b;
  4087. result.a = this.a * color.a;
  4088. return result;
  4089. };
  4090. /**
  4091. * Creates a string with the Color4 current values
  4092. * @returns the string representation of the Color4 object
  4093. */
  4094. Color4.prototype.toString = function () {
  4095. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4096. };
  4097. /**
  4098. * Returns the string "Color4"
  4099. * @returns "Color4"
  4100. */
  4101. Color4.prototype.getClassName = function () {
  4102. return "Color4";
  4103. };
  4104. /**
  4105. * Compute the Color4 hash code
  4106. * @returns an unique number that can be used to hash Color4 objects
  4107. */
  4108. Color4.prototype.getHashCode = function () {
  4109. var hash = this.r || 0;
  4110. hash = (hash * 397) ^ (this.g || 0);
  4111. hash = (hash * 397) ^ (this.b || 0);
  4112. hash = (hash * 397) ^ (this.a || 0);
  4113. return hash;
  4114. };
  4115. /**
  4116. * Creates a new Color4 copied from the current one
  4117. * @returns a new Color4 object
  4118. */
  4119. Color4.prototype.clone = function () {
  4120. return new Color4(this.r, this.g, this.b, this.a);
  4121. };
  4122. /**
  4123. * Copies the given Color4 values into the current one
  4124. * @param source defines the source Color4 object
  4125. * @returns the current updated Color4 object
  4126. */
  4127. Color4.prototype.copyFrom = function (source) {
  4128. this.r = source.r;
  4129. this.g = source.g;
  4130. this.b = source.b;
  4131. this.a = source.a;
  4132. return this;
  4133. };
  4134. /**
  4135. * Copies the given float values into the current one
  4136. * @param r defines the red component to read from
  4137. * @param g defines the green component to read from
  4138. * @param b defines the blue component to read from
  4139. * @param a defines the alpha component to read from
  4140. * @returns the current updated Color4 object
  4141. */
  4142. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4143. this.r = r;
  4144. this.g = g;
  4145. this.b = b;
  4146. this.a = a;
  4147. return this;
  4148. };
  4149. /**
  4150. * Copies the given float values into the current one
  4151. * @param r defines the red component to read from
  4152. * @param g defines the green component to read from
  4153. * @param b defines the blue component to read from
  4154. * @param a defines the alpha component to read from
  4155. * @returns the current updated Color4 object
  4156. */
  4157. Color4.prototype.set = function (r, g, b, a) {
  4158. return this.copyFromFloats(r, g, b, a);
  4159. };
  4160. /**
  4161. * Compute the Color4 hexadecimal code as a string
  4162. * @returns a string containing the hexadecimal representation of the Color4 object
  4163. */
  4164. Color4.prototype.toHexString = function () {
  4165. var intR = (this.r * 255) | 0;
  4166. var intG = (this.g * 255) | 0;
  4167. var intB = (this.b * 255) | 0;
  4168. var intA = (this.a * 255) | 0;
  4169. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4170. };
  4171. /**
  4172. * Computes a new Color4 converted from the current one to linear space
  4173. * @returns a new Color4 object
  4174. */
  4175. Color4.prototype.toLinearSpace = function () {
  4176. var convertedColor = new Color4();
  4177. this.toLinearSpaceToRef(convertedColor);
  4178. return convertedColor;
  4179. };
  4180. /**
  4181. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4182. * @param convertedColor defines the Color4 object where to store the linear space version
  4183. * @returns the unmodified Color4
  4184. */
  4185. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4186. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4187. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4188. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4189. convertedColor.a = this.a;
  4190. return this;
  4191. };
  4192. /**
  4193. * Computes a new Color4 converted from the current one to gamma space
  4194. * @returns a new Color4 object
  4195. */
  4196. Color4.prototype.toGammaSpace = function () {
  4197. var convertedColor = new Color4();
  4198. this.toGammaSpaceToRef(convertedColor);
  4199. return convertedColor;
  4200. };
  4201. /**
  4202. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4203. * @param convertedColor defines the Color4 object where to store the gamma space version
  4204. * @returns the unmodified Color4
  4205. */
  4206. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4207. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4208. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4209. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4210. convertedColor.a = this.a;
  4211. return this;
  4212. };
  4213. // Statics
  4214. /**
  4215. * Creates a new Color4 from the string containing valid hexadecimal values
  4216. * @param hex defines a string containing valid hexadecimal values
  4217. * @returns a new Color4 object
  4218. */
  4219. Color4.FromHexString = function (hex) {
  4220. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4221. return new Color4(0.0, 0.0, 0.0, 0.0);
  4222. }
  4223. var r = parseInt(hex.substring(1, 3), 16);
  4224. var g = parseInt(hex.substring(3, 5), 16);
  4225. var b = parseInt(hex.substring(5, 7), 16);
  4226. var a = parseInt(hex.substring(7, 9), 16);
  4227. return Color4.FromInts(r, g, b, a);
  4228. };
  4229. /**
  4230. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4231. * @param left defines the start value
  4232. * @param right defines the end value
  4233. * @param amount defines the gradient factor
  4234. * @returns a new Color4 object
  4235. */
  4236. Color4.Lerp = function (left, right, amount) {
  4237. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4238. Color4.LerpToRef(left, right, amount, result);
  4239. return result;
  4240. };
  4241. /**
  4242. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4243. * @param left defines the start value
  4244. * @param right defines the end value
  4245. * @param amount defines the gradient factor
  4246. * @param result defines the Color4 object where to store data
  4247. */
  4248. Color4.LerpToRef = function (left, right, amount, result) {
  4249. result.r = left.r + (right.r - left.r) * amount;
  4250. result.g = left.g + (right.g - left.g) * amount;
  4251. result.b = left.b + (right.b - left.b) * amount;
  4252. result.a = left.a + (right.a - left.a) * amount;
  4253. };
  4254. /**
  4255. * Creates a new Color4 from a Color3 and an alpha value
  4256. * @param color3 defines the source Color3 to read from
  4257. * @param alpha defines the alpha component (1.0 by default)
  4258. * @returns a new Color4 object
  4259. */
  4260. Color4.FromColor3 = function (color3, alpha) {
  4261. if (alpha === void 0) { alpha = 1.0; }
  4262. return new Color4(color3.r, color3.g, color3.b, alpha);
  4263. };
  4264. /**
  4265. * Creates a new Color4 from the starting index element of the given array
  4266. * @param array defines the source array to read from
  4267. * @param offset defines the offset in the source array
  4268. * @returns a new Color4 object
  4269. */
  4270. Color4.FromArray = function (array, offset) {
  4271. if (offset === void 0) { offset = 0; }
  4272. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4273. };
  4274. /**
  4275. * Creates a new Color3 from integer values (< 256)
  4276. * @param r defines the red component to read from (value between 0 and 255)
  4277. * @param g defines the green component to read from (value between 0 and 255)
  4278. * @param b defines the blue component to read from (value between 0 and 255)
  4279. * @param a defines the alpha component to read from (value between 0 and 255)
  4280. * @returns a new Color3 object
  4281. */
  4282. Color4.FromInts = function (r, g, b, a) {
  4283. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4284. };
  4285. /**
  4286. * Check the content of a given array and convert it to an array containing RGBA data
  4287. * If the original array was already containing count * 4 values then it is returned directly
  4288. * @param colors defines the array to check
  4289. * @param count defines the number of RGBA data to expect
  4290. * @returns an array containing count * 4 values (RGBA)
  4291. */
  4292. Color4.CheckColors4 = function (colors, count) {
  4293. // Check if color3 was used
  4294. if (colors.length === count * 3) {
  4295. var colors4 = [];
  4296. for (var index = 0; index < colors.length; index += 3) {
  4297. var newIndex = (index / 3) * 4;
  4298. colors4[newIndex] = colors[index];
  4299. colors4[newIndex + 1] = colors[index + 1];
  4300. colors4[newIndex + 2] = colors[index + 2];
  4301. colors4[newIndex + 3] = 1.0;
  4302. }
  4303. return colors4;
  4304. }
  4305. return colors;
  4306. };
  4307. return Color4;
  4308. }());
  4309. BABYLON.Color4 = Color4;
  4310. /**
  4311. * Class representing a vector containing 2 coordinates
  4312. */
  4313. var Vector2 = /** @class */ (function () {
  4314. /**
  4315. * Creates a new Vector2 from the given x and y coordinates
  4316. * @param x defines the first coordinate
  4317. * @param y defines the second coordinate
  4318. */
  4319. function Vector2(
  4320. /** defines the first coordinate */
  4321. x,
  4322. /** defines the second coordinate */
  4323. y) {
  4324. if (x === void 0) { x = 0; }
  4325. if (y === void 0) { y = 0; }
  4326. this.x = x;
  4327. this.y = y;
  4328. }
  4329. /**
  4330. * Gets a string with the Vector2 coordinates
  4331. * @returns a string with the Vector2 coordinates
  4332. */
  4333. Vector2.prototype.toString = function () {
  4334. return "{X: " + this.x + " Y:" + this.y + "}";
  4335. };
  4336. /**
  4337. * Gets class name
  4338. * @returns the string "Vector2"
  4339. */
  4340. Vector2.prototype.getClassName = function () {
  4341. return "Vector2";
  4342. };
  4343. /**
  4344. * Gets current vector hash code
  4345. * @returns the Vector2 hash code as a number
  4346. */
  4347. Vector2.prototype.getHashCode = function () {
  4348. var hash = this.x || 0;
  4349. hash = (hash * 397) ^ (this.y || 0);
  4350. return hash;
  4351. };
  4352. // Operators
  4353. /**
  4354. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4355. * @param array defines the source array
  4356. * @param index defines the offset in source array
  4357. * @returns the current Vector2
  4358. */
  4359. Vector2.prototype.toArray = function (array, index) {
  4360. if (index === void 0) { index = 0; }
  4361. array[index] = this.x;
  4362. array[index + 1] = this.y;
  4363. return this;
  4364. };
  4365. /**
  4366. * Copy the current vector to an array
  4367. * @returns a new array with 2 elements: the Vector2 coordinates.
  4368. */
  4369. Vector2.prototype.asArray = function () {
  4370. var result = new Array();
  4371. this.toArray(result, 0);
  4372. return result;
  4373. };
  4374. /**
  4375. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4376. * @param source defines the source Vector2
  4377. * @returns the current updated Vector2
  4378. */
  4379. Vector2.prototype.copyFrom = function (source) {
  4380. this.x = source.x;
  4381. this.y = source.y;
  4382. return this;
  4383. };
  4384. /**
  4385. * Sets the Vector2 coordinates with the given floats
  4386. * @param x defines the first coordinate
  4387. * @param y defines the second coordinate
  4388. * @returns the current updated Vector2
  4389. */
  4390. Vector2.prototype.copyFromFloats = function (x, y) {
  4391. this.x = x;
  4392. this.y = y;
  4393. return this;
  4394. };
  4395. /**
  4396. * Sets the Vector2 coordinates with the given floats
  4397. * @param x defines the first coordinate
  4398. * @param y defines the second coordinate
  4399. * @returns the current updated Vector2
  4400. */
  4401. Vector2.prototype.set = function (x, y) {
  4402. return this.copyFromFloats(x, y);
  4403. };
  4404. /**
  4405. * Add another vector with the current one
  4406. * @param otherVector defines the other vector
  4407. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4408. */
  4409. Vector2.prototype.add = function (otherVector) {
  4410. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4411. };
  4412. /**
  4413. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4414. * @param otherVector defines the other vector
  4415. * @param result defines the target vector
  4416. * @returns the unmodified current Vector2
  4417. */
  4418. Vector2.prototype.addToRef = function (otherVector, result) {
  4419. result.x = this.x + otherVector.x;
  4420. result.y = this.y + otherVector.y;
  4421. return this;
  4422. };
  4423. /**
  4424. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4425. * @param otherVector defines the other vector
  4426. * @returns the current updated Vector2
  4427. */
  4428. Vector2.prototype.addInPlace = function (otherVector) {
  4429. this.x += otherVector.x;
  4430. this.y += otherVector.y;
  4431. return this;
  4432. };
  4433. /**
  4434. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4435. * @param otherVector defines the other vector
  4436. * @returns a new Vector2
  4437. */
  4438. Vector2.prototype.addVector3 = function (otherVector) {
  4439. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4440. };
  4441. /**
  4442. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4443. * @param otherVector defines the other vector
  4444. * @returns a new Vector2
  4445. */
  4446. Vector2.prototype.subtract = function (otherVector) {
  4447. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4448. };
  4449. /**
  4450. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4451. * @param otherVector defines the other vector
  4452. * @param result defines the target vector
  4453. * @returns the unmodified current Vector2
  4454. */
  4455. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4456. result.x = this.x - otherVector.x;
  4457. result.y = this.y - otherVector.y;
  4458. return this;
  4459. };
  4460. /**
  4461. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4462. * @param otherVector defines the other vector
  4463. * @returns the current updated Vector2
  4464. */
  4465. Vector2.prototype.subtractInPlace = function (otherVector) {
  4466. this.x -= otherVector.x;
  4467. this.y -= otherVector.y;
  4468. return this;
  4469. };
  4470. /**
  4471. * Multiplies in place the current Vector2 coordinates by the given ones
  4472. * @param otherVector defines the other vector
  4473. * @returns the current updated Vector2
  4474. */
  4475. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4476. this.x *= otherVector.x;
  4477. this.y *= otherVector.y;
  4478. return this;
  4479. };
  4480. /**
  4481. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4482. * @param otherVector defines the other vector
  4483. * @returns a new Vector2
  4484. */
  4485. Vector2.prototype.multiply = function (otherVector) {
  4486. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4487. };
  4488. /**
  4489. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4490. * @param otherVector defines the other vector
  4491. * @param result defines the target vector
  4492. * @returns the unmodified current Vector2
  4493. */
  4494. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4495. result.x = this.x * otherVector.x;
  4496. result.y = this.y * otherVector.y;
  4497. return this;
  4498. };
  4499. /**
  4500. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4501. * @param x defines the first coordinate
  4502. * @param y defines the second coordinate
  4503. * @returns a new Vector2
  4504. */
  4505. Vector2.prototype.multiplyByFloats = function (x, y) {
  4506. return new Vector2(this.x * x, this.y * y);
  4507. };
  4508. /**
  4509. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4510. * @param otherVector defines the other vector
  4511. * @returns a new Vector2
  4512. */
  4513. Vector2.prototype.divide = function (otherVector) {
  4514. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4515. };
  4516. /**
  4517. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4518. * @param otherVector defines the other vector
  4519. * @param result defines the target vector
  4520. * @returns the unmodified current Vector2
  4521. */
  4522. Vector2.prototype.divideToRef = function (otherVector, result) {
  4523. result.x = this.x / otherVector.x;
  4524. result.y = this.y / otherVector.y;
  4525. return this;
  4526. };
  4527. /**
  4528. * Divides the current Vector2 coordinates by the given ones
  4529. * @param otherVector defines the other vector
  4530. * @returns the current updated Vector2
  4531. */
  4532. Vector2.prototype.divideInPlace = function (otherVector) {
  4533. return this.divideToRef(otherVector, this);
  4534. };
  4535. /**
  4536. * Gets a new Vector2 with current Vector2 negated coordinates
  4537. * @returns a new Vector2
  4538. */
  4539. Vector2.prototype.negate = function () {
  4540. return new Vector2(-this.x, -this.y);
  4541. };
  4542. /**
  4543. * Multiply the Vector2 coordinates by scale
  4544. * @param scale defines the scaling factor
  4545. * @returns the current updated Vector2
  4546. */
  4547. Vector2.prototype.scaleInPlace = function (scale) {
  4548. this.x *= scale;
  4549. this.y *= scale;
  4550. return this;
  4551. };
  4552. /**
  4553. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4554. * @param scale defines the scaling factor
  4555. * @returns a new Vector2
  4556. */
  4557. Vector2.prototype.scale = function (scale) {
  4558. var result = new Vector2(0, 0);
  4559. this.scaleToRef(scale, result);
  4560. return result;
  4561. };
  4562. /**
  4563. * Scale the current Vector2 values by a factor to a given Vector2
  4564. * @param scale defines the scale factor
  4565. * @param result defines the Vector2 object where to store the result
  4566. * @returns the unmodified current Vector2
  4567. */
  4568. Vector2.prototype.scaleToRef = function (scale, result) {
  4569. result.x = this.x * scale;
  4570. result.y = this.y * scale;
  4571. return this;
  4572. };
  4573. /**
  4574. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4575. * @param scale defines the scale factor
  4576. * @param result defines the Vector2 object where to store the result
  4577. * @returns the unmodified current Vector2
  4578. */
  4579. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4580. result.x += this.x * scale;
  4581. result.y += this.y * scale;
  4582. return this;
  4583. };
  4584. /**
  4585. * Gets a boolean if two vectors are equals
  4586. * @param otherVector defines the other vector
  4587. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4588. */
  4589. Vector2.prototype.equals = function (otherVector) {
  4590. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4591. };
  4592. /**
  4593. * Gets a boolean if two vectors are equals (using an epsilon value)
  4594. * @param otherVector defines the other vector
  4595. * @param epsilon defines the minimal distance to consider equality
  4596. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4597. */
  4598. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4599. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4600. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4601. };
  4602. /**
  4603. * Gets a new Vector2 from current Vector2 floored values
  4604. * @returns a new Vector2
  4605. */
  4606. Vector2.prototype.floor = function () {
  4607. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4608. };
  4609. /**
  4610. * Gets a new Vector2 from current Vector2 floored values
  4611. * @returns a new Vector2
  4612. */
  4613. Vector2.prototype.fract = function () {
  4614. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4615. };
  4616. // Properties
  4617. /**
  4618. * Gets the length of the vector
  4619. * @returns the vector length (float)
  4620. */
  4621. Vector2.prototype.length = function () {
  4622. return Math.sqrt(this.x * this.x + this.y * this.y);
  4623. };
  4624. /**
  4625. * Gets the vector squared length
  4626. * @returns the vector squared length (float)
  4627. */
  4628. Vector2.prototype.lengthSquared = function () {
  4629. return (this.x * this.x + this.y * this.y);
  4630. };
  4631. // Methods
  4632. /**
  4633. * Normalize the vector
  4634. * @returns the current updated Vector2
  4635. */
  4636. Vector2.prototype.normalize = function () {
  4637. var len = this.length();
  4638. if (len === 0) {
  4639. return this;
  4640. }
  4641. var num = 1.0 / len;
  4642. this.x *= num;
  4643. this.y *= num;
  4644. return this;
  4645. };
  4646. /**
  4647. * Gets a new Vector2 copied from the Vector2
  4648. * @returns a new Vector2
  4649. */
  4650. Vector2.prototype.clone = function () {
  4651. return new Vector2(this.x, this.y);
  4652. };
  4653. // Statics
  4654. /**
  4655. * Gets a new Vector2(0, 0)
  4656. * @returns a new Vector2
  4657. */
  4658. Vector2.Zero = function () {
  4659. return new Vector2(0, 0);
  4660. };
  4661. /**
  4662. * Gets a new Vector2(1, 1)
  4663. * @returns a new Vector2
  4664. */
  4665. Vector2.One = function () {
  4666. return new Vector2(1, 1);
  4667. };
  4668. /**
  4669. * Gets a new Vector2 set from the given index element of the given array
  4670. * @param array defines the data source
  4671. * @param offset defines the offset in the data source
  4672. * @returns a new Vector2
  4673. */
  4674. Vector2.FromArray = function (array, offset) {
  4675. if (offset === void 0) { offset = 0; }
  4676. return new Vector2(array[offset], array[offset + 1]);
  4677. };
  4678. /**
  4679. * Sets "result" from the given index element of the given array
  4680. * @param array defines the data source
  4681. * @param offset defines the offset in the data source
  4682. * @param result defines the target vector
  4683. */
  4684. Vector2.FromArrayToRef = function (array, offset, result) {
  4685. result.x = array[offset];
  4686. result.y = array[offset + 1];
  4687. };
  4688. /**
  4689. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4690. * @param value1 defines 1st point of control
  4691. * @param value2 defines 2nd point of control
  4692. * @param value3 defines 3rd point of control
  4693. * @param value4 defines 4th point of control
  4694. * @param amount defines the interpolation factor
  4695. * @returns a new Vector2
  4696. */
  4697. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4698. var squared = amount * amount;
  4699. var cubed = amount * squared;
  4700. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4701. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4702. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4703. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4704. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4705. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4706. return new Vector2(x, y);
  4707. };
  4708. /**
  4709. * 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".
  4710. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4711. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4712. * @param value defines the value to clamp
  4713. * @param min defines the lower limit
  4714. * @param max defines the upper limit
  4715. * @returns a new Vector2
  4716. */
  4717. Vector2.Clamp = function (value, min, max) {
  4718. var x = value.x;
  4719. x = (x > max.x) ? max.x : x;
  4720. x = (x < min.x) ? min.x : x;
  4721. var y = value.y;
  4722. y = (y > max.y) ? max.y : y;
  4723. y = (y < min.y) ? min.y : y;
  4724. return new Vector2(x, y);
  4725. };
  4726. /**
  4727. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4728. * @param value1 defines the 1st control point
  4729. * @param tangent1 defines the outgoing tangent
  4730. * @param value2 defines the 2nd control point
  4731. * @param tangent2 defines the incoming tangent
  4732. * @param amount defines the interpolation factor
  4733. * @returns a new Vector2
  4734. */
  4735. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4736. var squared = amount * amount;
  4737. var cubed = amount * squared;
  4738. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4739. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4740. var part3 = (cubed - (2.0 * squared)) + amount;
  4741. var part4 = cubed - squared;
  4742. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4743. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4744. return new Vector2(x, y);
  4745. };
  4746. /**
  4747. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4748. * @param start defines the start vector
  4749. * @param end defines the end vector
  4750. * @param amount defines the interpolation factor
  4751. * @returns a new Vector2
  4752. */
  4753. Vector2.Lerp = function (start, end, amount) {
  4754. var x = start.x + ((end.x - start.x) * amount);
  4755. var y = start.y + ((end.y - start.y) * amount);
  4756. return new Vector2(x, y);
  4757. };
  4758. /**
  4759. * Gets the dot product of the vector "left" and the vector "right"
  4760. * @param left defines first vector
  4761. * @param right defines second vector
  4762. * @returns the dot product (float)
  4763. */
  4764. Vector2.Dot = function (left, right) {
  4765. return left.x * right.x + left.y * right.y;
  4766. };
  4767. /**
  4768. * Returns a new Vector2 equal to the normalized given vector
  4769. * @param vector defines the vector to normalize
  4770. * @returns a new Vector2
  4771. */
  4772. Vector2.Normalize = function (vector) {
  4773. var newVector = vector.clone();
  4774. newVector.normalize();
  4775. return newVector;
  4776. };
  4777. /**
  4778. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4779. * @param left defines 1st vector
  4780. * @param right defines 2nd vector
  4781. * @returns a new Vector2
  4782. */
  4783. Vector2.Minimize = function (left, right) {
  4784. var x = (left.x < right.x) ? left.x : right.x;
  4785. var y = (left.y < right.y) ? left.y : right.y;
  4786. return new Vector2(x, y);
  4787. };
  4788. /**
  4789. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4790. * @param left defines 1st vector
  4791. * @param right defines 2nd vector
  4792. * @returns a new Vector2
  4793. */
  4794. Vector2.Maximize = function (left, right) {
  4795. var x = (left.x > right.x) ? left.x : right.x;
  4796. var y = (left.y > right.y) ? left.y : right.y;
  4797. return new Vector2(x, y);
  4798. };
  4799. /**
  4800. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4801. * @param vector defines the vector to transform
  4802. * @param transformation defines the matrix to apply
  4803. * @returns a new Vector2
  4804. */
  4805. Vector2.Transform = function (vector, transformation) {
  4806. var r = Vector2.Zero();
  4807. Vector2.TransformToRef(vector, transformation, r);
  4808. return r;
  4809. };
  4810. /**
  4811. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4812. * @param vector defines the vector to transform
  4813. * @param transformation defines the matrix to apply
  4814. * @param result defines the target vector
  4815. */
  4816. Vector2.TransformToRef = function (vector, transformation, result) {
  4817. var m = transformation.m;
  4818. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4819. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4820. result.x = x;
  4821. result.y = y;
  4822. };
  4823. /**
  4824. * Determines if a given vector is included in a triangle
  4825. * @param p defines the vector to test
  4826. * @param p0 defines 1st triangle point
  4827. * @param p1 defines 2nd triangle point
  4828. * @param p2 defines 3rd triangle point
  4829. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4830. */
  4831. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4832. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4833. var sign = a < 0 ? -1 : 1;
  4834. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4835. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4836. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4837. };
  4838. /**
  4839. * Gets the distance between the vectors "value1" and "value2"
  4840. * @param value1 defines first vector
  4841. * @param value2 defines second vector
  4842. * @returns the distance between vectors
  4843. */
  4844. Vector2.Distance = function (value1, value2) {
  4845. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4846. };
  4847. /**
  4848. * Returns the squared distance between the vectors "value1" and "value2"
  4849. * @param value1 defines first vector
  4850. * @param value2 defines second vector
  4851. * @returns the squared distance between vectors
  4852. */
  4853. Vector2.DistanceSquared = function (value1, value2) {
  4854. var x = value1.x - value2.x;
  4855. var y = value1.y - value2.y;
  4856. return (x * x) + (y * y);
  4857. };
  4858. /**
  4859. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4860. * @param value1 defines first vector
  4861. * @param value2 defines second vector
  4862. * @returns a new Vector2
  4863. */
  4864. Vector2.Center = function (value1, value2) {
  4865. var center = value1.add(value2);
  4866. center.scaleInPlace(0.5);
  4867. return center;
  4868. };
  4869. /**
  4870. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4871. * @param p defines the middle point
  4872. * @param segA defines one point of the segment
  4873. * @param segB defines the other point of the segment
  4874. * @returns the shortest distance
  4875. */
  4876. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4877. var l2 = Vector2.DistanceSquared(segA, segB);
  4878. if (l2 === 0.0) {
  4879. return Vector2.Distance(p, segA);
  4880. }
  4881. var v = segB.subtract(segA);
  4882. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4883. var proj = segA.add(v.multiplyByFloats(t, t));
  4884. return Vector2.Distance(p, proj);
  4885. };
  4886. return Vector2;
  4887. }());
  4888. BABYLON.Vector2 = Vector2;
  4889. /**
  4890. * Classed used to store (x,y,z) vector representation
  4891. * A Vector3 is the main object used in 3D geometry
  4892. * It can represent etiher the coordinates of a point the space, either a direction
  4893. * Reminder: Babylon.js uses a left handed forward facing system
  4894. */
  4895. var Vector3 = /** @class */ (function () {
  4896. /**
  4897. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4898. * @param x defines the first coordinates (on X axis)
  4899. * @param y defines the second coordinates (on Y axis)
  4900. * @param z defines the third coordinates (on Z axis)
  4901. */
  4902. function Vector3(
  4903. /**
  4904. * Defines the first coordinates (on X axis)
  4905. */
  4906. x,
  4907. /**
  4908. * Defines the second coordinates (on Y axis)
  4909. */
  4910. y,
  4911. /**
  4912. * Defines the third coordinates (on Z axis)
  4913. */
  4914. z) {
  4915. if (x === void 0) { x = 0; }
  4916. if (y === void 0) { y = 0; }
  4917. if (z === void 0) { z = 0; }
  4918. this.x = x;
  4919. this.y = y;
  4920. this.z = z;
  4921. }
  4922. /**
  4923. * Creates a string representation of the Vector3
  4924. * @returns a string with the Vector3 coordinates.
  4925. */
  4926. Vector3.prototype.toString = function () {
  4927. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4928. };
  4929. /**
  4930. * Gets the class name
  4931. * @returns the string "Vector3"
  4932. */
  4933. Vector3.prototype.getClassName = function () {
  4934. return "Vector3";
  4935. };
  4936. /**
  4937. * Creates the Vector3 hash code
  4938. * @returns a number which tends to be unique between Vector3 instances
  4939. */
  4940. Vector3.prototype.getHashCode = function () {
  4941. var hash = this.x || 0;
  4942. hash = (hash * 397) ^ (this.y || 0);
  4943. hash = (hash * 397) ^ (this.z || 0);
  4944. return hash;
  4945. };
  4946. // Operators
  4947. /**
  4948. * Creates an array containing three elements : the coordinates of the Vector3
  4949. * @returns a new array of numbers
  4950. */
  4951. Vector3.prototype.asArray = function () {
  4952. var result = [];
  4953. this.toArray(result, 0);
  4954. return result;
  4955. };
  4956. /**
  4957. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  4958. * @param array defines the destination array
  4959. * @param index defines the offset in the destination array
  4960. * @returns the current Vector3
  4961. */
  4962. Vector3.prototype.toArray = function (array, index) {
  4963. if (index === void 0) { index = 0; }
  4964. array[index] = this.x;
  4965. array[index + 1] = this.y;
  4966. array[index + 2] = this.z;
  4967. return this;
  4968. };
  4969. /**
  4970. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  4971. * @returns a new Quaternion object, computed from the Vector3 coordinates
  4972. */
  4973. Vector3.prototype.toQuaternion = function () {
  4974. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  4975. };
  4976. /**
  4977. * Adds the given vector to the current Vector3
  4978. * @param otherVector defines the second operand
  4979. * @returns the current updated Vector3
  4980. */
  4981. Vector3.prototype.addInPlace = function (otherVector) {
  4982. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  4983. };
  4984. /**
  4985. * Adds the given coordinates to the current Vector3
  4986. * @param x defines the x coordinate of the operand
  4987. * @param y defines the y coordinate of the operand
  4988. * @param z defines the z coordinate of the operand
  4989. * @returns the current updated Vector3
  4990. */
  4991. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  4992. this.x += x;
  4993. this.y += y;
  4994. this.z += z;
  4995. return this;
  4996. };
  4997. /**
  4998. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  4999. * @param otherVector defines the second operand
  5000. * @returns the resulting Vector3
  5001. */
  5002. Vector3.prototype.add = function (otherVector) {
  5003. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5004. };
  5005. /**
  5006. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5007. * @param otherVector defines the second operand
  5008. * @param result defines the Vector3 object where to store the result
  5009. * @returns the current Vector3
  5010. */
  5011. Vector3.prototype.addToRef = function (otherVector, result) {
  5012. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5013. };
  5014. /**
  5015. * Subtract the given vector from the current Vector3
  5016. * @param otherVector defines the second operand
  5017. * @returns the current updated Vector3
  5018. */
  5019. Vector3.prototype.subtractInPlace = function (otherVector) {
  5020. this.x -= otherVector.x;
  5021. this.y -= otherVector.y;
  5022. this.z -= otherVector.z;
  5023. return this;
  5024. };
  5025. /**
  5026. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5027. * @param otherVector defines the second operand
  5028. * @returns the resulting Vector3
  5029. */
  5030. Vector3.prototype.subtract = function (otherVector) {
  5031. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5032. };
  5033. /**
  5034. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5035. * @param otherVector defines the second operand
  5036. * @param result defines the Vector3 object where to store the result
  5037. * @returns the current Vector3
  5038. */
  5039. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5040. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5041. };
  5042. /**
  5043. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5044. * @param x defines the x coordinate of the operand
  5045. * @param y defines the y coordinate of the operand
  5046. * @param z defines the z coordinate of the operand
  5047. * @returns the resulting Vector3
  5048. */
  5049. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5050. return new Vector3(this.x - x, this.y - y, this.z - z);
  5051. };
  5052. /**
  5053. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5054. * @param x defines the x coordinate of the operand
  5055. * @param y defines the y coordinate of the operand
  5056. * @param z defines the z coordinate of the operand
  5057. * @param result defines the Vector3 object where to store the result
  5058. * @returns the current Vector3
  5059. */
  5060. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5061. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5062. };
  5063. /**
  5064. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5065. * @returns a new Vector3
  5066. */
  5067. Vector3.prototype.negate = function () {
  5068. return new Vector3(-this.x, -this.y, -this.z);
  5069. };
  5070. /**
  5071. * Multiplies the Vector3 coordinates by the float "scale"
  5072. * @param scale defines the multiplier factor
  5073. * @returns the current updated Vector3
  5074. */
  5075. Vector3.prototype.scaleInPlace = function (scale) {
  5076. this.x *= scale;
  5077. this.y *= scale;
  5078. this.z *= scale;
  5079. return this;
  5080. };
  5081. /**
  5082. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5083. * @param scale defines the multiplier factor
  5084. * @returns a new Vector3
  5085. */
  5086. Vector3.prototype.scale = function (scale) {
  5087. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5088. };
  5089. /**
  5090. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5091. * @param scale defines the multiplier factor
  5092. * @param result defines the Vector3 object where to store the result
  5093. * @returns the current Vector3
  5094. */
  5095. Vector3.prototype.scaleToRef = function (scale, result) {
  5096. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5097. };
  5098. /**
  5099. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5100. * @param scale defines the scale factor
  5101. * @param result defines the Vector3 object where to store the result
  5102. * @returns the unmodified current Vector3
  5103. */
  5104. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5105. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5106. };
  5107. /**
  5108. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5109. * @param otherVector defines the second operand
  5110. * @returns true if both vectors are equals
  5111. */
  5112. Vector3.prototype.equals = function (otherVector) {
  5113. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5114. };
  5115. /**
  5116. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5117. * @param otherVector defines the second operand
  5118. * @param epsilon defines the minimal distance to define values as equals
  5119. * @returns true if both vectors are distant less than epsilon
  5120. */
  5121. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5122. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5123. 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);
  5124. };
  5125. /**
  5126. * Returns true if the current Vector3 coordinates equals the given floats
  5127. * @param x defines the x coordinate of the operand
  5128. * @param y defines the y coordinate of the operand
  5129. * @param z defines the z coordinate of the operand
  5130. * @returns true if both vectors are equals
  5131. */
  5132. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5133. return this.x === x && this.y === y && this.z === z;
  5134. };
  5135. /**
  5136. * Multiplies the current Vector3 coordinates by the given ones
  5137. * @param otherVector defines the second operand
  5138. * @returns the current updated Vector3
  5139. */
  5140. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5141. this.x *= otherVector.x;
  5142. this.y *= otherVector.y;
  5143. this.z *= otherVector.z;
  5144. return this;
  5145. };
  5146. /**
  5147. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5148. * @param otherVector defines the second operand
  5149. * @returns the new Vector3
  5150. */
  5151. Vector3.prototype.multiply = function (otherVector) {
  5152. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5153. };
  5154. /**
  5155. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5156. * @param otherVector defines the second operand
  5157. * @param result defines the Vector3 object where to store the result
  5158. * @returns the current Vector3
  5159. */
  5160. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5161. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5162. };
  5163. /**
  5164. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5165. * @param x defines the x coordinate of the operand
  5166. * @param y defines the y coordinate of the operand
  5167. * @param z defines the z coordinate of the operand
  5168. * @returns the new Vector3
  5169. */
  5170. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5171. return new Vector3(this.x * x, this.y * y, this.z * z);
  5172. };
  5173. /**
  5174. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5175. * @param otherVector defines the second operand
  5176. * @returns the new Vector3
  5177. */
  5178. Vector3.prototype.divide = function (otherVector) {
  5179. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5180. };
  5181. /**
  5182. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5183. * @param otherVector defines the second operand
  5184. * @param result defines the Vector3 object where to store the result
  5185. * @returns the current Vector3
  5186. */
  5187. Vector3.prototype.divideToRef = function (otherVector, result) {
  5188. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5189. };
  5190. /**
  5191. * Divides the current Vector3 coordinates by the given ones.
  5192. * @param otherVector defines the second operand
  5193. * @returns the current updated Vector3
  5194. */
  5195. Vector3.prototype.divideInPlace = function (otherVector) {
  5196. return this.divideToRef(otherVector, this);
  5197. };
  5198. /**
  5199. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5200. * @param other defines the second operand
  5201. * @returns the current updated Vector3
  5202. */
  5203. Vector3.prototype.minimizeInPlace = function (other) {
  5204. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5205. };
  5206. /**
  5207. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5208. * @param other defines the second operand
  5209. * @returns the current updated Vector3
  5210. */
  5211. Vector3.prototype.maximizeInPlace = function (other) {
  5212. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5213. };
  5214. /**
  5215. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5216. * @param x defines the x coordinate of the operand
  5217. * @param y defines the y coordinate of the operand
  5218. * @param z defines the z coordinate of the operand
  5219. * @returns the current updated Vector3
  5220. */
  5221. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5222. if (x < this.x) {
  5223. this.x = x;
  5224. }
  5225. if (y < this.y) {
  5226. this.y = y;
  5227. }
  5228. if (z < this.z) {
  5229. this.z = z;
  5230. }
  5231. return this;
  5232. };
  5233. /**
  5234. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5235. * @param x defines the x coordinate of the operand
  5236. * @param y defines the y coordinate of the operand
  5237. * @param z defines the z coordinate of the operand
  5238. * @returns the current updated Vector3
  5239. */
  5240. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5241. if (x > this.x) {
  5242. this.x = x;
  5243. }
  5244. if (y > this.y) {
  5245. this.y = y;
  5246. }
  5247. if (z > this.z) {
  5248. this.z = z;
  5249. }
  5250. return this;
  5251. };
  5252. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5253. /**
  5254. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5255. */
  5256. get: function () {
  5257. var absX = Math.abs(this.x);
  5258. var absY = Math.abs(this.y);
  5259. if (absX !== absY) {
  5260. return true;
  5261. }
  5262. var absZ = Math.abs(this.z);
  5263. if (absX !== absZ) {
  5264. return true;
  5265. }
  5266. if (absY !== absZ) {
  5267. return true;
  5268. }
  5269. return false;
  5270. },
  5271. enumerable: true,
  5272. configurable: true
  5273. });
  5274. /**
  5275. * Gets a new Vector3 from current Vector3 floored values
  5276. * @returns a new Vector3
  5277. */
  5278. Vector3.prototype.floor = function () {
  5279. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5280. };
  5281. /**
  5282. * Gets a new Vector3 from current Vector3 floored values
  5283. * @returns a new Vector3
  5284. */
  5285. Vector3.prototype.fract = function () {
  5286. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5287. };
  5288. // Properties
  5289. /**
  5290. * Gets the length of the Vector3
  5291. * @returns the length of the Vecto3
  5292. */
  5293. Vector3.prototype.length = function () {
  5294. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5295. };
  5296. /**
  5297. * Gets the squared length of the Vector3
  5298. * @returns squared length of the Vector3
  5299. */
  5300. Vector3.prototype.lengthSquared = function () {
  5301. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5302. };
  5303. /**
  5304. * Normalize the current Vector3.
  5305. * Please note that this is an in place operation.
  5306. * @returns the current updated Vector3
  5307. */
  5308. Vector3.prototype.normalize = function () {
  5309. return this.normalizeFromLength(this.length());
  5310. };
  5311. /**
  5312. * Normalize the current Vector3 with the given input length.
  5313. * Please note that this is an in place operation.
  5314. * @param len the length of the vector
  5315. * @returns the current updated Vector3
  5316. */
  5317. Vector3.prototype.normalizeFromLength = function (len) {
  5318. if (len === 0 || len === 1.0) {
  5319. return this;
  5320. }
  5321. return this.scaleInPlace(1.0 / len);
  5322. };
  5323. /**
  5324. * Normalize the current Vector3 to a new vector
  5325. * @returns the new Vector3
  5326. */
  5327. Vector3.prototype.normalizeToNew = function () {
  5328. var normalized = new Vector3(0, 0, 0);
  5329. this.normalizeToRef(normalized);
  5330. return normalized;
  5331. };
  5332. /**
  5333. * Normalize the current Vector3 to the reference
  5334. * @param reference define the Vector3 to update
  5335. * @returns the updated Vector3
  5336. */
  5337. Vector3.prototype.normalizeToRef = function (reference) {
  5338. var len = this.length();
  5339. if (len === 0 || len === 1.0) {
  5340. return reference.copyFromFloats(this.x, this.y, this.z);
  5341. }
  5342. return this.scaleToRef(1.0 / len, reference);
  5343. };
  5344. /**
  5345. * Creates a new Vector3 copied from the current Vector3
  5346. * @returns the new Vector3
  5347. */
  5348. Vector3.prototype.clone = function () {
  5349. return new Vector3(this.x, this.y, this.z);
  5350. };
  5351. /**
  5352. * Copies the given vector coordinates to the current Vector3 ones
  5353. * @param source defines the source Vector3
  5354. * @returns the current updated Vector3
  5355. */
  5356. Vector3.prototype.copyFrom = function (source) {
  5357. return this.copyFromFloats(source.x, source.y, source.z);
  5358. };
  5359. /**
  5360. * Copies the given floats to the current Vector3 coordinates
  5361. * @param x defines the x coordinate of the operand
  5362. * @param y defines the y coordinate of the operand
  5363. * @param z defines the z coordinate of the operand
  5364. * @returns the current updated Vector3
  5365. */
  5366. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5367. this.x = x;
  5368. this.y = y;
  5369. this.z = z;
  5370. return this;
  5371. };
  5372. /**
  5373. * Copies the given floats to the current Vector3 coordinates
  5374. * @param x defines the x coordinate of the operand
  5375. * @param y defines the y coordinate of the operand
  5376. * @param z defines the z coordinate of the operand
  5377. * @returns the current updated Vector3
  5378. */
  5379. Vector3.prototype.set = function (x, y, z) {
  5380. return this.copyFromFloats(x, y, z);
  5381. };
  5382. /**
  5383. * Copies the given float to the current Vector3 coordinates
  5384. * @param v defines the x, y and z coordinates of the operand
  5385. * @returns the current updated Vector3
  5386. */
  5387. Vector3.prototype.setAll = function (v) {
  5388. this.x = this.y = this.z = v;
  5389. return this;
  5390. };
  5391. // Statics
  5392. /**
  5393. * Get the clip factor between two vectors
  5394. * @param vector0 defines the first operand
  5395. * @param vector1 defines the second operand
  5396. * @param axis defines the axis to use
  5397. * @param size defines the size along the axis
  5398. * @returns the clip factor
  5399. */
  5400. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5401. var d0 = Vector3.Dot(vector0, axis) - size;
  5402. var d1 = Vector3.Dot(vector1, axis) - size;
  5403. var s = d0 / (d0 - d1);
  5404. return s;
  5405. };
  5406. /**
  5407. * Get angle between two vectors
  5408. * @param vector0 angle between vector0 and vector1
  5409. * @param vector1 angle between vector0 and vector1
  5410. * @param normal direction of the normal
  5411. * @return the angle between vector0 and vector1
  5412. */
  5413. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5414. var v0 = vector0.normalizeToRef(MathTmp.Vector3[0]);
  5415. var v1 = vector1.normalizeToRef(MathTmp.Vector3[1]);
  5416. var dot = Vector3.Dot(v0, v1);
  5417. var n = MathTmp.Vector3[2];
  5418. Vector3.CrossToRef(v0, v1, n);
  5419. if (Vector3.Dot(n, normal) > 0) {
  5420. return Math.acos(dot);
  5421. }
  5422. return -Math.acos(dot);
  5423. };
  5424. /**
  5425. * Returns a new Vector3 set from the index "offset" of the given array
  5426. * @param array defines the source array
  5427. * @param offset defines the offset in the source array
  5428. * @returns the new Vector3
  5429. */
  5430. Vector3.FromArray = function (array, offset) {
  5431. if (!offset) {
  5432. offset = 0;
  5433. }
  5434. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5435. };
  5436. /**
  5437. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5438. * This function is deprecated. Use FromArray instead
  5439. * @param array defines the source array
  5440. * @param offset defines the offset in the source array
  5441. * @returns the new Vector3
  5442. */
  5443. Vector3.FromFloatArray = function (array, offset) {
  5444. return Vector3.FromArray(array, offset);
  5445. };
  5446. /**
  5447. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5448. * @param array defines the source array
  5449. * @param offset defines the offset in the source array
  5450. * @param result defines the Vector3 where to store the result
  5451. */
  5452. Vector3.FromArrayToRef = function (array, offset, result) {
  5453. result.x = array[offset];
  5454. result.y = array[offset + 1];
  5455. result.z = array[offset + 2];
  5456. };
  5457. /**
  5458. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5459. * This function is deprecated. Use FromArrayToRef instead.
  5460. * @param array defines the source array
  5461. * @param offset defines the offset in the source array
  5462. * @param result defines the Vector3 where to store the result
  5463. */
  5464. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5465. return Vector3.FromArrayToRef(array, offset, result);
  5466. };
  5467. /**
  5468. * Sets the given vector "result" with the given floats.
  5469. * @param x defines the x coordinate of the source
  5470. * @param y defines the y coordinate of the source
  5471. * @param z defines the z coordinate of the source
  5472. * @param result defines the Vector3 where to store the result
  5473. */
  5474. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5475. result.copyFromFloats(x, y, z);
  5476. };
  5477. /**
  5478. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5479. * @returns a new empty Vector3
  5480. */
  5481. Vector3.Zero = function () {
  5482. return new Vector3(0.0, 0.0, 0.0);
  5483. };
  5484. /**
  5485. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5486. * @returns a new unit Vector3
  5487. */
  5488. Vector3.One = function () {
  5489. return new Vector3(1.0, 1.0, 1.0);
  5490. };
  5491. /**
  5492. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5493. * @returns a new up Vector3
  5494. */
  5495. Vector3.Up = function () {
  5496. return new Vector3(0.0, 1.0, 0.0);
  5497. };
  5498. /**
  5499. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5500. * @returns a new down Vector3
  5501. */
  5502. Vector3.Down = function () {
  5503. return new Vector3(0.0, -1.0, 0.0);
  5504. };
  5505. /**
  5506. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5507. * @returns a new forward Vector3
  5508. */
  5509. Vector3.Forward = function () {
  5510. return new Vector3(0.0, 0.0, 1.0);
  5511. };
  5512. /**
  5513. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5514. * @returns a new forward Vector3
  5515. */
  5516. Vector3.Backward = function () {
  5517. return new Vector3(0.0, 0.0, -1.0);
  5518. };
  5519. /**
  5520. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5521. * @returns a new right Vector3
  5522. */
  5523. Vector3.Right = function () {
  5524. return new Vector3(1.0, 0.0, 0.0);
  5525. };
  5526. /**
  5527. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5528. * @returns a new left Vector3
  5529. */
  5530. Vector3.Left = function () {
  5531. return new Vector3(-1.0, 0.0, 0.0);
  5532. };
  5533. /**
  5534. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5535. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5536. * @param vector defines the Vector3 to transform
  5537. * @param transformation defines the transformation matrix
  5538. * @returns the transformed Vector3
  5539. */
  5540. Vector3.TransformCoordinates = function (vector, transformation) {
  5541. var result = Vector3.Zero();
  5542. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5543. return result;
  5544. };
  5545. /**
  5546. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5547. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5548. * @param vector defines the Vector3 to transform
  5549. * @param transformation defines the transformation matrix
  5550. * @param result defines the Vector3 where to store the result
  5551. */
  5552. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5553. return Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5554. };
  5555. /**
  5556. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5557. * This method computes tranformed coordinates only, not transformed direction vectors
  5558. * @param x define the x coordinate of the source vector
  5559. * @param y define the y coordinate of the source vector
  5560. * @param z define the z coordinate of the source vector
  5561. * @param transformation defines the transformation matrix
  5562. * @param result defines the Vector3 where to store the result
  5563. */
  5564. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5565. var m = transformation.m;
  5566. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5567. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5568. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5569. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5570. result.x = rx * rw;
  5571. result.y = ry * rw;
  5572. result.z = rz * rw;
  5573. };
  5574. /**
  5575. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5576. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5577. * @param vector defines the Vector3 to transform
  5578. * @param transformation defines the transformation matrix
  5579. * @returns the new Vector3
  5580. */
  5581. Vector3.TransformNormal = function (vector, transformation) {
  5582. var result = Vector3.Zero();
  5583. Vector3.TransformNormalToRef(vector, transformation, result);
  5584. return result;
  5585. };
  5586. /**
  5587. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5588. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5589. * @param vector defines the Vector3 to transform
  5590. * @param transformation defines the transformation matrix
  5591. * @param result defines the Vector3 where to store the result
  5592. */
  5593. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5594. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5595. };
  5596. /**
  5597. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5598. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5599. * @param x define the x coordinate of the source vector
  5600. * @param y define the y coordinate of the source vector
  5601. * @param z define the z coordinate of the source vector
  5602. * @param transformation defines the transformation matrix
  5603. * @param result defines the Vector3 where to store the result
  5604. */
  5605. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5606. var m = transformation.m;
  5607. result.x = x * m[0] + y * m[4] + z * m[8];
  5608. result.y = x * m[1] + y * m[5] + z * m[9];
  5609. result.z = x * m[2] + y * m[6] + z * m[10];
  5610. };
  5611. /**
  5612. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5613. * @param value1 defines the first control point
  5614. * @param value2 defines the second control point
  5615. * @param value3 defines the third control point
  5616. * @param value4 defines the fourth control point
  5617. * @param amount defines the amount on the spline to use
  5618. * @returns the new Vector3
  5619. */
  5620. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5621. var squared = amount * amount;
  5622. var cubed = amount * squared;
  5623. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5624. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5625. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5626. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5627. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5628. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5629. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5630. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5631. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5632. return new Vector3(x, y, z);
  5633. };
  5634. /**
  5635. * 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"
  5636. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5637. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5638. * @param value defines the current value
  5639. * @param min defines the lower range value
  5640. * @param max defines the upper range value
  5641. * @returns the new Vector3
  5642. */
  5643. Vector3.Clamp = function (value, min, max) {
  5644. var x = value.x;
  5645. x = (x > max.x) ? max.x : x;
  5646. x = (x < min.x) ? min.x : x;
  5647. var y = value.y;
  5648. y = (y > max.y) ? max.y : y;
  5649. y = (y < min.y) ? min.y : y;
  5650. var z = value.z;
  5651. z = (z > max.z) ? max.z : z;
  5652. z = (z < min.z) ? min.z : z;
  5653. return new Vector3(x, y, z);
  5654. };
  5655. /**
  5656. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5657. * @param value1 defines the first control point
  5658. * @param tangent1 defines the first tangent vector
  5659. * @param value2 defines the second control point
  5660. * @param tangent2 defines the second tangent vector
  5661. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5662. * @returns the new Vector3
  5663. */
  5664. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5665. var squared = amount * amount;
  5666. var cubed = amount * squared;
  5667. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5668. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5669. var part3 = (cubed - (2.0 * squared)) + amount;
  5670. var part4 = cubed - squared;
  5671. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5672. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5673. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5674. return new Vector3(x, y, z);
  5675. };
  5676. /**
  5677. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5678. * @param start defines the start value
  5679. * @param end defines the end value
  5680. * @param amount max defines amount between both (between 0 and 1)
  5681. * @returns the new Vector3
  5682. */
  5683. Vector3.Lerp = function (start, end, amount) {
  5684. var result = new Vector3(0, 0, 0);
  5685. Vector3.LerpToRef(start, end, amount, result);
  5686. return result;
  5687. };
  5688. /**
  5689. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5690. * @param start defines the start value
  5691. * @param end defines the end value
  5692. * @param amount max defines amount between both (between 0 and 1)
  5693. * @param result defines the Vector3 where to store the result
  5694. */
  5695. Vector3.LerpToRef = function (start, end, amount, result) {
  5696. result.x = start.x + ((end.x - start.x) * amount);
  5697. result.y = start.y + ((end.y - start.y) * amount);
  5698. result.z = start.z + ((end.z - start.z) * amount);
  5699. };
  5700. /**
  5701. * Returns the dot product (float) between the vectors "left" and "right"
  5702. * @param left defines the left operand
  5703. * @param right defines the right operand
  5704. * @returns the dot product
  5705. */
  5706. Vector3.Dot = function (left, right) {
  5707. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5708. };
  5709. /**
  5710. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5711. * The cross product is then orthogonal to both "left" and "right"
  5712. * @param left defines the left operand
  5713. * @param right defines the right operand
  5714. * @returns the cross product
  5715. */
  5716. Vector3.Cross = function (left, right) {
  5717. var result = Vector3.Zero();
  5718. Vector3.CrossToRef(left, right, result);
  5719. return result;
  5720. };
  5721. /**
  5722. * Sets the given vector "result" with the cross product of "left" and "right"
  5723. * The cross product is then orthogonal to both "left" and "right"
  5724. * @param left defines the left operand
  5725. * @param right defines the right operand
  5726. * @param result defines the Vector3 where to store the result
  5727. */
  5728. Vector3.CrossToRef = function (left, right, result) {
  5729. MathTmp.Vector3[0].x = left.y * right.z - left.z * right.y;
  5730. MathTmp.Vector3[0].y = left.z * right.x - left.x * right.z;
  5731. MathTmp.Vector3[0].z = left.x * right.y - left.y * right.x;
  5732. result.copyFrom(MathTmp.Vector3[0]);
  5733. };
  5734. /**
  5735. * Returns a new Vector3 as the normalization of the given vector
  5736. * @param vector defines the Vector3 to normalize
  5737. * @returns the new Vector3
  5738. */
  5739. Vector3.Normalize = function (vector) {
  5740. var result = Vector3.Zero();
  5741. Vector3.NormalizeToRef(vector, result);
  5742. return result;
  5743. };
  5744. /**
  5745. * Sets the given vector "result" with the normalization of the given first vector
  5746. * @param vector defines the Vector3 to normalize
  5747. * @param result defines the Vector3 where to store the result
  5748. */
  5749. Vector3.NormalizeToRef = function (vector, result) {
  5750. vector.normalizeToRef(result);
  5751. };
  5752. /**
  5753. * Project a Vector3 onto screen space
  5754. * @param vector defines the Vector3 to project
  5755. * @param world defines the world matrix to use
  5756. * @param transform defines the transform (view x projection) matrix to use
  5757. * @param viewport defines the screen viewport to use
  5758. * @returns the new Vector3
  5759. */
  5760. Vector3.Project = function (vector, world, transform, viewport) {
  5761. var cw = viewport.width;
  5762. var ch = viewport.height;
  5763. var cx = viewport.x;
  5764. var cy = viewport.y;
  5765. var viewportMatrix = Vector3._viewportMatrixCache ? Vector3._viewportMatrixCache : (Vector3._viewportMatrixCache = new Matrix());
  5766. 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);
  5767. var matrix = MathTmp.Matrix[0];
  5768. world.multiplyToRef(transform, matrix);
  5769. matrix.multiplyToRef(viewportMatrix, matrix);
  5770. return Vector3.TransformCoordinates(vector, matrix);
  5771. };
  5772. /**
  5773. * Unproject from screen space to object space
  5774. * @param source defines the screen space Vector3 to use
  5775. * @param viewportWidth defines the current width of the viewport
  5776. * @param viewportHeight defines the current height of the viewport
  5777. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5778. * @param transform defines the transform (view x projection) matrix to use
  5779. * @returns the new Vector3
  5780. */
  5781. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5782. var matrix = MathTmp.Matrix[0];
  5783. world.multiplyToRef(transform, matrix);
  5784. matrix.invert();
  5785. source.x = source.x / viewportWidth * 2 - 1;
  5786. source.y = -(source.y / viewportHeight * 2 - 1);
  5787. var vector = Vector3.TransformCoordinates(source, matrix);
  5788. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  5789. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5790. vector = vector.scale(1.0 / num);
  5791. }
  5792. return vector;
  5793. };
  5794. /**
  5795. * Unproject from screen space to object space
  5796. * @param source defines the screen space Vector3 to use
  5797. * @param viewportWidth defines the current width of the viewport
  5798. * @param viewportHeight defines the current height of the viewport
  5799. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5800. * @param view defines the view matrix to use
  5801. * @param projection defines the projection matrix to use
  5802. * @returns the new Vector3
  5803. */
  5804. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5805. var result = Vector3.Zero();
  5806. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5807. return result;
  5808. };
  5809. /**
  5810. * Unproject from screen space to object space
  5811. * @param source defines the screen space Vector3 to use
  5812. * @param viewportWidth defines the current width of the viewport
  5813. * @param viewportHeight defines the current height of the viewport
  5814. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5815. * @param view defines the view matrix to use
  5816. * @param projection defines the projection matrix to use
  5817. * @param result defines the Vector3 where to store the result
  5818. */
  5819. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5820. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5821. };
  5822. /**
  5823. * Unproject from screen space to object space
  5824. * @param sourceX defines the screen space x coordinate to use
  5825. * @param sourceY defines the screen space y coordinate to use
  5826. * @param sourceZ defines the screen space z coordinate to use
  5827. * @param viewportWidth defines the current width of the viewport
  5828. * @param viewportHeight defines the current height of the viewport
  5829. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5830. * @param view defines the view matrix to use
  5831. * @param projection defines the projection matrix to use
  5832. * @param result defines the Vector3 where to store the result
  5833. */
  5834. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5835. var matrix = MathTmp.Matrix[0];
  5836. world.multiplyToRef(view, matrix);
  5837. matrix.multiplyToRef(projection, matrix);
  5838. matrix.invert();
  5839. var screenSource = MathTmp.Vector3[0];
  5840. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5841. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5842. screenSource.z = 2 * sourceZ - 1.0;
  5843. Vector3.TransformCoordinatesToRef(screenSource, matrix, result);
  5844. var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15];
  5845. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5846. result.scaleInPlace(1.0 / num);
  5847. }
  5848. };
  5849. /**
  5850. * Gets the minimal coordinate values between two Vector3
  5851. * @param left defines the first operand
  5852. * @param right defines the second operand
  5853. * @returns the new Vector3
  5854. */
  5855. Vector3.Minimize = function (left, right) {
  5856. var min = left.clone();
  5857. min.minimizeInPlace(right);
  5858. return min;
  5859. };
  5860. /**
  5861. * Gets the maximal coordinate values between two Vector3
  5862. * @param left defines the first operand
  5863. * @param right defines the second operand
  5864. * @returns the new Vector3
  5865. */
  5866. Vector3.Maximize = function (left, right) {
  5867. var max = left.clone();
  5868. max.maximizeInPlace(right);
  5869. return max;
  5870. };
  5871. /**
  5872. * Returns the distance between the vectors "value1" and "value2"
  5873. * @param value1 defines the first operand
  5874. * @param value2 defines the second operand
  5875. * @returns the distance
  5876. */
  5877. Vector3.Distance = function (value1, value2) {
  5878. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  5879. };
  5880. /**
  5881. * Returns the squared distance between the vectors "value1" and "value2"
  5882. * @param value1 defines the first operand
  5883. * @param value2 defines the second operand
  5884. * @returns the squared distance
  5885. */
  5886. Vector3.DistanceSquared = function (value1, value2) {
  5887. var x = value1.x - value2.x;
  5888. var y = value1.y - value2.y;
  5889. var z = value1.z - value2.z;
  5890. return (x * x) + (y * y) + (z * z);
  5891. };
  5892. /**
  5893. * Returns a new Vector3 located at the center between "value1" and "value2"
  5894. * @param value1 defines the first operand
  5895. * @param value2 defines the second operand
  5896. * @returns the new Vector3
  5897. */
  5898. Vector3.Center = function (value1, value2) {
  5899. var center = value1.add(value2);
  5900. center.scaleInPlace(0.5);
  5901. return center;
  5902. };
  5903. /**
  5904. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  5905. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  5906. * to something in order to rotate it from its local system to the given target system
  5907. * Note: axis1, axis2 and axis3 are normalized during this operation
  5908. * @param axis1 defines the first axis
  5909. * @param axis2 defines the second axis
  5910. * @param axis3 defines the third axis
  5911. * @returns a new Vector3
  5912. */
  5913. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  5914. var rotation = Vector3.Zero();
  5915. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  5916. return rotation;
  5917. };
  5918. /**
  5919. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  5920. * @param axis1 defines the first axis
  5921. * @param axis2 defines the second axis
  5922. * @param axis3 defines the third axis
  5923. * @param ref defines the Vector3 where to store the result
  5924. */
  5925. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  5926. var quat = MathTmp.Quaternion[0];
  5927. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  5928. quat.toEulerAnglesToRef(ref);
  5929. };
  5930. return Vector3;
  5931. }());
  5932. BABYLON.Vector3 = Vector3;
  5933. /**
  5934. * Vector4 class created for EulerAngle class conversion to Quaternion
  5935. */
  5936. var Vector4 = /** @class */ (function () {
  5937. /**
  5938. * Creates a Vector4 object from the given floats.
  5939. * @param x x value of the vector
  5940. * @param y y value of the vector
  5941. * @param z z value of the vector
  5942. * @param w w value of the vector
  5943. */
  5944. function Vector4(
  5945. /** x value of the vector */
  5946. x,
  5947. /** y value of the vector */
  5948. y,
  5949. /** z value of the vector */
  5950. z,
  5951. /** w value of the vector */
  5952. w) {
  5953. this.x = x;
  5954. this.y = y;
  5955. this.z = z;
  5956. this.w = w;
  5957. }
  5958. /**
  5959. * Returns the string with the Vector4 coordinates.
  5960. * @returns a string containing all the vector values
  5961. */
  5962. Vector4.prototype.toString = function () {
  5963. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  5964. };
  5965. /**
  5966. * Returns the string "Vector4".
  5967. * @returns "Vector4"
  5968. */
  5969. Vector4.prototype.getClassName = function () {
  5970. return "Vector4";
  5971. };
  5972. /**
  5973. * Returns the Vector4 hash code.
  5974. * @returns a unique hash code
  5975. */
  5976. Vector4.prototype.getHashCode = function () {
  5977. var hash = this.x || 0;
  5978. hash = (hash * 397) ^ (this.y || 0);
  5979. hash = (hash * 397) ^ (this.z || 0);
  5980. hash = (hash * 397) ^ (this.w || 0);
  5981. return hash;
  5982. };
  5983. // Operators
  5984. /**
  5985. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  5986. * @returns the resulting array
  5987. */
  5988. Vector4.prototype.asArray = function () {
  5989. var result = new Array();
  5990. this.toArray(result, 0);
  5991. return result;
  5992. };
  5993. /**
  5994. * Populates the given array from the given index with the Vector4 coordinates.
  5995. * @param array array to populate
  5996. * @param index index of the array to start at (default: 0)
  5997. * @returns the Vector4.
  5998. */
  5999. Vector4.prototype.toArray = function (array, index) {
  6000. if (index === undefined) {
  6001. index = 0;
  6002. }
  6003. array[index] = this.x;
  6004. array[index + 1] = this.y;
  6005. array[index + 2] = this.z;
  6006. array[index + 3] = this.w;
  6007. return this;
  6008. };
  6009. /**
  6010. * Adds the given vector to the current Vector4.
  6011. * @param otherVector the vector to add
  6012. * @returns the updated Vector4.
  6013. */
  6014. Vector4.prototype.addInPlace = function (otherVector) {
  6015. this.x += otherVector.x;
  6016. this.y += otherVector.y;
  6017. this.z += otherVector.z;
  6018. this.w += otherVector.w;
  6019. return this;
  6020. };
  6021. /**
  6022. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6023. * @param otherVector the vector to add
  6024. * @returns the resulting vector
  6025. */
  6026. Vector4.prototype.add = function (otherVector) {
  6027. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6028. };
  6029. /**
  6030. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6031. * @param otherVector the vector to add
  6032. * @param result the vector to store the result
  6033. * @returns the current Vector4.
  6034. */
  6035. Vector4.prototype.addToRef = function (otherVector, result) {
  6036. result.x = this.x + otherVector.x;
  6037. result.y = this.y + otherVector.y;
  6038. result.z = this.z + otherVector.z;
  6039. result.w = this.w + otherVector.w;
  6040. return this;
  6041. };
  6042. /**
  6043. * Subtract in place the given vector from the current Vector4.
  6044. * @param otherVector the vector to subtract
  6045. * @returns the updated Vector4.
  6046. */
  6047. Vector4.prototype.subtractInPlace = function (otherVector) {
  6048. this.x -= otherVector.x;
  6049. this.y -= otherVector.y;
  6050. this.z -= otherVector.z;
  6051. this.w -= otherVector.w;
  6052. return this;
  6053. };
  6054. /**
  6055. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6056. * @param otherVector the vector to add
  6057. * @returns the new vector with the result
  6058. */
  6059. Vector4.prototype.subtract = function (otherVector) {
  6060. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6061. };
  6062. /**
  6063. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6064. * @param otherVector the vector to subtract
  6065. * @param result the vector to store the result
  6066. * @returns the current Vector4.
  6067. */
  6068. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6069. result.x = this.x - otherVector.x;
  6070. result.y = this.y - otherVector.y;
  6071. result.z = this.z - otherVector.z;
  6072. result.w = this.w - otherVector.w;
  6073. return this;
  6074. };
  6075. /**
  6076. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6077. */
  6078. /**
  6079. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6080. * @param x value to subtract
  6081. * @param y value to subtract
  6082. * @param z value to subtract
  6083. * @param w value to subtract
  6084. * @returns new vector containing the result
  6085. */
  6086. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6087. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6088. };
  6089. /**
  6090. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6091. * @param x value to subtract
  6092. * @param y value to subtract
  6093. * @param z value to subtract
  6094. * @param w value to subtract
  6095. * @param result the vector to store the result in
  6096. * @returns the current Vector4.
  6097. */
  6098. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6099. result.x = this.x - x;
  6100. result.y = this.y - y;
  6101. result.z = this.z - z;
  6102. result.w = this.w - w;
  6103. return this;
  6104. };
  6105. /**
  6106. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6107. * @returns a new vector with the negated values
  6108. */
  6109. Vector4.prototype.negate = function () {
  6110. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6111. };
  6112. /**
  6113. * Multiplies the current Vector4 coordinates by scale (float).
  6114. * @param scale the number to scale with
  6115. * @returns the updated Vector4.
  6116. */
  6117. Vector4.prototype.scaleInPlace = function (scale) {
  6118. this.x *= scale;
  6119. this.y *= scale;
  6120. this.z *= scale;
  6121. this.w *= scale;
  6122. return this;
  6123. };
  6124. /**
  6125. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6126. * @param scale the number to scale with
  6127. * @returns a new vector with the result
  6128. */
  6129. Vector4.prototype.scale = function (scale) {
  6130. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6131. };
  6132. /**
  6133. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6134. * @param scale the number to scale with
  6135. * @param result a vector to store the result in
  6136. * @returns the current Vector4.
  6137. */
  6138. Vector4.prototype.scaleToRef = function (scale, result) {
  6139. result.x = this.x * scale;
  6140. result.y = this.y * scale;
  6141. result.z = this.z * scale;
  6142. result.w = this.w * scale;
  6143. return this;
  6144. };
  6145. /**
  6146. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6147. * @param scale defines the scale factor
  6148. * @param result defines the Vector4 object where to store the result
  6149. * @returns the unmodified current Vector4
  6150. */
  6151. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6152. result.x += this.x * scale;
  6153. result.y += this.y * scale;
  6154. result.z += this.z * scale;
  6155. result.w += this.w * scale;
  6156. return this;
  6157. };
  6158. /**
  6159. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6160. * @param otherVector the vector to compare against
  6161. * @returns true if they are equal
  6162. */
  6163. Vector4.prototype.equals = function (otherVector) {
  6164. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6165. };
  6166. /**
  6167. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6168. * @param otherVector vector to compare against
  6169. * @param epsilon (Default: very small number)
  6170. * @returns true if they are equal
  6171. */
  6172. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6173. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6174. return otherVector
  6175. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6176. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6177. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6178. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6179. };
  6180. /**
  6181. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6182. * @param x x value to compare against
  6183. * @param y y value to compare against
  6184. * @param z z value to compare against
  6185. * @param w w value to compare against
  6186. * @returns true if equal
  6187. */
  6188. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6189. return this.x === x && this.y === y && this.z === z && this.w === w;
  6190. };
  6191. /**
  6192. * Multiplies in place the current Vector4 by the given one.
  6193. * @param otherVector vector to multiple with
  6194. * @returns the updated Vector4.
  6195. */
  6196. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6197. this.x *= otherVector.x;
  6198. this.y *= otherVector.y;
  6199. this.z *= otherVector.z;
  6200. this.w *= otherVector.w;
  6201. return this;
  6202. };
  6203. /**
  6204. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6205. * @param otherVector vector to multiple with
  6206. * @returns resulting new vector
  6207. */
  6208. Vector4.prototype.multiply = function (otherVector) {
  6209. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6210. };
  6211. /**
  6212. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6213. * @param otherVector vector to multiple with
  6214. * @param result vector to store the result
  6215. * @returns the current Vector4.
  6216. */
  6217. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6218. result.x = this.x * otherVector.x;
  6219. result.y = this.y * otherVector.y;
  6220. result.z = this.z * otherVector.z;
  6221. result.w = this.w * otherVector.w;
  6222. return this;
  6223. };
  6224. /**
  6225. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6226. * @param x x value multiply with
  6227. * @param y y value multiply with
  6228. * @param z z value multiply with
  6229. * @param w w value multiply with
  6230. * @returns resulting new vector
  6231. */
  6232. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6233. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6234. };
  6235. /**
  6236. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6237. * @param otherVector vector to devide with
  6238. * @returns resulting new vector
  6239. */
  6240. Vector4.prototype.divide = function (otherVector) {
  6241. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6242. };
  6243. /**
  6244. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6245. * @param otherVector vector to devide with
  6246. * @param result vector to store the result
  6247. * @returns the current Vector4.
  6248. */
  6249. Vector4.prototype.divideToRef = function (otherVector, result) {
  6250. result.x = this.x / otherVector.x;
  6251. result.y = this.y / otherVector.y;
  6252. result.z = this.z / otherVector.z;
  6253. result.w = this.w / otherVector.w;
  6254. return this;
  6255. };
  6256. /**
  6257. * Divides the current Vector3 coordinates by the given ones.
  6258. * @param otherVector vector to devide with
  6259. * @returns the updated Vector3.
  6260. */
  6261. Vector4.prototype.divideInPlace = function (otherVector) {
  6262. return this.divideToRef(otherVector, this);
  6263. };
  6264. /**
  6265. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6266. * @param other defines the second operand
  6267. * @returns the current updated Vector4
  6268. */
  6269. Vector4.prototype.minimizeInPlace = function (other) {
  6270. if (other.x < this.x) {
  6271. this.x = other.x;
  6272. }
  6273. if (other.y < this.y) {
  6274. this.y = other.y;
  6275. }
  6276. if (other.z < this.z) {
  6277. this.z = other.z;
  6278. }
  6279. if (other.w < this.w) {
  6280. this.w = other.w;
  6281. }
  6282. return this;
  6283. };
  6284. /**
  6285. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6286. * @param other defines the second operand
  6287. * @returns the current updated Vector4
  6288. */
  6289. Vector4.prototype.maximizeInPlace = function (other) {
  6290. if (other.x > this.x) {
  6291. this.x = other.x;
  6292. }
  6293. if (other.y > this.y) {
  6294. this.y = other.y;
  6295. }
  6296. if (other.z > this.z) {
  6297. this.z = other.z;
  6298. }
  6299. if (other.w > this.w) {
  6300. this.w = other.w;
  6301. }
  6302. return this;
  6303. };
  6304. /**
  6305. * Gets a new Vector4 from current Vector4 floored values
  6306. * @returns a new Vector4
  6307. */
  6308. Vector4.prototype.floor = function () {
  6309. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6310. };
  6311. /**
  6312. * Gets a new Vector4 from current Vector3 floored values
  6313. * @returns a new Vector4
  6314. */
  6315. Vector4.prototype.fract = function () {
  6316. 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));
  6317. };
  6318. // Properties
  6319. /**
  6320. * Returns the Vector4 length (float).
  6321. * @returns the length
  6322. */
  6323. Vector4.prototype.length = function () {
  6324. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6325. };
  6326. /**
  6327. * Returns the Vector4 squared length (float).
  6328. * @returns the length squared
  6329. */
  6330. Vector4.prototype.lengthSquared = function () {
  6331. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6332. };
  6333. // Methods
  6334. /**
  6335. * Normalizes in place the Vector4.
  6336. * @returns the updated Vector4.
  6337. */
  6338. Vector4.prototype.normalize = function () {
  6339. var len = this.length();
  6340. if (len === 0) {
  6341. return this;
  6342. }
  6343. return this.scaleInPlace(1.0 / len);
  6344. };
  6345. /**
  6346. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6347. * @returns this converted to a new vector3
  6348. */
  6349. Vector4.prototype.toVector3 = function () {
  6350. return new Vector3(this.x, this.y, this.z);
  6351. };
  6352. /**
  6353. * Returns a new Vector4 copied from the current one.
  6354. * @returns the new cloned vector
  6355. */
  6356. Vector4.prototype.clone = function () {
  6357. return new Vector4(this.x, this.y, this.z, this.w);
  6358. };
  6359. /**
  6360. * Updates the current Vector4 with the given one coordinates.
  6361. * @param source the source vector to copy from
  6362. * @returns the updated Vector4.
  6363. */
  6364. Vector4.prototype.copyFrom = function (source) {
  6365. this.x = source.x;
  6366. this.y = source.y;
  6367. this.z = source.z;
  6368. this.w = source.w;
  6369. return this;
  6370. };
  6371. /**
  6372. * Updates the current Vector4 coordinates with the given floats.
  6373. * @param x float to copy from
  6374. * @param y float to copy from
  6375. * @param z float to copy from
  6376. * @param w float to copy from
  6377. * @returns the updated Vector4.
  6378. */
  6379. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6380. this.x = x;
  6381. this.y = y;
  6382. this.z = z;
  6383. this.w = w;
  6384. return this;
  6385. };
  6386. /**
  6387. * Updates the current Vector4 coordinates with the given floats.
  6388. * @param x float to set from
  6389. * @param y float to set from
  6390. * @param z float to set from
  6391. * @param w float to set from
  6392. * @returns the updated Vector4.
  6393. */
  6394. Vector4.prototype.set = function (x, y, z, w) {
  6395. return this.copyFromFloats(x, y, z, w);
  6396. };
  6397. /**
  6398. * Copies the given float to the current Vector3 coordinates
  6399. * @param v defines the x, y, z and w coordinates of the operand
  6400. * @returns the current updated Vector3
  6401. */
  6402. Vector4.prototype.setAll = function (v) {
  6403. this.x = this.y = this.z = this.w = v;
  6404. return this;
  6405. };
  6406. // Statics
  6407. /**
  6408. * Returns a new Vector4 set from the starting index of the given array.
  6409. * @param array the array to pull values from
  6410. * @param offset the offset into the array to start at
  6411. * @returns the new vector
  6412. */
  6413. Vector4.FromArray = function (array, offset) {
  6414. if (!offset) {
  6415. offset = 0;
  6416. }
  6417. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6418. };
  6419. /**
  6420. * Updates the given vector "result" from the starting index of the given array.
  6421. * @param array the array to pull values from
  6422. * @param offset the offset into the array to start at
  6423. * @param result the vector to store the result in
  6424. */
  6425. Vector4.FromArrayToRef = function (array, offset, result) {
  6426. result.x = array[offset];
  6427. result.y = array[offset + 1];
  6428. result.z = array[offset + 2];
  6429. result.w = array[offset + 3];
  6430. };
  6431. /**
  6432. * Updates the given vector "result" from the starting index of the given Float32Array.
  6433. * @param array the array to pull values from
  6434. * @param offset the offset into the array to start at
  6435. * @param result the vector to store the result in
  6436. */
  6437. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6438. Vector4.FromArrayToRef(array, offset, result);
  6439. };
  6440. /**
  6441. * Updates the given vector "result" coordinates from the given floats.
  6442. * @param x float to set from
  6443. * @param y float to set from
  6444. * @param z float to set from
  6445. * @param w float to set from
  6446. * @param result the vector to the floats in
  6447. */
  6448. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6449. result.x = x;
  6450. result.y = y;
  6451. result.z = z;
  6452. result.w = w;
  6453. };
  6454. /**
  6455. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6456. * @returns the new vector
  6457. */
  6458. Vector4.Zero = function () {
  6459. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6460. };
  6461. /**
  6462. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6463. * @returns the new vector
  6464. */
  6465. Vector4.One = function () {
  6466. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6467. };
  6468. /**
  6469. * Returns a new normalized Vector4 from the given one.
  6470. * @param vector the vector to normalize
  6471. * @returns the vector
  6472. */
  6473. Vector4.Normalize = function (vector) {
  6474. var result = Vector4.Zero();
  6475. Vector4.NormalizeToRef(vector, result);
  6476. return result;
  6477. };
  6478. /**
  6479. * Updates the given vector "result" from the normalization of the given one.
  6480. * @param vector the vector to normalize
  6481. * @param result the vector to store the result in
  6482. */
  6483. Vector4.NormalizeToRef = function (vector, result) {
  6484. result.copyFrom(vector);
  6485. result.normalize();
  6486. };
  6487. /**
  6488. * Returns a vector with the minimum values from the left and right vectors
  6489. * @param left left vector to minimize
  6490. * @param right right vector to minimize
  6491. * @returns a new vector with the minimum of the left and right vector values
  6492. */
  6493. Vector4.Minimize = function (left, right) {
  6494. var min = left.clone();
  6495. min.minimizeInPlace(right);
  6496. return min;
  6497. };
  6498. /**
  6499. * Returns a vector with the maximum values from the left and right vectors
  6500. * @param left left vector to maximize
  6501. * @param right right vector to maximize
  6502. * @returns a new vector with the maximum of the left and right vector values
  6503. */
  6504. Vector4.Maximize = function (left, right) {
  6505. var max = left.clone();
  6506. max.maximizeInPlace(right);
  6507. return max;
  6508. };
  6509. /**
  6510. * Returns the distance (float) between the vectors "value1" and "value2".
  6511. * @param value1 value to calulate the distance between
  6512. * @param value2 value to calulate the distance between
  6513. * @return the distance between the two vectors
  6514. */
  6515. Vector4.Distance = function (value1, value2) {
  6516. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6517. };
  6518. /**
  6519. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6520. * @param value1 value to calulate the distance between
  6521. * @param value2 value to calulate the distance between
  6522. * @return the distance between the two vectors squared
  6523. */
  6524. Vector4.DistanceSquared = function (value1, value2) {
  6525. var x = value1.x - value2.x;
  6526. var y = value1.y - value2.y;
  6527. var z = value1.z - value2.z;
  6528. var w = value1.w - value2.w;
  6529. return (x * x) + (y * y) + (z * z) + (w * w);
  6530. };
  6531. /**
  6532. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6533. * @param value1 value to calulate the center between
  6534. * @param value2 value to calulate the center between
  6535. * @return the center between the two vectors
  6536. */
  6537. Vector4.Center = function (value1, value2) {
  6538. var center = value1.add(value2);
  6539. center.scaleInPlace(0.5);
  6540. return center;
  6541. };
  6542. /**
  6543. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6544. * This methods computes transformed normalized direction vectors only.
  6545. * @param vector the vector to transform
  6546. * @param transformation the transformation matrix to apply
  6547. * @returns the new vector
  6548. */
  6549. Vector4.TransformNormal = function (vector, transformation) {
  6550. var result = Vector4.Zero();
  6551. Vector4.TransformNormalToRef(vector, transformation, result);
  6552. return result;
  6553. };
  6554. /**
  6555. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6556. * This methods computes transformed normalized direction vectors only.
  6557. * @param vector the vector to transform
  6558. * @param transformation the transformation matrix to apply
  6559. * @param result the vector to store the result in
  6560. */
  6561. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6562. var m = transformation.m;
  6563. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6564. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6565. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6566. result.x = x;
  6567. result.y = y;
  6568. result.z = z;
  6569. result.w = vector.w;
  6570. };
  6571. /**
  6572. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6573. * This methods computes transformed normalized direction vectors only.
  6574. * @param x value to transform
  6575. * @param y value to transform
  6576. * @param z value to transform
  6577. * @param w value to transform
  6578. * @param transformation the transformation matrix to apply
  6579. * @param result the vector to store the results in
  6580. */
  6581. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6582. var m = transformation.m;
  6583. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6584. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6585. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6586. result.w = w;
  6587. };
  6588. return Vector4;
  6589. }());
  6590. BABYLON.Vector4 = Vector4;
  6591. /**
  6592. * Size containing widht and height
  6593. */
  6594. var Size = /** @class */ (function () {
  6595. /**
  6596. * Creates a Size object from the given width and height (floats).
  6597. * @param width width of the new size
  6598. * @param height height of the new size
  6599. */
  6600. function Size(width, height) {
  6601. this.width = width;
  6602. this.height = height;
  6603. }
  6604. /**
  6605. * Returns a string with the Size width and height
  6606. * @returns a string with the Size width and height
  6607. */
  6608. Size.prototype.toString = function () {
  6609. return "{W: " + this.width + ", H: " + this.height + "}";
  6610. };
  6611. /**
  6612. * "Size"
  6613. * @returns the string "Size"
  6614. */
  6615. Size.prototype.getClassName = function () {
  6616. return "Size";
  6617. };
  6618. /**
  6619. * Returns the Size hash code.
  6620. * @returns a hash code for a unique width and height
  6621. */
  6622. Size.prototype.getHashCode = function () {
  6623. var hash = this.width || 0;
  6624. hash = (hash * 397) ^ (this.height || 0);
  6625. return hash;
  6626. };
  6627. /**
  6628. * Updates the current size from the given one.
  6629. * @param src the given size
  6630. */
  6631. Size.prototype.copyFrom = function (src) {
  6632. this.width = src.width;
  6633. this.height = src.height;
  6634. };
  6635. /**
  6636. * Updates in place the current Size from the given floats.
  6637. * @param width width of the new size
  6638. * @param height height of the new size
  6639. * @returns the updated Size.
  6640. */
  6641. Size.prototype.copyFromFloats = function (width, height) {
  6642. this.width = width;
  6643. this.height = height;
  6644. return this;
  6645. };
  6646. /**
  6647. * Updates in place the current Size from the given floats.
  6648. * @param width width to set
  6649. * @param height height to set
  6650. * @returns the updated Size.
  6651. */
  6652. Size.prototype.set = function (width, height) {
  6653. return this.copyFromFloats(width, height);
  6654. };
  6655. /**
  6656. * Multiplies the width and height by numbers
  6657. * @param w factor to multiple the width by
  6658. * @param h factor to multiple the height by
  6659. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6660. */
  6661. Size.prototype.multiplyByFloats = function (w, h) {
  6662. return new Size(this.width * w, this.height * h);
  6663. };
  6664. /**
  6665. * Clones the size
  6666. * @returns a new Size copied from the given one.
  6667. */
  6668. Size.prototype.clone = function () {
  6669. return new Size(this.width, this.height);
  6670. };
  6671. /**
  6672. * True if the current Size and the given one width and height are strictly equal.
  6673. * @param other the other size to compare against
  6674. * @returns True if the current Size and the given one width and height are strictly equal.
  6675. */
  6676. Size.prototype.equals = function (other) {
  6677. if (!other) {
  6678. return false;
  6679. }
  6680. return (this.width === other.width) && (this.height === other.height);
  6681. };
  6682. Object.defineProperty(Size.prototype, "surface", {
  6683. /**
  6684. * The surface of the Size : width * height (float).
  6685. */
  6686. get: function () {
  6687. return this.width * this.height;
  6688. },
  6689. enumerable: true,
  6690. configurable: true
  6691. });
  6692. /**
  6693. * Create a new size of zero
  6694. * @returns a new Size set to (0.0, 0.0)
  6695. */
  6696. Size.Zero = function () {
  6697. return new Size(0.0, 0.0);
  6698. };
  6699. /**
  6700. * Sums the width and height of two sizes
  6701. * @param otherSize size to add to this size
  6702. * @returns a new Size set as the addition result of the current Size and the given one.
  6703. */
  6704. Size.prototype.add = function (otherSize) {
  6705. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6706. return r;
  6707. };
  6708. /**
  6709. * Subtracts the width and height of two
  6710. * @param otherSize size to subtract to this size
  6711. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6712. */
  6713. Size.prototype.subtract = function (otherSize) {
  6714. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6715. return r;
  6716. };
  6717. /**
  6718. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6719. * @param start starting size to lerp between
  6720. * @param end end size to lerp between
  6721. * @param amount amount to lerp between the start and end values
  6722. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6723. */
  6724. Size.Lerp = function (start, end, amount) {
  6725. var w = start.width + ((end.width - start.width) * amount);
  6726. var h = start.height + ((end.height - start.height) * amount);
  6727. return new Size(w, h);
  6728. };
  6729. return Size;
  6730. }());
  6731. BABYLON.Size = Size;
  6732. /**
  6733. * Class used to store quaternion data
  6734. * @see https://en.wikipedia.org/wiki/Quaternion
  6735. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6736. */
  6737. var Quaternion = /** @class */ (function () {
  6738. /**
  6739. * Creates a new Quaternion from the given floats
  6740. * @param x defines the first component (0 by default)
  6741. * @param y defines the second component (0 by default)
  6742. * @param z defines the third component (0 by default)
  6743. * @param w defines the fourth component (1.0 by default)
  6744. */
  6745. function Quaternion(
  6746. /** defines the first component (0 by default) */
  6747. x,
  6748. /** defines the second component (0 by default) */
  6749. y,
  6750. /** defines the third component (0 by default) */
  6751. z,
  6752. /** defines the fourth component (1.0 by default) */
  6753. w) {
  6754. if (x === void 0) { x = 0.0; }
  6755. if (y === void 0) { y = 0.0; }
  6756. if (z === void 0) { z = 0.0; }
  6757. if (w === void 0) { w = 1.0; }
  6758. this.x = x;
  6759. this.y = y;
  6760. this.z = z;
  6761. this.w = w;
  6762. }
  6763. /**
  6764. * Gets a string representation for the current quaternion
  6765. * @returns a string with the Quaternion coordinates
  6766. */
  6767. Quaternion.prototype.toString = function () {
  6768. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6769. };
  6770. /**
  6771. * Gets the class name of the quaternion
  6772. * @returns the string "Quaternion"
  6773. */
  6774. Quaternion.prototype.getClassName = function () {
  6775. return "Quaternion";
  6776. };
  6777. /**
  6778. * Gets a hash code for this quaternion
  6779. * @returns the quaternion hash code
  6780. */
  6781. Quaternion.prototype.getHashCode = function () {
  6782. var hash = this.x || 0;
  6783. hash = (hash * 397) ^ (this.y || 0);
  6784. hash = (hash * 397) ^ (this.z || 0);
  6785. hash = (hash * 397) ^ (this.w || 0);
  6786. return hash;
  6787. };
  6788. /**
  6789. * Copy the quaternion to an array
  6790. * @returns a new array populated with 4 elements from the quaternion coordinates
  6791. */
  6792. Quaternion.prototype.asArray = function () {
  6793. return [this.x, this.y, this.z, this.w];
  6794. };
  6795. /**
  6796. * Check if two quaternions are equals
  6797. * @param otherQuaternion defines the second operand
  6798. * @return true if the current quaternion and the given one coordinates are strictly equals
  6799. */
  6800. Quaternion.prototype.equals = function (otherQuaternion) {
  6801. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6802. };
  6803. /**
  6804. * Clone the current quaternion
  6805. * @returns a new quaternion copied from the current one
  6806. */
  6807. Quaternion.prototype.clone = function () {
  6808. return new Quaternion(this.x, this.y, this.z, this.w);
  6809. };
  6810. /**
  6811. * Copy a quaternion to the current one
  6812. * @param other defines the other quaternion
  6813. * @returns the updated current quaternion
  6814. */
  6815. Quaternion.prototype.copyFrom = function (other) {
  6816. this.x = other.x;
  6817. this.y = other.y;
  6818. this.z = other.z;
  6819. this.w = other.w;
  6820. return this;
  6821. };
  6822. /**
  6823. * Updates the current quaternion with the given float coordinates
  6824. * @param x defines the x coordinate
  6825. * @param y defines the y coordinate
  6826. * @param z defines the z coordinate
  6827. * @param w defines the w coordinate
  6828. * @returns the updated current quaternion
  6829. */
  6830. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6831. this.x = x;
  6832. this.y = y;
  6833. this.z = z;
  6834. this.w = w;
  6835. return this;
  6836. };
  6837. /**
  6838. * Updates the current quaternion from the given float coordinates
  6839. * @param x defines the x coordinate
  6840. * @param y defines the y coordinate
  6841. * @param z defines the z coordinate
  6842. * @param w defines the w coordinate
  6843. * @returns the updated current quaternion
  6844. */
  6845. Quaternion.prototype.set = function (x, y, z, w) {
  6846. return this.copyFromFloats(x, y, z, w);
  6847. };
  6848. /**
  6849. * Adds two quaternions
  6850. * @param other defines the second operand
  6851. * @returns a new quaternion as the addition result of the given one and the current quaternion
  6852. */
  6853. Quaternion.prototype.add = function (other) {
  6854. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  6855. };
  6856. /**
  6857. * Add a quaternion to the current one
  6858. * @param other defines the quaternion to add
  6859. * @returns the current quaternion
  6860. */
  6861. Quaternion.prototype.addInPlace = function (other) {
  6862. this.x += other.x;
  6863. this.y += other.y;
  6864. this.z += other.z;
  6865. this.w += other.w;
  6866. return this;
  6867. };
  6868. /**
  6869. * Subtract two quaternions
  6870. * @param other defines the second operand
  6871. * @returns a new quaternion as the subtraction result of the given one from the current one
  6872. */
  6873. Quaternion.prototype.subtract = function (other) {
  6874. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  6875. };
  6876. /**
  6877. * Multiplies the current quaternion by a scale factor
  6878. * @param value defines the scale factor
  6879. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  6880. */
  6881. Quaternion.prototype.scale = function (value) {
  6882. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  6883. };
  6884. /**
  6885. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  6886. * @param scale defines the scale factor
  6887. * @param result defines the Quaternion object where to store the result
  6888. * @returns the unmodified current quaternion
  6889. */
  6890. Quaternion.prototype.scaleToRef = function (scale, result) {
  6891. result.x = this.x * scale;
  6892. result.y = this.y * scale;
  6893. result.z = this.z * scale;
  6894. result.w = this.w * scale;
  6895. return this;
  6896. };
  6897. /**
  6898. * Multiplies in place the current quaternion by a scale factor
  6899. * @param value defines the scale factor
  6900. * @returns the current modified quaternion
  6901. */
  6902. Quaternion.prototype.scaleInPlace = function (value) {
  6903. this.x *= value;
  6904. this.y *= value;
  6905. this.z *= value;
  6906. this.w *= value;
  6907. return this;
  6908. };
  6909. /**
  6910. * Scale the current quaternion values by a factor and add the result to a given quaternion
  6911. * @param scale defines the scale factor
  6912. * @param result defines the Quaternion object where to store the result
  6913. * @returns the unmodified current quaternion
  6914. */
  6915. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  6916. result.x += this.x * scale;
  6917. result.y += this.y * scale;
  6918. result.z += this.z * scale;
  6919. result.w += this.w * scale;
  6920. return this;
  6921. };
  6922. /**
  6923. * Multiplies two quaternions
  6924. * @param q1 defines the second operand
  6925. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  6926. */
  6927. Quaternion.prototype.multiply = function (q1) {
  6928. var result = new Quaternion(0, 0, 0, 1.0);
  6929. this.multiplyToRef(q1, result);
  6930. return result;
  6931. };
  6932. /**
  6933. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  6934. * @param q1 defines the second operand
  6935. * @param result defines the target quaternion
  6936. * @returns the current quaternion
  6937. */
  6938. Quaternion.prototype.multiplyToRef = function (q1, result) {
  6939. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  6940. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  6941. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  6942. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  6943. result.copyFromFloats(x, y, z, w);
  6944. return this;
  6945. };
  6946. /**
  6947. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  6948. * @param q1 defines the second operand
  6949. * @returns the currentupdated quaternion
  6950. */
  6951. Quaternion.prototype.multiplyInPlace = function (q1) {
  6952. this.multiplyToRef(q1, this);
  6953. return this;
  6954. };
  6955. /**
  6956. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  6957. * @param ref defines the target quaternion
  6958. * @returns the current quaternion
  6959. */
  6960. Quaternion.prototype.conjugateToRef = function (ref) {
  6961. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  6962. return this;
  6963. };
  6964. /**
  6965. * Conjugates in place (1-q) the current quaternion
  6966. * @returns the current updated quaternion
  6967. */
  6968. Quaternion.prototype.conjugateInPlace = function () {
  6969. this.x *= -1;
  6970. this.y *= -1;
  6971. this.z *= -1;
  6972. return this;
  6973. };
  6974. /**
  6975. * Conjugates in place (1-q) the current quaternion
  6976. * @returns a new quaternion
  6977. */
  6978. Quaternion.prototype.conjugate = function () {
  6979. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  6980. return result;
  6981. };
  6982. /**
  6983. * Gets length of current quaternion
  6984. * @returns the quaternion length (float)
  6985. */
  6986. Quaternion.prototype.length = function () {
  6987. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  6988. };
  6989. /**
  6990. * Normalize in place the current quaternion
  6991. * @returns the current updated quaternion
  6992. */
  6993. Quaternion.prototype.normalize = function () {
  6994. var length = 1.0 / this.length();
  6995. this.x *= length;
  6996. this.y *= length;
  6997. this.z *= length;
  6998. this.w *= length;
  6999. return this;
  7000. };
  7001. /**
  7002. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7003. * @param order is a reserved parameter and is ignore for now
  7004. * @returns a new Vector3 containing the Euler angles
  7005. */
  7006. Quaternion.prototype.toEulerAngles = function (order) {
  7007. if (order === void 0) { order = "YZX"; }
  7008. var result = Vector3.Zero();
  7009. this.toEulerAnglesToRef(result, order);
  7010. return result;
  7011. };
  7012. /**
  7013. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7014. * @param result defines the vector which will be filled with the Euler angles
  7015. * @param order is a reserved parameter and is ignore for now
  7016. * @returns the current unchanged quaternion
  7017. */
  7018. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7019. if (order === void 0) { order = "YZX"; }
  7020. var qz = this.z;
  7021. var qx = this.x;
  7022. var qy = this.y;
  7023. var qw = this.w;
  7024. var sqw = qw * qw;
  7025. var sqz = qz * qz;
  7026. var sqx = qx * qx;
  7027. var sqy = qy * qy;
  7028. var zAxisY = qy * qz - qx * qw;
  7029. var limit = .4999999;
  7030. if (zAxisY < -limit) {
  7031. result.y = 2 * Math.atan2(qy, qw);
  7032. result.x = Math.PI / 2;
  7033. result.z = 0;
  7034. }
  7035. else if (zAxisY > limit) {
  7036. result.y = 2 * Math.atan2(qy, qw);
  7037. result.x = -Math.PI / 2;
  7038. result.z = 0;
  7039. }
  7040. else {
  7041. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7042. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7043. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7044. }
  7045. return this;
  7046. };
  7047. /**
  7048. * Updates the given rotation matrix with the current quaternion values
  7049. * @param result defines the target matrix
  7050. * @returns the current unchanged quaternion
  7051. */
  7052. Quaternion.prototype.toRotationMatrix = function (result) {
  7053. var xx = this.x * this.x;
  7054. var yy = this.y * this.y;
  7055. var zz = this.z * this.z;
  7056. var xy = this.x * this.y;
  7057. var zw = this.z * this.w;
  7058. var zx = this.z * this.x;
  7059. var yw = this.y * this.w;
  7060. var yz = this.y * this.z;
  7061. var xw = this.x * this.w;
  7062. result.m[0] = 1.0 - (2.0 * (yy + zz));
  7063. result.m[1] = 2.0 * (xy + zw);
  7064. result.m[2] = 2.0 * (zx - yw);
  7065. result.m[3] = 0;
  7066. result.m[4] = 2.0 * (xy - zw);
  7067. result.m[5] = 1.0 - (2.0 * (zz + xx));
  7068. result.m[6] = 2.0 * (yz + xw);
  7069. result.m[7] = 0;
  7070. result.m[8] = 2.0 * (zx + yw);
  7071. result.m[9] = 2.0 * (yz - xw);
  7072. result.m[10] = 1.0 - (2.0 * (yy + xx));
  7073. result.m[11] = 0;
  7074. result.m[12] = 0;
  7075. result.m[13] = 0;
  7076. result.m[14] = 0;
  7077. result.m[15] = 1.0;
  7078. result._markAsUpdated();
  7079. return this;
  7080. };
  7081. /**
  7082. * Updates the current quaternion from the given rotation matrix values
  7083. * @param matrix defines the source matrix
  7084. * @returns the current updated quaternion
  7085. */
  7086. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7087. Quaternion.FromRotationMatrixToRef(matrix, this);
  7088. return this;
  7089. };
  7090. // Statics
  7091. /**
  7092. * Creates a new quaternion from a rotation matrix
  7093. * @param matrix defines the source matrix
  7094. * @returns a new quaternion created from the given rotation matrix values
  7095. */
  7096. Quaternion.FromRotationMatrix = function (matrix) {
  7097. var result = new Quaternion();
  7098. Quaternion.FromRotationMatrixToRef(matrix, result);
  7099. return result;
  7100. };
  7101. /**
  7102. * Updates the given quaternion with the given rotation matrix values
  7103. * @param matrix defines the source matrix
  7104. * @param result defines the target quaternion
  7105. */
  7106. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7107. var data = matrix.m;
  7108. var m11 = data[0], m12 = data[4], m13 = data[8];
  7109. var m21 = data[1], m22 = data[5], m23 = data[9];
  7110. var m31 = data[2], m32 = data[6], m33 = data[10];
  7111. var trace = m11 + m22 + m33;
  7112. var s;
  7113. if (trace > 0) {
  7114. s = 0.5 / Math.sqrt(trace + 1.0);
  7115. result.w = 0.25 / s;
  7116. result.x = (m32 - m23) * s;
  7117. result.y = (m13 - m31) * s;
  7118. result.z = (m21 - m12) * s;
  7119. }
  7120. else if (m11 > m22 && m11 > m33) {
  7121. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7122. result.w = (m32 - m23) / s;
  7123. result.x = 0.25 * s;
  7124. result.y = (m12 + m21) / s;
  7125. result.z = (m13 + m31) / s;
  7126. }
  7127. else if (m22 > m33) {
  7128. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7129. result.w = (m13 - m31) / s;
  7130. result.x = (m12 + m21) / s;
  7131. result.y = 0.25 * s;
  7132. result.z = (m23 + m32) / s;
  7133. }
  7134. else {
  7135. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7136. result.w = (m21 - m12) / s;
  7137. result.x = (m13 + m31) / s;
  7138. result.y = (m23 + m32) / s;
  7139. result.z = 0.25 * s;
  7140. }
  7141. };
  7142. /**
  7143. * Returns the dot product (float) between the quaternions "left" and "right"
  7144. * @param left defines the left operand
  7145. * @param right defines the right operand
  7146. * @returns the dot product
  7147. */
  7148. Quaternion.Dot = function (left, right) {
  7149. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7150. };
  7151. /**
  7152. * Checks if the two quaternions are close to each other
  7153. * @param quat0 defines the first quaternion to check
  7154. * @param quat1 defines the second quaternion to check
  7155. * @returns true if the two quaternions are close to each other
  7156. */
  7157. Quaternion.AreClose = function (quat0, quat1) {
  7158. var dot = Quaternion.Dot(quat0, quat1);
  7159. return dot >= 0;
  7160. };
  7161. /**
  7162. * Creates an empty quaternion
  7163. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7164. */
  7165. Quaternion.Zero = function () {
  7166. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7167. };
  7168. /**
  7169. * Inverse a given quaternion
  7170. * @param q defines the source quaternion
  7171. * @returns a new quaternion as the inverted current quaternion
  7172. */
  7173. Quaternion.Inverse = function (q) {
  7174. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7175. };
  7176. /**
  7177. * Creates an identity quaternion
  7178. * @returns the identity quaternion
  7179. */
  7180. Quaternion.Identity = function () {
  7181. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7182. };
  7183. /**
  7184. * Gets a boolean indicating if the given quaternion is identity
  7185. * @param quaternion defines the quaternion to check
  7186. * @returns true if the quaternion is identity
  7187. */
  7188. Quaternion.IsIdentity = function (quaternion) {
  7189. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7190. };
  7191. /**
  7192. * Creates a quaternion from a rotation around an axis
  7193. * @param axis defines the axis to use
  7194. * @param angle defines the angle to use
  7195. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7196. */
  7197. Quaternion.RotationAxis = function (axis, angle) {
  7198. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7199. };
  7200. /**
  7201. * Creates a rotation around an axis and stores it into the given quaternion
  7202. * @param axis defines the axis to use
  7203. * @param angle defines the angle to use
  7204. * @param result defines the target quaternion
  7205. * @returns the target quaternion
  7206. */
  7207. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7208. var sin = Math.sin(angle / 2);
  7209. axis.normalize();
  7210. result.w = Math.cos(angle / 2);
  7211. result.x = axis.x * sin;
  7212. result.y = axis.y * sin;
  7213. result.z = axis.z * sin;
  7214. return result;
  7215. };
  7216. /**
  7217. * Creates a new quaternion from data stored into an array
  7218. * @param array defines the data source
  7219. * @param offset defines the offset in the source array where the data starts
  7220. * @returns a new quaternion
  7221. */
  7222. Quaternion.FromArray = function (array, offset) {
  7223. if (!offset) {
  7224. offset = 0;
  7225. }
  7226. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7227. };
  7228. /**
  7229. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7230. * @param yaw defines the rotation around Y axis
  7231. * @param pitch defines the rotation around X axis
  7232. * @param roll defines the rotation around Z axis
  7233. * @returns the new quaternion
  7234. */
  7235. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7236. var q = new Quaternion();
  7237. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7238. return q;
  7239. };
  7240. /**
  7241. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7242. * @param yaw defines the rotation around Y axis
  7243. * @param pitch defines the rotation around X axis
  7244. * @param roll defines the rotation around Z axis
  7245. * @param result defines the target quaternion
  7246. */
  7247. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7248. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7249. var halfRoll = roll * 0.5;
  7250. var halfPitch = pitch * 0.5;
  7251. var halfYaw = yaw * 0.5;
  7252. var sinRoll = Math.sin(halfRoll);
  7253. var cosRoll = Math.cos(halfRoll);
  7254. var sinPitch = Math.sin(halfPitch);
  7255. var cosPitch = Math.cos(halfPitch);
  7256. var sinYaw = Math.sin(halfYaw);
  7257. var cosYaw = Math.cos(halfYaw);
  7258. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7259. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7260. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7261. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7262. };
  7263. /**
  7264. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7265. * @param alpha defines the rotation around first axis
  7266. * @param beta defines the rotation around second axis
  7267. * @param gamma defines the rotation around third axis
  7268. * @returns the new quaternion
  7269. */
  7270. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7271. var result = new Quaternion();
  7272. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7273. return result;
  7274. };
  7275. /**
  7276. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7277. * @param alpha defines the rotation around first axis
  7278. * @param beta defines the rotation around second axis
  7279. * @param gamma defines the rotation around third axis
  7280. * @param result defines the target quaternion
  7281. */
  7282. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7283. // Produces a quaternion from Euler angles in the z-x-z orientation
  7284. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7285. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7286. var halfBeta = beta * 0.5;
  7287. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7288. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7289. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7290. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7291. };
  7292. /**
  7293. * 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)
  7294. * @param axis1 defines the first axis
  7295. * @param axis2 defines the second axis
  7296. * @param axis3 defines the third axis
  7297. * @returns the new quaternion
  7298. */
  7299. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7300. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7301. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7302. return quat;
  7303. };
  7304. /**
  7305. * 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
  7306. * @param axis1 defines the first axis
  7307. * @param axis2 defines the second axis
  7308. * @param axis3 defines the third axis
  7309. * @param ref defines the target quaternion
  7310. */
  7311. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7312. var rotMat = MathTmp.Matrix[0];
  7313. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7314. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7315. };
  7316. /**
  7317. * Interpolates between two quaternions
  7318. * @param left defines first quaternion
  7319. * @param right defines second quaternion
  7320. * @param amount defines the gradient to use
  7321. * @returns the new interpolated quaternion
  7322. */
  7323. Quaternion.Slerp = function (left, right, amount) {
  7324. var result = Quaternion.Identity();
  7325. Quaternion.SlerpToRef(left, right, amount, result);
  7326. return result;
  7327. };
  7328. /**
  7329. * Interpolates between two quaternions and stores it into a target quaternion
  7330. * @param left defines first quaternion
  7331. * @param right defines second quaternion
  7332. * @param amount defines the gradient to use
  7333. * @param result defines the target quaternion
  7334. */
  7335. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7336. var num2;
  7337. var num3;
  7338. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7339. var flag = false;
  7340. if (num4 < 0) {
  7341. flag = true;
  7342. num4 = -num4;
  7343. }
  7344. if (num4 > 0.999999) {
  7345. num3 = 1 - amount;
  7346. num2 = flag ? -amount : amount;
  7347. }
  7348. else {
  7349. var num5 = Math.acos(num4);
  7350. var num6 = (1.0 / Math.sin(num5));
  7351. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7352. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7353. }
  7354. result.x = (num3 * left.x) + (num2 * right.x);
  7355. result.y = (num3 * left.y) + (num2 * right.y);
  7356. result.z = (num3 * left.z) + (num2 * right.z);
  7357. result.w = (num3 * left.w) + (num2 * right.w);
  7358. };
  7359. /**
  7360. * Interpolate between two quaternions using Hermite interpolation
  7361. * @param value1 defines first quaternion
  7362. * @param tangent1 defines the incoming tangent
  7363. * @param value2 defines second quaternion
  7364. * @param tangent2 defines the outgoing tangent
  7365. * @param amount defines the target quaternion
  7366. * @returns the new interpolated quaternion
  7367. */
  7368. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7369. var squared = amount * amount;
  7370. var cubed = amount * squared;
  7371. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7372. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7373. var part3 = (cubed - (2.0 * squared)) + amount;
  7374. var part4 = cubed - squared;
  7375. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7376. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7377. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7378. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7379. return new Quaternion(x, y, z, w);
  7380. };
  7381. return Quaternion;
  7382. }());
  7383. BABYLON.Quaternion = Quaternion;
  7384. /**
  7385. * Class used to store matrix data (4x4)
  7386. */
  7387. var Matrix = /** @class */ (function () {
  7388. /**
  7389. * Creates an empty matrix (filled with zeros)
  7390. */
  7391. function Matrix() {
  7392. this._isIdentity = false;
  7393. this._isIdentityDirty = true;
  7394. /**
  7395. * Gets or sets the internal data of the matrix
  7396. */
  7397. this.m = new Float32Array(16);
  7398. this._markAsUpdated();
  7399. }
  7400. /** @hidden */
  7401. Matrix.prototype._markAsUpdated = function () {
  7402. this.updateFlag = Matrix._updateFlagSeed++;
  7403. this._isIdentityDirty = true;
  7404. };
  7405. // Properties
  7406. /**
  7407. * Check if the current matrix is indentity
  7408. * @param considerAsTextureMatrix defines if the current matrix must be considered as a texture matrix (3x2)
  7409. * @returns true is the matrix is the identity matrix
  7410. */
  7411. Matrix.prototype.isIdentity = function (considerAsTextureMatrix) {
  7412. if (considerAsTextureMatrix === void 0) { considerAsTextureMatrix = false; }
  7413. if (this._isIdentityDirty) {
  7414. this._isIdentityDirty = false;
  7415. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[15] !== 1.0) {
  7416. this._isIdentity = false;
  7417. }
  7418. else if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  7419. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  7420. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 ||
  7421. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) {
  7422. this._isIdentity = false;
  7423. }
  7424. else {
  7425. this._isIdentity = true;
  7426. }
  7427. if (!considerAsTextureMatrix && this.m[10] !== 1.0) {
  7428. this._isIdentity = false;
  7429. }
  7430. }
  7431. return this._isIdentity;
  7432. };
  7433. /**
  7434. * Gets the determinant of the matrix
  7435. * @returns the matrix determinant
  7436. */
  7437. Matrix.prototype.determinant = function () {
  7438. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  7439. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  7440. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  7441. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  7442. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  7443. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  7444. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  7445. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  7446. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  7447. };
  7448. // Methods
  7449. /**
  7450. * Returns the matrix as a Float32Array
  7451. * @returns the matrix underlying array
  7452. */
  7453. Matrix.prototype.toArray = function () {
  7454. return this.m;
  7455. };
  7456. /**
  7457. * Returns the matrix as a Float32Array
  7458. * @returns the matrix underlying array.
  7459. */
  7460. Matrix.prototype.asArray = function () {
  7461. return this.toArray();
  7462. };
  7463. /**
  7464. * Inverts the current matrix in place
  7465. * @returns the current inverted matrix
  7466. */
  7467. Matrix.prototype.invert = function () {
  7468. this.invertToRef(this);
  7469. return this;
  7470. };
  7471. /**
  7472. * Sets all the matrix elements to zero
  7473. * @returns the current matrix
  7474. */
  7475. Matrix.prototype.reset = function () {
  7476. for (var index = 0; index < 16; index++) {
  7477. this.m[index] = 0.0;
  7478. }
  7479. this._markAsUpdated();
  7480. return this;
  7481. };
  7482. /**
  7483. * Adds the current matrix with a second one
  7484. * @param other defines the matrix to add
  7485. * @returns a new matrix as the addition of the current matrix and the given one
  7486. */
  7487. Matrix.prototype.add = function (other) {
  7488. var result = new Matrix();
  7489. this.addToRef(other, result);
  7490. return result;
  7491. };
  7492. /**
  7493. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7494. * @param other defines the matrix to add
  7495. * @param result defines the target matrix
  7496. * @returns the current matrix
  7497. */
  7498. Matrix.prototype.addToRef = function (other, result) {
  7499. for (var index = 0; index < 16; index++) {
  7500. result.m[index] = this.m[index] + other.m[index];
  7501. }
  7502. result._markAsUpdated();
  7503. return this;
  7504. };
  7505. /**
  7506. * Adds in place the given matrix to the current matrix
  7507. * @param other defines the second operand
  7508. * @returns the current updated matrix
  7509. */
  7510. Matrix.prototype.addToSelf = function (other) {
  7511. for (var index = 0; index < 16; index++) {
  7512. this.m[index] += other.m[index];
  7513. }
  7514. this._markAsUpdated();
  7515. return this;
  7516. };
  7517. /**
  7518. * Sets the given matrix to the current inverted Matrix
  7519. * @param other defines the target matrix
  7520. * @returns the unmodified current matrix
  7521. */
  7522. Matrix.prototype.invertToRef = function (other) {
  7523. var l1 = this.m[0];
  7524. var l2 = this.m[1];
  7525. var l3 = this.m[2];
  7526. var l4 = this.m[3];
  7527. var l5 = this.m[4];
  7528. var l6 = this.m[5];
  7529. var l7 = this.m[6];
  7530. var l8 = this.m[7];
  7531. var l9 = this.m[8];
  7532. var l10 = this.m[9];
  7533. var l11 = this.m[10];
  7534. var l12 = this.m[11];
  7535. var l13 = this.m[12];
  7536. var l14 = this.m[13];
  7537. var l15 = this.m[14];
  7538. var l16 = this.m[15];
  7539. var l17 = (l11 * l16) - (l12 * l15);
  7540. var l18 = (l10 * l16) - (l12 * l14);
  7541. var l19 = (l10 * l15) - (l11 * l14);
  7542. var l20 = (l9 * l16) - (l12 * l13);
  7543. var l21 = (l9 * l15) - (l11 * l13);
  7544. var l22 = (l9 * l14) - (l10 * l13);
  7545. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  7546. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  7547. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  7548. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  7549. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  7550. var l28 = (l7 * l16) - (l8 * l15);
  7551. var l29 = (l6 * l16) - (l8 * l14);
  7552. var l30 = (l6 * l15) - (l7 * l14);
  7553. var l31 = (l5 * l16) - (l8 * l13);
  7554. var l32 = (l5 * l15) - (l7 * l13);
  7555. var l33 = (l5 * l14) - (l6 * l13);
  7556. var l34 = (l7 * l12) - (l8 * l11);
  7557. var l35 = (l6 * l12) - (l8 * l10);
  7558. var l36 = (l6 * l11) - (l7 * l10);
  7559. var l37 = (l5 * l12) - (l8 * l9);
  7560. var l38 = (l5 * l11) - (l7 * l9);
  7561. var l39 = (l5 * l10) - (l6 * l9);
  7562. other.m[0] = l23 * l27;
  7563. other.m[4] = l24 * l27;
  7564. other.m[8] = l25 * l27;
  7565. other.m[12] = l26 * l27;
  7566. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  7567. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  7568. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  7569. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  7570. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  7571. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  7572. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  7573. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  7574. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  7575. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  7576. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  7577. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  7578. other._markAsUpdated();
  7579. return this;
  7580. };
  7581. /**
  7582. * Inserts the translation vector (using 3 floats) in the current matrix
  7583. * @param x defines the 1st component of the translation
  7584. * @param y defines the 2nd component of the translation
  7585. * @param z defines the 3rd component of the translation
  7586. * @returns the current updated matrix
  7587. */
  7588. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7589. this.m[12] = x;
  7590. this.m[13] = y;
  7591. this.m[14] = z;
  7592. this._markAsUpdated();
  7593. return this;
  7594. };
  7595. /**
  7596. * Inserts the translation vector in the current matrix
  7597. * @param vector3 defines the translation to insert
  7598. * @returns the current updated matrix
  7599. */
  7600. Matrix.prototype.setTranslation = function (vector3) {
  7601. this.m[12] = vector3.x;
  7602. this.m[13] = vector3.y;
  7603. this.m[14] = vector3.z;
  7604. this._markAsUpdated();
  7605. return this;
  7606. };
  7607. /**
  7608. * Gets the translation value of the current matrix
  7609. * @returns a new Vector3 as the extracted translation from the matrix
  7610. */
  7611. Matrix.prototype.getTranslation = function () {
  7612. return new Vector3(this.m[12], this.m[13], this.m[14]);
  7613. };
  7614. /**
  7615. * Fill a Vector3 with the extracted translation from the matrix
  7616. * @param result defines the Vector3 where to store the translation
  7617. * @returns the current matrix
  7618. */
  7619. Matrix.prototype.getTranslationToRef = function (result) {
  7620. result.x = this.m[12];
  7621. result.y = this.m[13];
  7622. result.z = this.m[14];
  7623. return this;
  7624. };
  7625. /**
  7626. * Remove rotation and scaling part from the matrix
  7627. * @returns the updated matrix
  7628. */
  7629. Matrix.prototype.removeRotationAndScaling = function () {
  7630. this.setRowFromFloats(0, 1, 0, 0, 0);
  7631. this.setRowFromFloats(1, 0, 1, 0, 0);
  7632. this.setRowFromFloats(2, 0, 0, 1, 0);
  7633. return this;
  7634. };
  7635. /**
  7636. * Multiply two matrices
  7637. * @param other defines the second operand
  7638. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7639. */
  7640. Matrix.prototype.multiply = function (other) {
  7641. var result = new Matrix();
  7642. this.multiplyToRef(other, result);
  7643. return result;
  7644. };
  7645. /**
  7646. * Copy the current matrix from the given one
  7647. * @param other defines the source matrix
  7648. * @returns the current updated matrix
  7649. */
  7650. Matrix.prototype.copyFrom = function (other) {
  7651. for (var index = 0; index < 16; index++) {
  7652. this.m[index] = other.m[index];
  7653. }
  7654. this._markAsUpdated();
  7655. return this;
  7656. };
  7657. /**
  7658. * Populates the given array from the starting index with the current matrix values
  7659. * @param array defines the target array
  7660. * @param offset defines the offset in the target array where to start storing values
  7661. * @returns the current matrix
  7662. */
  7663. Matrix.prototype.copyToArray = function (array, offset) {
  7664. if (offset === void 0) { offset = 0; }
  7665. for (var index = 0; index < 16; index++) {
  7666. array[offset + index] = this.m[index];
  7667. }
  7668. return this;
  7669. };
  7670. /**
  7671. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7672. * @param other defines the second operand
  7673. * @param result defines the matrix where to store the multiplication
  7674. * @returns the current matrix
  7675. */
  7676. Matrix.prototype.multiplyToRef = function (other, result) {
  7677. this.multiplyToArray(other, result.m, 0);
  7678. result._markAsUpdated();
  7679. return this;
  7680. };
  7681. /**
  7682. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7683. * @param other defines the second operand
  7684. * @param result defines the array where to store the multiplication
  7685. * @param offset defines the offset in the target array where to start storing values
  7686. * @returns the current matrix
  7687. */
  7688. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7689. var tm0 = this.m[0];
  7690. var tm1 = this.m[1];
  7691. var tm2 = this.m[2];
  7692. var tm3 = this.m[3];
  7693. var tm4 = this.m[4];
  7694. var tm5 = this.m[5];
  7695. var tm6 = this.m[6];
  7696. var tm7 = this.m[7];
  7697. var tm8 = this.m[8];
  7698. var tm9 = this.m[9];
  7699. var tm10 = this.m[10];
  7700. var tm11 = this.m[11];
  7701. var tm12 = this.m[12];
  7702. var tm13 = this.m[13];
  7703. var tm14 = this.m[14];
  7704. var tm15 = this.m[15];
  7705. var om0 = other.m[0];
  7706. var om1 = other.m[1];
  7707. var om2 = other.m[2];
  7708. var om3 = other.m[3];
  7709. var om4 = other.m[4];
  7710. var om5 = other.m[5];
  7711. var om6 = other.m[6];
  7712. var om7 = other.m[7];
  7713. var om8 = other.m[8];
  7714. var om9 = other.m[9];
  7715. var om10 = other.m[10];
  7716. var om11 = other.m[11];
  7717. var om12 = other.m[12];
  7718. var om13 = other.m[13];
  7719. var om14 = other.m[14];
  7720. var om15 = other.m[15];
  7721. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7722. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7723. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7724. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7725. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7726. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7727. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7728. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7729. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7730. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7731. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7732. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7733. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7734. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7735. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7736. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7737. return this;
  7738. };
  7739. /**
  7740. * Check equality between this matrix and a second one
  7741. * @param value defines the second matrix to compare
  7742. * @returns true is the current matrix and the given one values are strictly equal
  7743. */
  7744. Matrix.prototype.equals = function (value) {
  7745. return value &&
  7746. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  7747. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  7748. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  7749. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  7750. };
  7751. /**
  7752. * Clone the current matrix
  7753. * @returns a new matrix from the current matrix
  7754. */
  7755. Matrix.prototype.clone = function () {
  7756. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5], this.m[6], this.m[7], this.m[8], this.m[9], this.m[10], this.m[11], this.m[12], this.m[13], this.m[14], this.m[15]);
  7757. };
  7758. /**
  7759. * Returns the name of the current matrix class
  7760. * @returns the string "Matrix"
  7761. */
  7762. Matrix.prototype.getClassName = function () {
  7763. return "Matrix";
  7764. };
  7765. /**
  7766. * Gets the hash code of the current matrix
  7767. * @returns the hash code
  7768. */
  7769. Matrix.prototype.getHashCode = function () {
  7770. var hash = this.m[0] || 0;
  7771. for (var i = 1; i < 16; i++) {
  7772. hash = (hash * 397) ^ (this.m[i] || 0);
  7773. }
  7774. return hash;
  7775. };
  7776. /**
  7777. * Decomposes the current Matrix into a translation, rotation and scaling components
  7778. * @param scale defines the scale vector3 given as a reference to update
  7779. * @param rotation defines the rotation quaternion given as a reference to update
  7780. * @param translation defines the translation vector3 given as a reference to update
  7781. * @returns true if operation was successful
  7782. */
  7783. Matrix.prototype.decompose = function (scale, rotation, translation) {
  7784. if (translation) {
  7785. translation.x = this.m[12];
  7786. translation.y = this.m[13];
  7787. translation.z = this.m[14];
  7788. }
  7789. scale = scale || MathTmp.Vector3[0];
  7790. scale.x = Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  7791. scale.y = Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  7792. scale.z = Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  7793. if (this.determinant() <= 0) {
  7794. scale.y *= -1;
  7795. }
  7796. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  7797. if (rotation) {
  7798. rotation.x = 0;
  7799. rotation.y = 0;
  7800. rotation.z = 0;
  7801. rotation.w = 1;
  7802. }
  7803. return false;
  7804. }
  7805. if (rotation) {
  7806. Matrix.FromValuesToRef(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[0]);
  7807. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  7808. }
  7809. return true;
  7810. };
  7811. /**
  7812. * Gets specific row of the matrix
  7813. * @param index defines the number of the row to get
  7814. * @returns the index-th row of the current matrix as a new Vector4
  7815. */
  7816. Matrix.prototype.getRow = function (index) {
  7817. if (index < 0 || index > 3) {
  7818. return null;
  7819. }
  7820. var i = index * 4;
  7821. return new Vector4(this.m[i + 0], this.m[i + 1], this.m[i + 2], this.m[i + 3]);
  7822. };
  7823. /**
  7824. * Sets the index-th row of the current matrix to the vector4 values
  7825. * @param index defines the number of the row to set
  7826. * @param row defines the target vector4
  7827. * @returns the updated current matrix
  7828. */
  7829. Matrix.prototype.setRow = function (index, row) {
  7830. if (index < 0 || index > 3) {
  7831. return this;
  7832. }
  7833. var i = index * 4;
  7834. this.m[i + 0] = row.x;
  7835. this.m[i + 1] = row.y;
  7836. this.m[i + 2] = row.z;
  7837. this.m[i + 3] = row.w;
  7838. this._markAsUpdated();
  7839. return this;
  7840. };
  7841. /**
  7842. * Compute the transpose of the matrix
  7843. * @returns the new transposed matrix
  7844. */
  7845. Matrix.prototype.transpose = function () {
  7846. return Matrix.Transpose(this);
  7847. };
  7848. /**
  7849. * Compute the transpose of the matrix and store it in a given matrix
  7850. * @param result defines the target matrix
  7851. * @returns the current matrix
  7852. */
  7853. Matrix.prototype.transposeToRef = function (result) {
  7854. Matrix.TransposeToRef(this, result);
  7855. return this;
  7856. };
  7857. /**
  7858. * Sets the index-th row of the current matrix with the given 4 x float values
  7859. * @param index defines the row index
  7860. * @param x defines the x component to set
  7861. * @param y defines the y component to set
  7862. * @param z defines the z component to set
  7863. * @param w defines the w component to set
  7864. * @returns the updated current matrix
  7865. */
  7866. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  7867. if (index < 0 || index > 3) {
  7868. return this;
  7869. }
  7870. var i = index * 4;
  7871. this.m[i + 0] = x;
  7872. this.m[i + 1] = y;
  7873. this.m[i + 2] = z;
  7874. this.m[i + 3] = w;
  7875. this._markAsUpdated();
  7876. return this;
  7877. };
  7878. /**
  7879. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  7880. * @param scale defines the scale factor
  7881. * @returns a new matrix
  7882. */
  7883. Matrix.prototype.scale = function (scale) {
  7884. var result = new Matrix();
  7885. this.scaleToRef(scale, result);
  7886. return result;
  7887. };
  7888. /**
  7889. * Scale the current matrix values by a factor to a given result matrix
  7890. * @param scale defines the scale factor
  7891. * @param result defines the matrix to store the result
  7892. * @returns the current matrix
  7893. */
  7894. Matrix.prototype.scaleToRef = function (scale, result) {
  7895. for (var index = 0; index < 16; index++) {
  7896. result.m[index] = this.m[index] * scale;
  7897. }
  7898. result._markAsUpdated();
  7899. return this;
  7900. };
  7901. /**
  7902. * Scale the current matrix values by a factor and add the result to a given matrix
  7903. * @param scale defines the scale factor
  7904. * @param result defines the Matrix to store the result
  7905. * @returns the current matrix
  7906. */
  7907. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  7908. for (var index = 0; index < 16; index++) {
  7909. result.m[index] += this.m[index] * scale;
  7910. }
  7911. result._markAsUpdated();
  7912. return this;
  7913. };
  7914. /**
  7915. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  7916. * @param ref matrix to store the result
  7917. */
  7918. Matrix.prototype.toNormalMatrix = function (ref) {
  7919. this.invertToRef(ref);
  7920. ref.transpose();
  7921. var m = ref.m;
  7922. Matrix.FromValuesToRef(m[0], m[1], m[2], 0, m[4], m[5], m[6], 0, m[8], m[9], m[10], 0, 0, 0, 0, 1, ref);
  7923. };
  7924. /**
  7925. * Gets only rotation part of the current matrix
  7926. * @returns a new matrix sets to the extracted rotation matrix from the current one
  7927. */
  7928. Matrix.prototype.getRotationMatrix = function () {
  7929. var result = Matrix.Identity();
  7930. this.getRotationMatrixToRef(result);
  7931. return result;
  7932. };
  7933. /**
  7934. * Extracts the rotation matrix from the current one and sets it as the given "result"
  7935. * @param result defines the target matrix to store data to
  7936. * @returns the current matrix
  7937. */
  7938. Matrix.prototype.getRotationMatrixToRef = function (result) {
  7939. var m = this.m;
  7940. var sx = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  7941. var sy = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  7942. var sz = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  7943. if (this.determinant() <= 0) {
  7944. sy *= -1;
  7945. }
  7946. if (sx === 0 || sy === 0 || sz === 0) {
  7947. Matrix.IdentityToRef(result);
  7948. }
  7949. else {
  7950. Matrix.FromValuesToRef(m[0] / sx, m[1] / sx, m[2] / sx, 0, m[4] / sy, m[5] / sy, m[6] / sy, 0, m[8] / sz, m[9] / sz, m[10] / sz, 0, 0, 0, 0, 1, result);
  7951. }
  7952. return this;
  7953. };
  7954. // Statics
  7955. /**
  7956. * Creates a matrix from an array
  7957. * @param array defines the source array
  7958. * @param offset defines an offset in the source array
  7959. * @returns a new Matrix set from the starting index of the given array
  7960. */
  7961. Matrix.FromArray = function (array, offset) {
  7962. var result = new Matrix();
  7963. if (!offset) {
  7964. offset = 0;
  7965. }
  7966. Matrix.FromArrayToRef(array, offset, result);
  7967. return result;
  7968. };
  7969. /**
  7970. * Copy the content of an array into a given matrix
  7971. * @param array defines the source array
  7972. * @param offset defines an offset in the source array
  7973. * @param result defines the target matrix
  7974. */
  7975. Matrix.FromArrayToRef = function (array, offset, result) {
  7976. for (var index = 0; index < 16; index++) {
  7977. result.m[index] = array[index + offset];
  7978. }
  7979. result._markAsUpdated();
  7980. };
  7981. /**
  7982. * Stores an array into a matrix after having multiplied each component by a given factor
  7983. * @param array defines the source array
  7984. * @param offset defines the offset in the source array
  7985. * @param scale defines the scaling factor
  7986. * @param result defines the target matrix
  7987. */
  7988. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  7989. for (var index = 0; index < 16; index++) {
  7990. result.m[index] = array[index + offset] * scale;
  7991. }
  7992. result._markAsUpdated();
  7993. };
  7994. /**
  7995. * Stores a list of values (16) inside a given matrix
  7996. * @param initialM11 defines 1st value of 1st row
  7997. * @param initialM12 defines 2nd value of 1st row
  7998. * @param initialM13 defines 3rd value of 1st row
  7999. * @param initialM14 defines 4th value of 1st row
  8000. * @param initialM21 defines 1st value of 2nd row
  8001. * @param initialM22 defines 2nd value of 2nd row
  8002. * @param initialM23 defines 3rd value of 2nd row
  8003. * @param initialM24 defines 4th value of 2nd row
  8004. * @param initialM31 defines 1st value of 3rd row
  8005. * @param initialM32 defines 2nd value of 3rd row
  8006. * @param initialM33 defines 3rd value of 3rd row
  8007. * @param initialM34 defines 4th value of 3rd row
  8008. * @param initialM41 defines 1st value of 4th row
  8009. * @param initialM42 defines 2nd value of 4th row
  8010. * @param initialM43 defines 3rd value of 4th row
  8011. * @param initialM44 defines 4th value of 4th row
  8012. * @param result defines the target matrix
  8013. */
  8014. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8015. result.m[0] = initialM11;
  8016. result.m[1] = initialM12;
  8017. result.m[2] = initialM13;
  8018. result.m[3] = initialM14;
  8019. result.m[4] = initialM21;
  8020. result.m[5] = initialM22;
  8021. result.m[6] = initialM23;
  8022. result.m[7] = initialM24;
  8023. result.m[8] = initialM31;
  8024. result.m[9] = initialM32;
  8025. result.m[10] = initialM33;
  8026. result.m[11] = initialM34;
  8027. result.m[12] = initialM41;
  8028. result.m[13] = initialM42;
  8029. result.m[14] = initialM43;
  8030. result.m[15] = initialM44;
  8031. result._markAsUpdated();
  8032. };
  8033. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8034. /**
  8035. * Gets an identity matrix that must not be updated
  8036. */
  8037. get: function () {
  8038. return Matrix._identityReadOnly;
  8039. },
  8040. enumerable: true,
  8041. configurable: true
  8042. });
  8043. /**
  8044. * Creates new matrix from a list of values (16)
  8045. * @param initialM11 defines 1st value of 1st row
  8046. * @param initialM12 defines 2nd value of 1st row
  8047. * @param initialM13 defines 3rd value of 1st row
  8048. * @param initialM14 defines 4th value of 1st row
  8049. * @param initialM21 defines 1st value of 2nd row
  8050. * @param initialM22 defines 2nd value of 2nd row
  8051. * @param initialM23 defines 3rd value of 2nd row
  8052. * @param initialM24 defines 4th value of 2nd row
  8053. * @param initialM31 defines 1st value of 3rd row
  8054. * @param initialM32 defines 2nd value of 3rd row
  8055. * @param initialM33 defines 3rd value of 3rd row
  8056. * @param initialM34 defines 4th value of 3rd row
  8057. * @param initialM41 defines 1st value of 4th row
  8058. * @param initialM42 defines 2nd value of 4th row
  8059. * @param initialM43 defines 3rd value of 4th row
  8060. * @param initialM44 defines 4th value of 4th row
  8061. * @returns the new matrix
  8062. */
  8063. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8064. var result = new Matrix();
  8065. result.m[0] = initialM11;
  8066. result.m[1] = initialM12;
  8067. result.m[2] = initialM13;
  8068. result.m[3] = initialM14;
  8069. result.m[4] = initialM21;
  8070. result.m[5] = initialM22;
  8071. result.m[6] = initialM23;
  8072. result.m[7] = initialM24;
  8073. result.m[8] = initialM31;
  8074. result.m[9] = initialM32;
  8075. result.m[10] = initialM33;
  8076. result.m[11] = initialM34;
  8077. result.m[12] = initialM41;
  8078. result.m[13] = initialM42;
  8079. result.m[14] = initialM43;
  8080. result.m[15] = initialM44;
  8081. return result;
  8082. };
  8083. /**
  8084. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8085. * @param scale defines the scale vector3
  8086. * @param rotation defines the rotation quaternion
  8087. * @param translation defines the translation vector3
  8088. * @returns a new matrix
  8089. */
  8090. Matrix.Compose = function (scale, rotation, translation) {
  8091. var result = Matrix.Identity();
  8092. Matrix.ComposeToRef(scale, rotation, translation, result);
  8093. return result;
  8094. };
  8095. /**
  8096. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8097. * @param scale defines the scale vector3
  8098. * @param rotation defines the rotation quaternion
  8099. * @param translation defines the translation vector3
  8100. * @param result defines the target matrix
  8101. */
  8102. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8103. Matrix.FromValuesToRef(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[1]);
  8104. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8105. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8106. result.setTranslation(translation);
  8107. };
  8108. /**
  8109. * Creates a new identity matrix
  8110. * @returns a new identity matrix
  8111. */
  8112. Matrix.Identity = function () {
  8113. return 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);
  8114. };
  8115. /**
  8116. * Creates a new identity matrix and stores the result in a given matrix
  8117. * @param result defines the target matrix
  8118. */
  8119. Matrix.IdentityToRef = function (result) {
  8120. 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);
  8121. };
  8122. /**
  8123. * Creates a new zero matrix
  8124. * @returns a new zero matrix
  8125. */
  8126. Matrix.Zero = function () {
  8127. return 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);
  8128. };
  8129. /**
  8130. * Creates a new rotation matrix for "angle" radians around the X axis
  8131. * @param angle defines the angle (in radians) to use
  8132. * @return the new matrix
  8133. */
  8134. Matrix.RotationX = function (angle) {
  8135. var result = new Matrix();
  8136. Matrix.RotationXToRef(angle, result);
  8137. return result;
  8138. };
  8139. /**
  8140. * Creates a new matrix as the invert of a given matrix
  8141. * @param source defines the source matrix
  8142. * @returns the new matrix
  8143. */
  8144. Matrix.Invert = function (source) {
  8145. var result = new Matrix();
  8146. source.invertToRef(result);
  8147. return result;
  8148. };
  8149. /**
  8150. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8151. * @param angle defines the angle (in radians) to use
  8152. * @param result defines the target matrix
  8153. */
  8154. Matrix.RotationXToRef = function (angle, result) {
  8155. var s = Math.sin(angle);
  8156. var c = Math.cos(angle);
  8157. result.m[0] = 1.0;
  8158. result.m[15] = 1.0;
  8159. result.m[5] = c;
  8160. result.m[10] = c;
  8161. result.m[9] = -s;
  8162. result.m[6] = s;
  8163. result.m[1] = 0.0;
  8164. result.m[2] = 0.0;
  8165. result.m[3] = 0.0;
  8166. result.m[4] = 0.0;
  8167. result.m[7] = 0.0;
  8168. result.m[8] = 0.0;
  8169. result.m[11] = 0.0;
  8170. result.m[12] = 0.0;
  8171. result.m[13] = 0.0;
  8172. result.m[14] = 0.0;
  8173. result._markAsUpdated();
  8174. };
  8175. /**
  8176. * Creates a new rotation matrix for "angle" radians around the Y axis
  8177. * @param angle defines the angle (in radians) to use
  8178. * @return the new matrix
  8179. */
  8180. Matrix.RotationY = function (angle) {
  8181. var result = new Matrix();
  8182. Matrix.RotationYToRef(angle, result);
  8183. return result;
  8184. };
  8185. /**
  8186. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8187. * @param angle defines the angle (in radians) to use
  8188. * @param result defines the target matrix
  8189. */
  8190. Matrix.RotationYToRef = function (angle, result) {
  8191. var s = Math.sin(angle);
  8192. var c = Math.cos(angle);
  8193. result.m[5] = 1.0;
  8194. result.m[15] = 1.0;
  8195. result.m[0] = c;
  8196. result.m[2] = -s;
  8197. result.m[8] = s;
  8198. result.m[10] = c;
  8199. result.m[1] = 0.0;
  8200. result.m[3] = 0.0;
  8201. result.m[4] = 0.0;
  8202. result.m[6] = 0.0;
  8203. result.m[7] = 0.0;
  8204. result.m[9] = 0.0;
  8205. result.m[11] = 0.0;
  8206. result.m[12] = 0.0;
  8207. result.m[13] = 0.0;
  8208. result.m[14] = 0.0;
  8209. result._markAsUpdated();
  8210. };
  8211. /**
  8212. * Creates a new rotation matrix for "angle" radians around the Z axis
  8213. * @param angle defines the angle (in radians) to use
  8214. * @return the new matrix
  8215. */
  8216. Matrix.RotationZ = function (angle) {
  8217. var result = new Matrix();
  8218. Matrix.RotationZToRef(angle, result);
  8219. return result;
  8220. };
  8221. /**
  8222. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8223. * @param angle defines the angle (in radians) to use
  8224. * @param result defines the target matrix
  8225. */
  8226. Matrix.RotationZToRef = function (angle, result) {
  8227. var s = Math.sin(angle);
  8228. var c = Math.cos(angle);
  8229. result.m[10] = 1.0;
  8230. result.m[15] = 1.0;
  8231. result.m[0] = c;
  8232. result.m[1] = s;
  8233. result.m[4] = -s;
  8234. result.m[5] = c;
  8235. result.m[2] = 0.0;
  8236. result.m[3] = 0.0;
  8237. result.m[6] = 0.0;
  8238. result.m[7] = 0.0;
  8239. result.m[8] = 0.0;
  8240. result.m[9] = 0.0;
  8241. result.m[11] = 0.0;
  8242. result.m[12] = 0.0;
  8243. result.m[13] = 0.0;
  8244. result.m[14] = 0.0;
  8245. result._markAsUpdated();
  8246. };
  8247. /**
  8248. * Creates a new rotation matrix for "angle" radians around the given axis
  8249. * @param axis defines the axis to use
  8250. * @param angle defines the angle (in radians) to use
  8251. * @return the new matrix
  8252. */
  8253. Matrix.RotationAxis = function (axis, angle) {
  8254. var result = Matrix.Zero();
  8255. Matrix.RotationAxisToRef(axis, angle, result);
  8256. return result;
  8257. };
  8258. /**
  8259. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8260. * @param axis defines the axis to use
  8261. * @param angle defines the angle (in radians) to use
  8262. * @param result defines the target matrix
  8263. */
  8264. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8265. var s = Math.sin(-angle);
  8266. var c = Math.cos(-angle);
  8267. var c1 = 1 - c;
  8268. axis.normalize();
  8269. result.m[0] = (axis.x * axis.x) * c1 + c;
  8270. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8271. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8272. result.m[3] = 0.0;
  8273. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8274. result.m[5] = (axis.y * axis.y) * c1 + c;
  8275. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8276. result.m[7] = 0.0;
  8277. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8278. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8279. result.m[10] = (axis.z * axis.z) * c1 + c;
  8280. result.m[11] = 0.0;
  8281. result.m[15] = 1.0;
  8282. result._markAsUpdated();
  8283. };
  8284. /**
  8285. * Creates a rotation matrix
  8286. * @param yaw defines the yaw angle in radians (Y axis)
  8287. * @param pitch defines the pitch angle in radians (X axis)
  8288. * @param roll defines the roll angle in radians (X axis)
  8289. * @returns the new rotation matrix
  8290. */
  8291. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8292. var result = new Matrix();
  8293. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8294. return result;
  8295. };
  8296. /**
  8297. * Creates a rotation matrix and stores it in a given matrix
  8298. * @param yaw defines the yaw angle in radians (Y axis)
  8299. * @param pitch defines the pitch angle in radians (X axis)
  8300. * @param roll defines the roll angle in radians (X axis)
  8301. * @param result defines the target matrix
  8302. */
  8303. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8304. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  8305. this._tempQuaternion.toRotationMatrix(result);
  8306. };
  8307. /**
  8308. * Creates a scaling matrix
  8309. * @param x defines the scale factor on X axis
  8310. * @param y defines the scale factor on Y axis
  8311. * @param z defines the scale factor on Z axis
  8312. * @returns the new matrix
  8313. */
  8314. Matrix.Scaling = function (x, y, z) {
  8315. var result = Matrix.Zero();
  8316. Matrix.ScalingToRef(x, y, z, result);
  8317. return result;
  8318. };
  8319. /**
  8320. * Creates a scaling matrix and stores it in a given matrix
  8321. * @param x defines the scale factor on X axis
  8322. * @param y defines the scale factor on Y axis
  8323. * @param z defines the scale factor on Z axis
  8324. * @param result defines the target matrix
  8325. */
  8326. Matrix.ScalingToRef = function (x, y, z, result) {
  8327. result.m[0] = x;
  8328. result.m[1] = 0.0;
  8329. result.m[2] = 0.0;
  8330. result.m[3] = 0.0;
  8331. result.m[4] = 0.0;
  8332. result.m[5] = y;
  8333. result.m[6] = 0.0;
  8334. result.m[7] = 0.0;
  8335. result.m[8] = 0.0;
  8336. result.m[9] = 0.0;
  8337. result.m[10] = z;
  8338. result.m[11] = 0.0;
  8339. result.m[12] = 0.0;
  8340. result.m[13] = 0.0;
  8341. result.m[14] = 0.0;
  8342. result.m[15] = 1.0;
  8343. result._markAsUpdated();
  8344. };
  8345. /**
  8346. * Creates a translation matrix
  8347. * @param x defines the translation on X axis
  8348. * @param y defines the translation on Y axis
  8349. * @param z defines the translationon Z axis
  8350. * @returns the new matrix
  8351. */
  8352. Matrix.Translation = function (x, y, z) {
  8353. var result = Matrix.Identity();
  8354. Matrix.TranslationToRef(x, y, z, result);
  8355. return result;
  8356. };
  8357. /**
  8358. * Creates a translation matrix and stores it in a given matrix
  8359. * @param x defines the translation on X axis
  8360. * @param y defines the translation on Y axis
  8361. * @param z defines the translationon Z axis
  8362. * @param result defines the target matrix
  8363. */
  8364. Matrix.TranslationToRef = function (x, y, z, result) {
  8365. 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);
  8366. };
  8367. /**
  8368. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8369. * @param startValue defines the start value
  8370. * @param endValue defines the end value
  8371. * @param gradient defines the gradient factor
  8372. * @returns the new matrix
  8373. */
  8374. Matrix.Lerp = function (startValue, endValue, gradient) {
  8375. var result = Matrix.Zero();
  8376. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8377. return result;
  8378. };
  8379. /**
  8380. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8381. * @param startValue defines the start value
  8382. * @param endValue defines the end value
  8383. * @param gradient defines the gradient factor
  8384. * @param result defines the Matrix object where to store data
  8385. */
  8386. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8387. for (var index = 0; index < 16; index++) {
  8388. result.m[index] = startValue.m[index] * (1.0 - gradient) + endValue.m[index] * gradient;
  8389. }
  8390. result._markAsUpdated();
  8391. };
  8392. /**
  8393. * Builds a new matrix whose values are computed by:
  8394. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8395. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8396. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8397. * @param startValue defines the first matrix
  8398. * @param endValue defines the second matrix
  8399. * @param gradient defines the gradient between the two matrices
  8400. * @returns the new matrix
  8401. */
  8402. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8403. var result = Matrix.Zero();
  8404. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8405. return result;
  8406. };
  8407. /**
  8408. * Update a matrix to values which are computed by:
  8409. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8410. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8411. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8412. * @param startValue defines the first matrix
  8413. * @param endValue defines the second matrix
  8414. * @param gradient defines the gradient between the two matrices
  8415. * @param result defines the target matrix
  8416. */
  8417. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8418. var startScale = MathTmp.Vector3[0];
  8419. var startRotation = MathTmp.Quaternion[0];
  8420. var startTranslation = MathTmp.Vector3[1];
  8421. startValue.decompose(startScale, startRotation, startTranslation);
  8422. var endScale = MathTmp.Vector3[2];
  8423. var endRotation = MathTmp.Quaternion[1];
  8424. var endTranslation = MathTmp.Vector3[3];
  8425. endValue.decompose(endScale, endRotation, endTranslation);
  8426. var resultScale = MathTmp.Vector3[4];
  8427. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8428. var resultRotation = MathTmp.Quaternion[2];
  8429. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8430. var resultTranslation = MathTmp.Vector3[5];
  8431. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8432. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8433. };
  8434. /**
  8435. * 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"
  8436. * This function works in left handed mode
  8437. * @param eye defines the final position of the entity
  8438. * @param target defines where the entity should look at
  8439. * @param up defines the up vector for the entity
  8440. * @returns the new matrix
  8441. */
  8442. Matrix.LookAtLH = function (eye, target, up) {
  8443. var result = Matrix.Zero();
  8444. Matrix.LookAtLHToRef(eye, target, up, result);
  8445. return result;
  8446. };
  8447. /**
  8448. * 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".
  8449. * This function works in left handed mode
  8450. * @param eye defines the final position of the entity
  8451. * @param target defines where the entity should look at
  8452. * @param up defines the up vector for the entity
  8453. * @param result defines the target matrix
  8454. */
  8455. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8456. // Z axis
  8457. target.subtractToRef(eye, this._zAxis);
  8458. this._zAxis.normalize();
  8459. // X axis
  8460. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8461. if (this._xAxis.lengthSquared() === 0) {
  8462. this._xAxis.x = 1.0;
  8463. }
  8464. else {
  8465. this._xAxis.normalize();
  8466. }
  8467. // Y axis
  8468. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8469. this._yAxis.normalize();
  8470. // Eye angles
  8471. var ex = -Vector3.Dot(this._xAxis, eye);
  8472. var ey = -Vector3.Dot(this._yAxis, eye);
  8473. var ez = -Vector3.Dot(this._zAxis, eye);
  8474. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  8475. };
  8476. /**
  8477. * 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"
  8478. * This function works in right handed mode
  8479. * @param eye defines the final position of the entity
  8480. * @param target defines where the entity should look at
  8481. * @param up defines the up vector for the entity
  8482. * @returns the new matrix
  8483. */
  8484. Matrix.LookAtRH = function (eye, target, up) {
  8485. var result = Matrix.Zero();
  8486. Matrix.LookAtRHToRef(eye, target, up, result);
  8487. return result;
  8488. };
  8489. /**
  8490. * 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".
  8491. * This function works in right handed mode
  8492. * @param eye defines the final position of the entity
  8493. * @param target defines where the entity should look at
  8494. * @param up defines the up vector for the entity
  8495. * @param result defines the target matrix
  8496. */
  8497. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8498. // Z axis
  8499. eye.subtractToRef(target, this._zAxis);
  8500. this._zAxis.normalize();
  8501. // X axis
  8502. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8503. if (this._xAxis.lengthSquared() === 0) {
  8504. this._xAxis.x = 1.0;
  8505. }
  8506. else {
  8507. this._xAxis.normalize();
  8508. }
  8509. // Y axis
  8510. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8511. this._yAxis.normalize();
  8512. // Eye angles
  8513. var ex = -Vector3.Dot(this._xAxis, eye);
  8514. var ey = -Vector3.Dot(this._yAxis, eye);
  8515. var ez = -Vector3.Dot(this._zAxis, eye);
  8516. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  8517. };
  8518. /**
  8519. * Create a left-handed orthographic projection matrix
  8520. * @param width defines the viewport width
  8521. * @param height defines the viewport height
  8522. * @param znear defines the near clip plane
  8523. * @param zfar defines the far clip plane
  8524. * @returns a new matrix as a left-handed orthographic projection matrix
  8525. */
  8526. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8527. var matrix = Matrix.Zero();
  8528. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8529. return matrix;
  8530. };
  8531. /**
  8532. * Store a left-handed orthographic projection to a given matrix
  8533. * @param width defines the viewport width
  8534. * @param height defines the viewport height
  8535. * @param znear defines the near clip plane
  8536. * @param zfar defines the far clip plane
  8537. * @param result defines the target matrix
  8538. */
  8539. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8540. var n = znear;
  8541. var f = zfar;
  8542. var a = 2.0 / width;
  8543. var b = 2.0 / height;
  8544. var c = 2.0 / (f - n);
  8545. var d = -(f + n) / (f - n);
  8546. 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);
  8547. };
  8548. /**
  8549. * Create a left-handed orthographic projection matrix
  8550. * @param left defines the viewport left coordinate
  8551. * @param right defines the viewport right coordinate
  8552. * @param bottom defines the viewport bottom coordinate
  8553. * @param top defines the viewport top coordinate
  8554. * @param znear defines the near clip plane
  8555. * @param zfar defines the far clip plane
  8556. * @returns a new matrix as a left-handed orthographic projection matrix
  8557. */
  8558. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8559. var matrix = Matrix.Zero();
  8560. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8561. return matrix;
  8562. };
  8563. /**
  8564. * Stores a left-handed orthographic projection into a given matrix
  8565. * @param left defines the viewport left coordinate
  8566. * @param right defines the viewport right coordinate
  8567. * @param bottom defines the viewport bottom coordinate
  8568. * @param top defines the viewport top coordinate
  8569. * @param znear defines the near clip plane
  8570. * @param zfar defines the far clip plane
  8571. * @param result defines the target matrix
  8572. */
  8573. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8574. var n = znear;
  8575. var f = zfar;
  8576. var a = 2.0 / (right - left);
  8577. var b = 2.0 / (top - bottom);
  8578. var c = 2.0 / (f - n);
  8579. var d = -(f + n) / (f - n);
  8580. var i0 = (left + right) / (left - right);
  8581. var i1 = (top + bottom) / (bottom - top);
  8582. 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);
  8583. };
  8584. /**
  8585. * Creates a right-handed orthographic projection matrix
  8586. * @param left defines the viewport left coordinate
  8587. * @param right defines the viewport right coordinate
  8588. * @param bottom defines the viewport bottom coordinate
  8589. * @param top defines the viewport top coordinate
  8590. * @param znear defines the near clip plane
  8591. * @param zfar defines the far clip plane
  8592. * @returns a new matrix as a right-handed orthographic projection matrix
  8593. */
  8594. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8595. var matrix = Matrix.Zero();
  8596. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8597. return matrix;
  8598. };
  8599. /**
  8600. * Stores a right-handed orthographic projection into a given matrix
  8601. * @param left defines the viewport left coordinate
  8602. * @param right defines the viewport right coordinate
  8603. * @param bottom defines the viewport bottom coordinate
  8604. * @param top defines the viewport top coordinate
  8605. * @param znear defines the near clip plane
  8606. * @param zfar defines the far clip plane
  8607. * @param result defines the target matrix
  8608. */
  8609. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8610. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8611. result.m[10] *= -1.0;
  8612. };
  8613. /**
  8614. * Creates a left-handed perspective projection matrix
  8615. * @param width defines the viewport width
  8616. * @param height defines the viewport height
  8617. * @param znear defines the near clip plane
  8618. * @param zfar defines the far clip plane
  8619. * @returns a new matrix as a left-handed perspective projection matrix
  8620. */
  8621. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8622. var matrix = Matrix.Zero();
  8623. var n = znear;
  8624. var f = zfar;
  8625. var a = 2.0 * n / width;
  8626. var b = 2.0 * n / height;
  8627. var c = (f + n) / (f - n);
  8628. var d = -2.0 * f * n / (f - n);
  8629. 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);
  8630. return matrix;
  8631. };
  8632. /**
  8633. * Creates a left-handed perspective projection matrix
  8634. * @param fov defines the horizontal field of view
  8635. * @param aspect defines the aspect ratio
  8636. * @param znear defines the near clip plane
  8637. * @param zfar defines the far clip plane
  8638. * @returns a new matrix as a left-handed perspective projection matrix
  8639. */
  8640. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8641. var matrix = Matrix.Zero();
  8642. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8643. return matrix;
  8644. };
  8645. /**
  8646. * Stores a left-handed perspective projection into a given matrix
  8647. * @param fov defines the horizontal field of view
  8648. * @param aspect defines the aspect ratio
  8649. * @param znear defines the near clip plane
  8650. * @param zfar defines the far clip plane
  8651. * @param result defines the target matrix
  8652. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8653. */
  8654. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8655. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8656. var n = znear;
  8657. var f = zfar;
  8658. var t = 1.0 / (Math.tan(fov * 0.5));
  8659. var a = isVerticalFovFixed ? (t / aspect) : t;
  8660. var b = isVerticalFovFixed ? t : (t * aspect);
  8661. var c = (f + n) / (f - n);
  8662. var d = -2.0 * f * n / (f - n);
  8663. 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);
  8664. };
  8665. /**
  8666. * Creates a right-handed perspective projection matrix
  8667. * @param fov defines the horizontal field of view
  8668. * @param aspect defines the aspect ratio
  8669. * @param znear defines the near clip plane
  8670. * @param zfar defines the far clip plane
  8671. * @returns a new matrix as a right-handed perspective projection matrix
  8672. */
  8673. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8674. var matrix = Matrix.Zero();
  8675. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8676. return matrix;
  8677. };
  8678. /**
  8679. * Stores a right-handed perspective projection into a given matrix
  8680. * @param fov defines the horizontal field of view
  8681. * @param aspect defines the aspect ratio
  8682. * @param znear defines the near clip plane
  8683. * @param zfar defines the far clip plane
  8684. * @param result defines the target matrix
  8685. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8686. */
  8687. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8688. //alternatively this could be expressed as:
  8689. // m = PerspectiveFovLHToRef
  8690. // m[10] *= -1.0;
  8691. // m[11] *= -1.0;
  8692. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8693. var n = znear;
  8694. var f = zfar;
  8695. var t = 1.0 / (Math.tan(fov * 0.5));
  8696. var a = isVerticalFovFixed ? (t / aspect) : t;
  8697. var b = isVerticalFovFixed ? t : (t * aspect);
  8698. var c = -(f + n) / (f - n);
  8699. var d = -2 * f * n / (f - n);
  8700. 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);
  8701. };
  8702. /**
  8703. * Stores a perspective projection for WebVR info a given matrix
  8704. * @param fov defines the field of view
  8705. * @param znear defines the near clip plane
  8706. * @param zfar defines the far clip plane
  8707. * @param result defines the target matrix
  8708. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8709. */
  8710. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8711. if (rightHanded === void 0) { rightHanded = false; }
  8712. var rightHandedFactor = rightHanded ? -1 : 1;
  8713. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8714. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8715. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8716. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8717. var xScale = 2.0 / (leftTan + rightTan);
  8718. var yScale = 2.0 / (upTan + downTan);
  8719. result.m[0] = xScale;
  8720. result.m[1] = result.m[2] = result.m[3] = result.m[4] = 0.0;
  8721. result.m[5] = yScale;
  8722. result.m[6] = result.m[7] = 0.0;
  8723. result.m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8724. result.m[9] = -((upTan - downTan) * yScale * 0.5);
  8725. result.m[10] = -zfar / (znear - zfar);
  8726. result.m[11] = 1.0 * rightHandedFactor;
  8727. result.m[12] = result.m[13] = result.m[15] = 0.0;
  8728. result.m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8729. result._markAsUpdated();
  8730. };
  8731. /**
  8732. * Computes a complete transformation matrix
  8733. * @param viewport defines the viewport to use
  8734. * @param world defines the world matrix
  8735. * @param view defines the view matrix
  8736. * @param projection defines the projection matrix
  8737. * @param zmin defines the near clip plane
  8738. * @param zmax defines the far clip plane
  8739. * @returns the transformation matrix
  8740. */
  8741. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8742. var cw = viewport.width;
  8743. var ch = viewport.height;
  8744. var cx = viewport.x;
  8745. var cy = viewport.y;
  8746. 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);
  8747. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  8748. };
  8749. /**
  8750. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8751. * @param matrix defines the matrix to use
  8752. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8753. */
  8754. Matrix.GetAsMatrix2x2 = function (matrix) {
  8755. return new Float32Array([
  8756. matrix.m[0], matrix.m[1],
  8757. matrix.m[4], matrix.m[5]
  8758. ]);
  8759. };
  8760. /**
  8761. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8762. * @param matrix defines the matrix to use
  8763. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8764. */
  8765. Matrix.GetAsMatrix3x3 = function (matrix) {
  8766. return new Float32Array([
  8767. matrix.m[0], matrix.m[1], matrix.m[2],
  8768. matrix.m[4], matrix.m[5], matrix.m[6],
  8769. matrix.m[8], matrix.m[9], matrix.m[10]
  8770. ]);
  8771. };
  8772. /**
  8773. * Compute the transpose of a given matrix
  8774. * @param matrix defines the matrix to transpose
  8775. * @returns the new matrix
  8776. */
  8777. Matrix.Transpose = function (matrix) {
  8778. var result = new Matrix();
  8779. Matrix.TransposeToRef(matrix, result);
  8780. return result;
  8781. };
  8782. /**
  8783. * Compute the transpose of a matrix and store it in a target matrix
  8784. * @param matrix defines the matrix to transpose
  8785. * @param result defines the target matrix
  8786. */
  8787. Matrix.TransposeToRef = function (matrix, result) {
  8788. result.m[0] = matrix.m[0];
  8789. result.m[1] = matrix.m[4];
  8790. result.m[2] = matrix.m[8];
  8791. result.m[3] = matrix.m[12];
  8792. result.m[4] = matrix.m[1];
  8793. result.m[5] = matrix.m[5];
  8794. result.m[6] = matrix.m[9];
  8795. result.m[7] = matrix.m[13];
  8796. result.m[8] = matrix.m[2];
  8797. result.m[9] = matrix.m[6];
  8798. result.m[10] = matrix.m[10];
  8799. result.m[11] = matrix.m[14];
  8800. result.m[12] = matrix.m[3];
  8801. result.m[13] = matrix.m[7];
  8802. result.m[14] = matrix.m[11];
  8803. result.m[15] = matrix.m[15];
  8804. };
  8805. /**
  8806. * Computes a reflection matrix from a plane
  8807. * @param plane defines the reflection plane
  8808. * @returns a new matrix
  8809. */
  8810. Matrix.Reflection = function (plane) {
  8811. var matrix = new Matrix();
  8812. Matrix.ReflectionToRef(plane, matrix);
  8813. return matrix;
  8814. };
  8815. /**
  8816. * Computes a reflection matrix from a plane
  8817. * @param plane defines the reflection plane
  8818. * @param result defines the target matrix
  8819. */
  8820. Matrix.ReflectionToRef = function (plane, result) {
  8821. plane.normalize();
  8822. var x = plane.normal.x;
  8823. var y = plane.normal.y;
  8824. var z = plane.normal.z;
  8825. var temp = -2 * x;
  8826. var temp2 = -2 * y;
  8827. var temp3 = -2 * z;
  8828. result.m[0] = (temp * x) + 1;
  8829. result.m[1] = temp2 * x;
  8830. result.m[2] = temp3 * x;
  8831. result.m[3] = 0.0;
  8832. result.m[4] = temp * y;
  8833. result.m[5] = (temp2 * y) + 1;
  8834. result.m[6] = temp3 * y;
  8835. result.m[7] = 0.0;
  8836. result.m[8] = temp * z;
  8837. result.m[9] = temp2 * z;
  8838. result.m[10] = (temp3 * z) + 1;
  8839. result.m[11] = 0.0;
  8840. result.m[12] = temp * plane.d;
  8841. result.m[13] = temp2 * plane.d;
  8842. result.m[14] = temp3 * plane.d;
  8843. result.m[15] = 1.0;
  8844. result._markAsUpdated();
  8845. };
  8846. /**
  8847. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  8848. * @param xaxis defines the value of the 1st axis
  8849. * @param yaxis defines the value of the 2nd axis
  8850. * @param zaxis defines the value of the 3rd axis
  8851. * @param result defines the target matrix
  8852. */
  8853. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  8854. result.m[0] = xaxis.x;
  8855. result.m[1] = xaxis.y;
  8856. result.m[2] = xaxis.z;
  8857. result.m[3] = 0.0;
  8858. result.m[4] = yaxis.x;
  8859. result.m[5] = yaxis.y;
  8860. result.m[6] = yaxis.z;
  8861. result.m[7] = 0.0;
  8862. result.m[8] = zaxis.x;
  8863. result.m[9] = zaxis.y;
  8864. result.m[10] = zaxis.z;
  8865. result.m[11] = 0.0;
  8866. result.m[12] = 0.0;
  8867. result.m[13] = 0.0;
  8868. result.m[14] = 0.0;
  8869. result.m[15] = 1.0;
  8870. result._markAsUpdated();
  8871. };
  8872. /**
  8873. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  8874. * @param quat defines the quaternion to use
  8875. * @param result defines the target matrix
  8876. */
  8877. Matrix.FromQuaternionToRef = function (quat, result) {
  8878. var xx = quat.x * quat.x;
  8879. var yy = quat.y * quat.y;
  8880. var zz = quat.z * quat.z;
  8881. var xy = quat.x * quat.y;
  8882. var zw = quat.z * quat.w;
  8883. var zx = quat.z * quat.x;
  8884. var yw = quat.y * quat.w;
  8885. var yz = quat.y * quat.z;
  8886. var xw = quat.x * quat.w;
  8887. result.m[0] = 1.0 - (2.0 * (yy + zz));
  8888. result.m[1] = 2.0 * (xy + zw);
  8889. result.m[2] = 2.0 * (zx - yw);
  8890. result.m[3] = 0.0;
  8891. result.m[4] = 2.0 * (xy - zw);
  8892. result.m[5] = 1.0 - (2.0 * (zz + xx));
  8893. result.m[6] = 2.0 * (yz + xw);
  8894. result.m[7] = 0.0;
  8895. result.m[8] = 2.0 * (zx + yw);
  8896. result.m[9] = 2.0 * (yz - xw);
  8897. result.m[10] = 1.0 - (2.0 * (yy + xx));
  8898. result.m[11] = 0.0;
  8899. result.m[12] = 0.0;
  8900. result.m[13] = 0.0;
  8901. result.m[14] = 0.0;
  8902. result.m[15] = 1.0;
  8903. result._markAsUpdated();
  8904. };
  8905. Matrix._tempQuaternion = new Quaternion();
  8906. Matrix._xAxis = Vector3.Zero();
  8907. Matrix._yAxis = Vector3.Zero();
  8908. Matrix._zAxis = Vector3.Zero();
  8909. Matrix._updateFlagSeed = 0;
  8910. Matrix._identityReadOnly = Matrix.Identity();
  8911. return Matrix;
  8912. }());
  8913. BABYLON.Matrix = Matrix;
  8914. /**
  8915. * Represens a plane by the equation ax + by + cz + d = 0
  8916. */
  8917. var Plane = /** @class */ (function () {
  8918. /**
  8919. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  8920. * @param a a component of the plane
  8921. * @param b b component of the plane
  8922. * @param c c component of the plane
  8923. * @param d d component of the plane
  8924. */
  8925. function Plane(a, b, c, d) {
  8926. this.normal = new Vector3(a, b, c);
  8927. this.d = d;
  8928. }
  8929. /**
  8930. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  8931. */
  8932. Plane.prototype.asArray = function () {
  8933. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  8934. };
  8935. // Methods
  8936. /**
  8937. * @returns a new plane copied from the current Plane.
  8938. */
  8939. Plane.prototype.clone = function () {
  8940. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  8941. };
  8942. /**
  8943. * @returns the string "Plane".
  8944. */
  8945. Plane.prototype.getClassName = function () {
  8946. return "Plane";
  8947. };
  8948. /**
  8949. * @returns the Plane hash code.
  8950. */
  8951. Plane.prototype.getHashCode = function () {
  8952. var hash = this.normal.getHashCode();
  8953. hash = (hash * 397) ^ (this.d || 0);
  8954. return hash;
  8955. };
  8956. /**
  8957. * Normalize the current Plane in place.
  8958. * @returns the updated Plane.
  8959. */
  8960. Plane.prototype.normalize = function () {
  8961. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  8962. var magnitude = 0.0;
  8963. if (norm !== 0) {
  8964. magnitude = 1.0 / norm;
  8965. }
  8966. this.normal.x *= magnitude;
  8967. this.normal.y *= magnitude;
  8968. this.normal.z *= magnitude;
  8969. this.d *= magnitude;
  8970. return this;
  8971. };
  8972. /**
  8973. * Applies a transformation the plane and returns the result
  8974. * @param transformation the transformation matrix to be applied to the plane
  8975. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  8976. */
  8977. Plane.prototype.transform = function (transformation) {
  8978. var transposedMatrix = Matrix.Transpose(transformation);
  8979. var x = this.normal.x;
  8980. var y = this.normal.y;
  8981. var z = this.normal.z;
  8982. var d = this.d;
  8983. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  8984. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  8985. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  8986. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  8987. return new Plane(normalX, normalY, normalZ, finalD);
  8988. };
  8989. /**
  8990. * Calcualtte the dot product between the point and the plane normal
  8991. * @param point point to calculate the dot product with
  8992. * @returns the dot product (float) of the point coordinates and the plane normal.
  8993. */
  8994. Plane.prototype.dotCoordinate = function (point) {
  8995. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  8996. };
  8997. /**
  8998. * Updates the current Plane from the plane defined by the three given points.
  8999. * @param point1 one of the points used to contruct the plane
  9000. * @param point2 one of the points used to contruct the plane
  9001. * @param point3 one of the points used to contruct the plane
  9002. * @returns the updated Plane.
  9003. */
  9004. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9005. var x1 = point2.x - point1.x;
  9006. var y1 = point2.y - point1.y;
  9007. var z1 = point2.z - point1.z;
  9008. var x2 = point3.x - point1.x;
  9009. var y2 = point3.y - point1.y;
  9010. var z2 = point3.z - point1.z;
  9011. var yz = (y1 * z2) - (z1 * y2);
  9012. var xz = (z1 * x2) - (x1 * z2);
  9013. var xy = (x1 * y2) - (y1 * x2);
  9014. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9015. var invPyth;
  9016. if (pyth !== 0) {
  9017. invPyth = 1.0 / pyth;
  9018. }
  9019. else {
  9020. invPyth = 0.0;
  9021. }
  9022. this.normal.x = yz * invPyth;
  9023. this.normal.y = xz * invPyth;
  9024. this.normal.z = xy * invPyth;
  9025. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9026. return this;
  9027. };
  9028. /**
  9029. * Checks if the plane is facing a given direction
  9030. * @param direction the direction to check if the plane is facing
  9031. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9032. * @returns True is the vector "direction" is the same side than the plane normal.
  9033. */
  9034. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9035. var dot = Vector3.Dot(this.normal, direction);
  9036. return (dot <= epsilon);
  9037. };
  9038. /**
  9039. * Calculates the distance to a point
  9040. * @param point point to calculate distance to
  9041. * @returns the signed distance (float) from the given point to the Plane.
  9042. */
  9043. Plane.prototype.signedDistanceTo = function (point) {
  9044. return Vector3.Dot(point, this.normal) + this.d;
  9045. };
  9046. // Statics
  9047. /**
  9048. * Creates a plane from an array
  9049. * @param array the array to create a plane from
  9050. * @returns a new Plane from the given array.
  9051. */
  9052. Plane.FromArray = function (array) {
  9053. return new Plane(array[0], array[1], array[2], array[3]);
  9054. };
  9055. /**
  9056. * Creates a plane from three points
  9057. * @param point1 point used to create the plane
  9058. * @param point2 point used to create the plane
  9059. * @param point3 point used to create the plane
  9060. * @returns a new Plane defined by the three given points.
  9061. */
  9062. Plane.FromPoints = function (point1, point2, point3) {
  9063. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9064. result.copyFromPoints(point1, point2, point3);
  9065. return result;
  9066. };
  9067. /**
  9068. * Creates a plane from an origin point and a normal
  9069. * @param origin origin of the plane to be constructed
  9070. * @param normal normal of the plane to be constructed
  9071. * @returns a new Plane the normal vector to this plane at the given origin point.
  9072. * Note : the vector "normal" is updated because normalized.
  9073. */
  9074. Plane.FromPositionAndNormal = function (origin, normal) {
  9075. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9076. normal.normalize();
  9077. result.normal = normal;
  9078. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9079. return result;
  9080. };
  9081. /**
  9082. * Calculates the distance from a plane and a point
  9083. * @param origin origin of the plane to be constructed
  9084. * @param normal normal of the plane to be constructed
  9085. * @param point point to calculate distance to
  9086. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9087. */
  9088. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9089. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9090. return Vector3.Dot(point, normal) + d;
  9091. };
  9092. return Plane;
  9093. }());
  9094. BABYLON.Plane = Plane;
  9095. /**
  9096. * Class used to represent a viewport on screen
  9097. */
  9098. var Viewport = /** @class */ (function () {
  9099. /**
  9100. * Creates a Viewport object located at (x, y) and sized (width, height)
  9101. * @param x defines viewport left coordinate
  9102. * @param y defines viewport top coordinate
  9103. * @param width defines the viewport width
  9104. * @param height defines the viewport height
  9105. */
  9106. function Viewport(
  9107. /** viewport left coordinate */
  9108. x,
  9109. /** viewport top coordinate */
  9110. y,
  9111. /**viewport width */
  9112. width,
  9113. /** viewport height */
  9114. height) {
  9115. this.x = x;
  9116. this.y = y;
  9117. this.width = width;
  9118. this.height = height;
  9119. }
  9120. /**
  9121. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9122. * @param renderWidthOrEngine defines either an engine or the rendering width
  9123. * @param renderHeight defines the rendering height
  9124. * @returns a new Viewport
  9125. */
  9126. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9127. if (renderWidthOrEngine.getRenderWidth) {
  9128. var engine = renderWidthOrEngine;
  9129. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9130. }
  9131. var renderWidth = renderWidthOrEngine;
  9132. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9133. };
  9134. /**
  9135. * Returns a new Viewport copied from the current one
  9136. * @returns a new Viewport
  9137. */
  9138. Viewport.prototype.clone = function () {
  9139. return new Viewport(this.x, this.y, this.width, this.height);
  9140. };
  9141. return Viewport;
  9142. }());
  9143. BABYLON.Viewport = Viewport;
  9144. /**
  9145. * Reprasents a camera frustum
  9146. */
  9147. var Frustum = /** @class */ (function () {
  9148. function Frustum() {
  9149. }
  9150. /**
  9151. * Gets the planes representing the frustum
  9152. * @param transform matrix to be applied to the returned planes
  9153. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9154. */
  9155. Frustum.GetPlanes = function (transform) {
  9156. var frustumPlanes = [];
  9157. for (var index = 0; index < 6; index++) {
  9158. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9159. }
  9160. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9161. return frustumPlanes;
  9162. };
  9163. /**
  9164. * Gets the near frustum plane transformed by the transform matrix
  9165. * @param transform transformation matrix to be applied to the resulting frustum plane
  9166. * @param frustumPlane the resuling frustum plane
  9167. */
  9168. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9169. frustumPlane.normal.x = transform.m[3] + transform.m[2];
  9170. frustumPlane.normal.y = transform.m[7] + transform.m[6];
  9171. frustumPlane.normal.z = transform.m[11] + transform.m[10];
  9172. frustumPlane.d = transform.m[15] + transform.m[14];
  9173. frustumPlane.normalize();
  9174. };
  9175. /**
  9176. * Gets the far frustum plane transformed by the transform matrix
  9177. * @param transform transformation matrix to be applied to the resulting frustum plane
  9178. * @param frustumPlane the resuling frustum plane
  9179. */
  9180. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9181. frustumPlane.normal.x = transform.m[3] - transform.m[2];
  9182. frustumPlane.normal.y = transform.m[7] - transform.m[6];
  9183. frustumPlane.normal.z = transform.m[11] - transform.m[10];
  9184. frustumPlane.d = transform.m[15] - transform.m[14];
  9185. frustumPlane.normalize();
  9186. };
  9187. /**
  9188. * Gets the left frustum plane transformed by the transform matrix
  9189. * @param transform transformation matrix to be applied to the resulting frustum plane
  9190. * @param frustumPlane the resuling frustum plane
  9191. */
  9192. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9193. frustumPlane.normal.x = transform.m[3] + transform.m[0];
  9194. frustumPlane.normal.y = transform.m[7] + transform.m[4];
  9195. frustumPlane.normal.z = transform.m[11] + transform.m[8];
  9196. frustumPlane.d = transform.m[15] + transform.m[12];
  9197. frustumPlane.normalize();
  9198. };
  9199. /**
  9200. * Gets the right frustum plane transformed by the transform matrix
  9201. * @param transform transformation matrix to be applied to the resulting frustum plane
  9202. * @param frustumPlane the resuling frustum plane
  9203. */
  9204. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9205. frustumPlane.normal.x = transform.m[3] - transform.m[0];
  9206. frustumPlane.normal.y = transform.m[7] - transform.m[4];
  9207. frustumPlane.normal.z = transform.m[11] - transform.m[8];
  9208. frustumPlane.d = transform.m[15] - transform.m[12];
  9209. frustumPlane.normalize();
  9210. };
  9211. /**
  9212. * Gets the top frustum plane transformed by the transform matrix
  9213. * @param transform transformation matrix to be applied to the resulting frustum plane
  9214. * @param frustumPlane the resuling frustum plane
  9215. */
  9216. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9217. frustumPlane.normal.x = transform.m[3] - transform.m[1];
  9218. frustumPlane.normal.y = transform.m[7] - transform.m[5];
  9219. frustumPlane.normal.z = transform.m[11] - transform.m[9];
  9220. frustumPlane.d = transform.m[15] - transform.m[13];
  9221. frustumPlane.normalize();
  9222. };
  9223. /**
  9224. * Gets the bottom frustum plane transformed by the transform matrix
  9225. * @param transform transformation matrix to be applied to the resulting frustum plane
  9226. * @param frustumPlane the resuling frustum plane
  9227. */
  9228. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9229. frustumPlane.normal.x = transform.m[3] + transform.m[1];
  9230. frustumPlane.normal.y = transform.m[7] + transform.m[5];
  9231. frustumPlane.normal.z = transform.m[11] + transform.m[9];
  9232. frustumPlane.d = transform.m[15] + transform.m[13];
  9233. frustumPlane.normalize();
  9234. };
  9235. /**
  9236. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9237. * @param transform transformation matrix to be applied to the resulting frustum planes
  9238. * @param frustumPlanes the resuling frustum planes
  9239. */
  9240. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9241. // Near
  9242. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9243. // Far
  9244. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9245. // Left
  9246. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9247. // Right
  9248. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9249. // Top
  9250. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9251. // Bottom
  9252. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9253. };
  9254. return Frustum;
  9255. }());
  9256. BABYLON.Frustum = Frustum;
  9257. /** Defines supported spaces */
  9258. var Space;
  9259. (function (Space) {
  9260. /** Local (object) space */
  9261. Space[Space["LOCAL"] = 0] = "LOCAL";
  9262. /** World space */
  9263. Space[Space["WORLD"] = 1] = "WORLD";
  9264. /** Bone space */
  9265. Space[Space["BONE"] = 2] = "BONE";
  9266. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9267. /** Defines the 3 main axes */
  9268. var Axis = /** @class */ (function () {
  9269. function Axis() {
  9270. }
  9271. /** X axis */
  9272. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9273. /** Y axis */
  9274. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9275. /** Z axis */
  9276. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9277. return Axis;
  9278. }());
  9279. BABYLON.Axis = Axis;
  9280. /** Class used to represent a Bezier curve */
  9281. var BezierCurve = /** @class */ (function () {
  9282. function BezierCurve() {
  9283. }
  9284. /**
  9285. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9286. * @param t defines the time
  9287. * @param x1 defines the left coordinate on X axis
  9288. * @param y1 defines the left coordinate on Y axis
  9289. * @param x2 defines the right coordinate on X axis
  9290. * @param y2 defines the right coordinate on Y axis
  9291. * @returns the interpolated value
  9292. */
  9293. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9294. // Extract X (which is equal to time here)
  9295. var f0 = 1 - 3 * x2 + 3 * x1;
  9296. var f1 = 3 * x2 - 6 * x1;
  9297. var f2 = 3 * x1;
  9298. var refinedT = t;
  9299. for (var i = 0; i < 5; i++) {
  9300. var refinedT2 = refinedT * refinedT;
  9301. var refinedT3 = refinedT2 * refinedT;
  9302. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9303. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9304. refinedT -= (x - t) * slope;
  9305. refinedT = Math.min(1, Math.max(0, refinedT));
  9306. }
  9307. // Resolve cubic bezier for the given x
  9308. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9309. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9310. Math.pow(refinedT, 3);
  9311. };
  9312. return BezierCurve;
  9313. }());
  9314. BABYLON.BezierCurve = BezierCurve;
  9315. /**
  9316. * Defines potential orientation for back face culling
  9317. */
  9318. var Orientation;
  9319. (function (Orientation) {
  9320. /**
  9321. * Clockwise
  9322. */
  9323. Orientation[Orientation["CW"] = 0] = "CW";
  9324. /** Counter clockwise */
  9325. Orientation[Orientation["CCW"] = 1] = "CCW";
  9326. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9327. /**
  9328. * Defines angle representation
  9329. */
  9330. var Angle = /** @class */ (function () {
  9331. /**
  9332. * Creates an Angle object of "radians" radians (float).
  9333. */
  9334. function Angle(radians) {
  9335. this._radians = radians;
  9336. if (this._radians < 0.0) {
  9337. this._radians += (2.0 * Math.PI);
  9338. }
  9339. }
  9340. /**
  9341. * Get value in degrees
  9342. * @returns the Angle value in degrees (float)
  9343. */
  9344. Angle.prototype.degrees = function () {
  9345. return this._radians * 180.0 / Math.PI;
  9346. };
  9347. /**
  9348. * Get value in radians
  9349. * @returns the Angle value in radians (float)
  9350. */
  9351. Angle.prototype.radians = function () {
  9352. return this._radians;
  9353. };
  9354. /**
  9355. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9356. * @param a defines first vector
  9357. * @param b defines second vector
  9358. * @returns a new Angle
  9359. */
  9360. Angle.BetweenTwoPoints = function (a, b) {
  9361. var delta = b.subtract(a);
  9362. var theta = Math.atan2(delta.y, delta.x);
  9363. return new Angle(theta);
  9364. };
  9365. /**
  9366. * Gets a new Angle object from the given float in radians
  9367. * @param radians defines the angle value in radians
  9368. * @returns a new Angle
  9369. */
  9370. Angle.FromRadians = function (radians) {
  9371. return new Angle(radians);
  9372. };
  9373. /**
  9374. * Gets a new Angle object from the given float in degrees
  9375. * @param degrees defines the angle value in degrees
  9376. * @returns a new Angle
  9377. */
  9378. Angle.FromDegrees = function (degrees) {
  9379. return new Angle(degrees * Math.PI / 180.0);
  9380. };
  9381. return Angle;
  9382. }());
  9383. BABYLON.Angle = Angle;
  9384. /**
  9385. * This represents an arc in a 2d space.
  9386. */
  9387. var Arc2 = /** @class */ (function () {
  9388. /**
  9389. * Creates an Arc object from the three given points : start, middle and end.
  9390. * @param startPoint Defines the start point of the arc
  9391. * @param midPoint Defines the midlle point of the arc
  9392. * @param endPoint Defines the end point of the arc
  9393. */
  9394. function Arc2(
  9395. /** Defines the start point of the arc */
  9396. startPoint,
  9397. /** Defines the mid point of the arc */
  9398. midPoint,
  9399. /** Defines the end point of the arc */
  9400. endPoint) {
  9401. this.startPoint = startPoint;
  9402. this.midPoint = midPoint;
  9403. this.endPoint = endPoint;
  9404. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9405. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9406. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9407. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9408. 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);
  9409. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9410. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9411. var a1 = this.startAngle.degrees();
  9412. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9413. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9414. // angles correction
  9415. if (a2 - a1 > +180.0) {
  9416. a2 -= 360.0;
  9417. }
  9418. if (a2 - a1 < -180.0) {
  9419. a2 += 360.0;
  9420. }
  9421. if (a3 - a2 > +180.0) {
  9422. a3 -= 360.0;
  9423. }
  9424. if (a3 - a2 < -180.0) {
  9425. a3 += 360.0;
  9426. }
  9427. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9428. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9429. }
  9430. return Arc2;
  9431. }());
  9432. BABYLON.Arc2 = Arc2;
  9433. /**
  9434. * Represents a 2D path made up of multiple 2D points
  9435. */
  9436. var Path2 = /** @class */ (function () {
  9437. /**
  9438. * Creates a Path2 object from the starting 2D coordinates x and y.
  9439. * @param x the starting points x value
  9440. * @param y the starting points y value
  9441. */
  9442. function Path2(x, y) {
  9443. this._points = new Array();
  9444. this._length = 0.0;
  9445. /**
  9446. * If the path start and end point are the same
  9447. */
  9448. this.closed = false;
  9449. this._points.push(new Vector2(x, y));
  9450. }
  9451. /**
  9452. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9453. * @param x the added points x value
  9454. * @param y the added points y value
  9455. * @returns the updated Path2.
  9456. */
  9457. Path2.prototype.addLineTo = function (x, y) {
  9458. if (this.closed) {
  9459. return this;
  9460. }
  9461. var newPoint = new Vector2(x, y);
  9462. var previousPoint = this._points[this._points.length - 1];
  9463. this._points.push(newPoint);
  9464. this._length += newPoint.subtract(previousPoint).length();
  9465. return this;
  9466. };
  9467. /**
  9468. * 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.
  9469. * @param midX middle point x value
  9470. * @param midY middle point y value
  9471. * @param endX end point x value
  9472. * @param endY end point y value
  9473. * @param numberOfSegments (default: 36)
  9474. * @returns the updated Path2.
  9475. */
  9476. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9477. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9478. if (this.closed) {
  9479. return this;
  9480. }
  9481. var startPoint = this._points[this._points.length - 1];
  9482. var midPoint = new Vector2(midX, midY);
  9483. var endPoint = new Vector2(endX, endY);
  9484. var arc = new Arc2(startPoint, midPoint, endPoint);
  9485. var increment = arc.angle.radians() / numberOfSegments;
  9486. if (arc.orientation === Orientation.CW) {
  9487. increment *= -1;
  9488. }
  9489. var currentAngle = arc.startAngle.radians() + increment;
  9490. for (var i = 0; i < numberOfSegments; i++) {
  9491. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9492. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9493. this.addLineTo(x, y);
  9494. currentAngle += increment;
  9495. }
  9496. return this;
  9497. };
  9498. /**
  9499. * Closes the Path2.
  9500. * @returns the Path2.
  9501. */
  9502. Path2.prototype.close = function () {
  9503. this.closed = true;
  9504. return this;
  9505. };
  9506. /**
  9507. * Gets the sum of the distance between each sequential point in the path
  9508. * @returns the Path2 total length (float).
  9509. */
  9510. Path2.prototype.length = function () {
  9511. var result = this._length;
  9512. if (!this.closed) {
  9513. var lastPoint = this._points[this._points.length - 1];
  9514. var firstPoint = this._points[0];
  9515. result += (firstPoint.subtract(lastPoint).length());
  9516. }
  9517. return result;
  9518. };
  9519. /**
  9520. * Gets the points which construct the path
  9521. * @returns the Path2 internal array of points.
  9522. */
  9523. Path2.prototype.getPoints = function () {
  9524. return this._points;
  9525. };
  9526. /**
  9527. * Retreives the point at the distance aways from the starting point
  9528. * @param normalizedLengthPosition the length along the path to retreive the point from
  9529. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9530. */
  9531. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9532. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9533. return Vector2.Zero();
  9534. }
  9535. var lengthPosition = normalizedLengthPosition * this.length();
  9536. var previousOffset = 0;
  9537. for (var i = 0; i < this._points.length; i++) {
  9538. var j = (i + 1) % this._points.length;
  9539. var a = this._points[i];
  9540. var b = this._points[j];
  9541. var bToA = b.subtract(a);
  9542. var nextOffset = (bToA.length() + previousOffset);
  9543. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9544. var dir = bToA.normalize();
  9545. var localOffset = lengthPosition - previousOffset;
  9546. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9547. }
  9548. previousOffset = nextOffset;
  9549. }
  9550. return Vector2.Zero();
  9551. };
  9552. /**
  9553. * Creates a new path starting from an x and y position
  9554. * @param x starting x value
  9555. * @param y starting y value
  9556. * @returns a new Path2 starting at the coordinates (x, y).
  9557. */
  9558. Path2.StartingAt = function (x, y) {
  9559. return new Path2(x, y);
  9560. };
  9561. return Path2;
  9562. }());
  9563. BABYLON.Path2 = Path2;
  9564. /**
  9565. * Represents a 3D path made up of multiple 3D points
  9566. */
  9567. var Path3D = /** @class */ (function () {
  9568. /**
  9569. * new Path3D(path, normal, raw)
  9570. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9571. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9572. * @param path an array of Vector3, the curve axis of the Path3D
  9573. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9574. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9575. */
  9576. function Path3D(
  9577. /**
  9578. * an array of Vector3, the curve axis of the Path3D
  9579. */
  9580. path, firstNormal, raw) {
  9581. if (firstNormal === void 0) { firstNormal = null; }
  9582. this.path = path;
  9583. this._curve = new Array();
  9584. this._distances = new Array();
  9585. this._tangents = new Array();
  9586. this._normals = new Array();
  9587. this._binormals = new Array();
  9588. for (var p = 0; p < path.length; p++) {
  9589. this._curve[p] = path[p].clone(); // hard copy
  9590. }
  9591. this._raw = raw || false;
  9592. this._compute(firstNormal);
  9593. }
  9594. /**
  9595. * Returns the Path3D array of successive Vector3 designing its curve.
  9596. * @returns the Path3D array of successive Vector3 designing its curve.
  9597. */
  9598. Path3D.prototype.getCurve = function () {
  9599. return this._curve;
  9600. };
  9601. /**
  9602. * Returns an array populated with tangent vectors on each Path3D curve point.
  9603. * @returns an array populated with tangent vectors on each Path3D curve point.
  9604. */
  9605. Path3D.prototype.getTangents = function () {
  9606. return this._tangents;
  9607. };
  9608. /**
  9609. * Returns an array populated with normal vectors on each Path3D curve point.
  9610. * @returns an array populated with normal vectors on each Path3D curve point.
  9611. */
  9612. Path3D.prototype.getNormals = function () {
  9613. return this._normals;
  9614. };
  9615. /**
  9616. * Returns an array populated with binormal vectors on each Path3D curve point.
  9617. * @returns an array populated with binormal vectors on each Path3D curve point.
  9618. */
  9619. Path3D.prototype.getBinormals = function () {
  9620. return this._binormals;
  9621. };
  9622. /**
  9623. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9624. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9625. */
  9626. Path3D.prototype.getDistances = function () {
  9627. return this._distances;
  9628. };
  9629. /**
  9630. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9631. * @param path path which all values are copied into the curves points
  9632. * @param firstNormal which should be projected onto the curve
  9633. * @returns the same object updated.
  9634. */
  9635. Path3D.prototype.update = function (path, firstNormal) {
  9636. if (firstNormal === void 0) { firstNormal = null; }
  9637. for (var p = 0; p < path.length; p++) {
  9638. this._curve[p].x = path[p].x;
  9639. this._curve[p].y = path[p].y;
  9640. this._curve[p].z = path[p].z;
  9641. }
  9642. this._compute(firstNormal);
  9643. return this;
  9644. };
  9645. // private function compute() : computes tangents, normals and binormals
  9646. Path3D.prototype._compute = function (firstNormal) {
  9647. var l = this._curve.length;
  9648. // first and last tangents
  9649. this._tangents[0] = this._getFirstNonNullVector(0);
  9650. if (!this._raw) {
  9651. this._tangents[0].normalize();
  9652. }
  9653. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9654. if (!this._raw) {
  9655. this._tangents[l - 1].normalize();
  9656. }
  9657. // normals and binormals at first point : arbitrary vector with _normalVector()
  9658. var tg0 = this._tangents[0];
  9659. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9660. this._normals[0] = pp0;
  9661. if (!this._raw) {
  9662. this._normals[0].normalize();
  9663. }
  9664. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9665. if (!this._raw) {
  9666. this._binormals[0].normalize();
  9667. }
  9668. this._distances[0] = 0.0;
  9669. // normals and binormals : next points
  9670. var prev; // previous vector (segment)
  9671. var cur; // current vector (segment)
  9672. var curTang; // current tangent
  9673. // previous normal
  9674. var prevBinor; // previous binormal
  9675. for (var i = 1; i < l; i++) {
  9676. // tangents
  9677. prev = this._getLastNonNullVector(i);
  9678. if (i < l - 1) {
  9679. cur = this._getFirstNonNullVector(i);
  9680. this._tangents[i] = prev.add(cur);
  9681. this._tangents[i].normalize();
  9682. }
  9683. this._distances[i] = this._distances[i - 1] + prev.length();
  9684. // normals and binormals
  9685. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9686. curTang = this._tangents[i];
  9687. prevBinor = this._binormals[i - 1];
  9688. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9689. if (!this._raw) {
  9690. this._normals[i].normalize();
  9691. }
  9692. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9693. if (!this._raw) {
  9694. this._binormals[i].normalize();
  9695. }
  9696. }
  9697. };
  9698. // private function getFirstNonNullVector(index)
  9699. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9700. Path3D.prototype._getFirstNonNullVector = function (index) {
  9701. var i = 1;
  9702. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9703. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9704. i++;
  9705. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9706. }
  9707. return nNVector;
  9708. };
  9709. // private function getLastNonNullVector(index)
  9710. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9711. Path3D.prototype._getLastNonNullVector = function (index) {
  9712. var i = 1;
  9713. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9714. while (nLVector.length() === 0 && index > i + 1) {
  9715. i++;
  9716. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9717. }
  9718. return nLVector;
  9719. };
  9720. // private function normalVector(v0, vt, va) :
  9721. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9722. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9723. Path3D.prototype._normalVector = function (v0, vt, va) {
  9724. var normal0;
  9725. var tgl = vt.length();
  9726. if (tgl === 0.0) {
  9727. tgl = 1.0;
  9728. }
  9729. if (va === undefined || va === null) {
  9730. var point;
  9731. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9732. point = new Vector3(0.0, -1.0, 0.0);
  9733. }
  9734. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9735. point = new Vector3(1.0, 0.0, 0.0);
  9736. }
  9737. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9738. point = new Vector3(0.0, 0.0, 1.0);
  9739. }
  9740. else {
  9741. point = Vector3.Zero();
  9742. }
  9743. normal0 = Vector3.Cross(vt, point);
  9744. }
  9745. else {
  9746. normal0 = Vector3.Cross(vt, va);
  9747. Vector3.CrossToRef(normal0, vt, normal0);
  9748. }
  9749. normal0.normalize();
  9750. return normal0;
  9751. };
  9752. return Path3D;
  9753. }());
  9754. BABYLON.Path3D = Path3D;
  9755. /**
  9756. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9757. * A Curve3 is designed from a series of successive Vector3.
  9758. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9759. */
  9760. var Curve3 = /** @class */ (function () {
  9761. /**
  9762. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9763. * A Curve3 is designed from a series of successive Vector3.
  9764. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9765. * @param points points which make up the curve
  9766. */
  9767. function Curve3(points) {
  9768. this._length = 0.0;
  9769. this._points = points;
  9770. this._length = this._computeLength(points);
  9771. }
  9772. /**
  9773. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9774. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9775. * @param v1 (Vector3) the control point
  9776. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9777. * @param nbPoints (integer) the wanted number of points in the curve
  9778. * @returns the created Curve3
  9779. */
  9780. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9781. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9782. var bez = new Array();
  9783. var equation = function (t, val0, val1, val2) {
  9784. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9785. return res;
  9786. };
  9787. for (var i = 0; i <= nbPoints; i++) {
  9788. 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)));
  9789. }
  9790. return new Curve3(bez);
  9791. };
  9792. /**
  9793. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  9794. * @param v0 (Vector3) the origin point of the Cubic Bezier
  9795. * @param v1 (Vector3) the first control point
  9796. * @param v2 (Vector3) the second control point
  9797. * @param v3 (Vector3) the end point of the Cubic Bezier
  9798. * @param nbPoints (integer) the wanted number of points in the curve
  9799. * @returns the created Curve3
  9800. */
  9801. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  9802. nbPoints = nbPoints > 3 ? nbPoints : 4;
  9803. var bez = new Array();
  9804. var equation = function (t, val0, val1, val2, val3) {
  9805. 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;
  9806. return res;
  9807. };
  9808. for (var i = 0; i <= nbPoints; i++) {
  9809. 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)));
  9810. }
  9811. return new Curve3(bez);
  9812. };
  9813. /**
  9814. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  9815. * @param p1 (Vector3) the origin point of the Hermite Spline
  9816. * @param t1 (Vector3) the tangent vector at the origin point
  9817. * @param p2 (Vector3) the end point of the Hermite Spline
  9818. * @param t2 (Vector3) the tangent vector at the end point
  9819. * @param nbPoints (integer) the wanted number of points in the curve
  9820. * @returns the created Curve3
  9821. */
  9822. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  9823. var hermite = new Array();
  9824. var step = 1.0 / nbPoints;
  9825. for (var i = 0; i <= nbPoints; i++) {
  9826. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  9827. }
  9828. return new Curve3(hermite);
  9829. };
  9830. /**
  9831. * Returns a Curve3 object along a CatmullRom Spline curve :
  9832. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  9833. * @param nbPoints (integer) the wanted number of points between each curve control points
  9834. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  9835. * @returns the created Curve3
  9836. */
  9837. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  9838. var catmullRom = new Array();
  9839. var step = 1.0 / nbPoints;
  9840. var amount = 0.0;
  9841. if (closed) {
  9842. var pointsCount = points.length;
  9843. for (var i = 0; i < pointsCount; i++) {
  9844. amount = 0;
  9845. for (var c = 0; c < nbPoints; c++) {
  9846. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  9847. amount += step;
  9848. }
  9849. }
  9850. catmullRom.push(catmullRom[0]);
  9851. }
  9852. else {
  9853. var totalPoints = new Array();
  9854. totalPoints.push(points[0].clone());
  9855. Array.prototype.push.apply(totalPoints, points);
  9856. totalPoints.push(points[points.length - 1].clone());
  9857. for (var i = 0; i < totalPoints.length - 3; i++) {
  9858. amount = 0;
  9859. for (var c = 0; c < nbPoints; c++) {
  9860. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9861. amount += step;
  9862. }
  9863. }
  9864. i--;
  9865. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9866. }
  9867. return new Curve3(catmullRom);
  9868. };
  9869. /**
  9870. * @returns the Curve3 stored array of successive Vector3
  9871. */
  9872. Curve3.prototype.getPoints = function () {
  9873. return this._points;
  9874. };
  9875. /**
  9876. * @returns the computed length (float) of the curve.
  9877. */
  9878. Curve3.prototype.length = function () {
  9879. return this._length;
  9880. };
  9881. /**
  9882. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  9883. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  9884. * curveA and curveB keep unchanged.
  9885. * @param curve the curve to continue from this curve
  9886. * @returns the newly constructed curve
  9887. */
  9888. Curve3.prototype.continue = function (curve) {
  9889. var lastPoint = this._points[this._points.length - 1];
  9890. var continuedPoints = this._points.slice();
  9891. var curvePoints = curve.getPoints();
  9892. for (var i = 1; i < curvePoints.length; i++) {
  9893. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  9894. }
  9895. var continuedCurve = new Curve3(continuedPoints);
  9896. return continuedCurve;
  9897. };
  9898. Curve3.prototype._computeLength = function (path) {
  9899. var l = 0;
  9900. for (var i = 1; i < path.length; i++) {
  9901. l += (path[i].subtract(path[i - 1])).length();
  9902. }
  9903. return l;
  9904. };
  9905. return Curve3;
  9906. }());
  9907. BABYLON.Curve3 = Curve3;
  9908. // Vertex formats
  9909. /**
  9910. * Contains position and normal vectors for a vertex
  9911. */
  9912. var PositionNormalVertex = /** @class */ (function () {
  9913. /**
  9914. * Creates a PositionNormalVertex
  9915. * @param position the position of the vertex (defaut: 0,0,0)
  9916. * @param normal the normal of the vertex (defaut: 0,1,0)
  9917. */
  9918. function PositionNormalVertex(
  9919. /** the position of the vertex (defaut: 0,0,0) */
  9920. position,
  9921. /** the normal of the vertex (defaut: 0,1,0) */
  9922. normal) {
  9923. if (position === void 0) { position = Vector3.Zero(); }
  9924. if (normal === void 0) { normal = Vector3.Up(); }
  9925. this.position = position;
  9926. this.normal = normal;
  9927. }
  9928. /**
  9929. * Clones the PositionNormalVertex
  9930. * @returns the cloned PositionNormalVertex
  9931. */
  9932. PositionNormalVertex.prototype.clone = function () {
  9933. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  9934. };
  9935. return PositionNormalVertex;
  9936. }());
  9937. BABYLON.PositionNormalVertex = PositionNormalVertex;
  9938. /**
  9939. * Contains position, normal and uv vectors for a vertex
  9940. */
  9941. var PositionNormalTextureVertex = /** @class */ (function () {
  9942. /**
  9943. * Creates a PositionNormalTextureVertex
  9944. * @param position the position of the vertex (defaut: 0,0,0)
  9945. * @param normal the normal of the vertex (defaut: 0,1,0)
  9946. * @param uv the uv of the vertex (default: 0,0)
  9947. */
  9948. function PositionNormalTextureVertex(
  9949. /** the position of the vertex (defaut: 0,0,0) */
  9950. position,
  9951. /** the normal of the vertex (defaut: 0,1,0) */
  9952. normal,
  9953. /** the uv of the vertex (default: 0,0) */
  9954. uv) {
  9955. if (position === void 0) { position = Vector3.Zero(); }
  9956. if (normal === void 0) { normal = Vector3.Up(); }
  9957. if (uv === void 0) { uv = Vector2.Zero(); }
  9958. this.position = position;
  9959. this.normal = normal;
  9960. this.uv = uv;
  9961. }
  9962. /**
  9963. * Clones the PositionNormalTextureVertex
  9964. * @returns the cloned PositionNormalTextureVertex
  9965. */
  9966. PositionNormalTextureVertex.prototype.clone = function () {
  9967. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  9968. };
  9969. return PositionNormalTextureVertex;
  9970. }());
  9971. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  9972. // Temporary pre-allocated objects for engine internal use
  9973. // usage in any internal function :
  9974. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  9975. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  9976. /**
  9977. * @hidden
  9978. */
  9979. var Tmp = /** @class */ (function () {
  9980. function Tmp() {
  9981. }
  9982. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  9983. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  9984. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  9985. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  9986. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  9987. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  9988. Tmp.Matrix = BABYLON.Tools.BuildArray(6, Matrix.Identity); // 6 temp Matrices at once should be enough
  9989. return Tmp;
  9990. }());
  9991. BABYLON.Tmp = Tmp;
  9992. /**
  9993. * @hidden
  9994. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  9995. */
  9996. var MathTmp = /** @class */ (function () {
  9997. function MathTmp() {
  9998. }
  9999. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10000. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10001. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10002. return MathTmp;
  10003. }());
  10004. })(BABYLON || (BABYLON = {}));
  10005. //# sourceMappingURL=babylon.math.js.map
  10006. var BABYLON;
  10007. (function (BABYLON) {
  10008. /**
  10009. * Scalar computation library
  10010. */
  10011. var Scalar = /** @class */ (function () {
  10012. function Scalar() {
  10013. }
  10014. /**
  10015. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10016. * @param a number
  10017. * @param b number
  10018. * @param epsilon (default = 1.401298E-45)
  10019. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10020. */
  10021. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10022. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10023. var num = a - b;
  10024. return -epsilon <= num && num <= epsilon;
  10025. };
  10026. /**
  10027. * Returns a string : the upper case translation of the number i to hexadecimal.
  10028. * @param i number
  10029. * @returns the upper case translation of the number i to hexadecimal.
  10030. */
  10031. Scalar.ToHex = function (i) {
  10032. var str = i.toString(16);
  10033. if (i <= 15) {
  10034. return ("0" + str).toUpperCase();
  10035. }
  10036. return str.toUpperCase();
  10037. };
  10038. /**
  10039. * Returns -1 if value is negative and +1 is value is positive.
  10040. * @param value the value
  10041. * @returns the value itself if it's equal to zero.
  10042. */
  10043. Scalar.Sign = function (value) {
  10044. value = +value; // convert to a number
  10045. if (value === 0 || isNaN(value)) {
  10046. return value;
  10047. }
  10048. return value > 0 ? 1 : -1;
  10049. };
  10050. /**
  10051. * Returns the value itself if it's between min and max.
  10052. * Returns min if the value is lower than min.
  10053. * Returns max if the value is greater than max.
  10054. * @param value the value to clmap
  10055. * @param min the min value to clamp to (default: 0)
  10056. * @param max the max value to clamp to (default: 1)
  10057. * @returns the clamped value
  10058. */
  10059. Scalar.Clamp = function (value, min, max) {
  10060. if (min === void 0) { min = 0; }
  10061. if (max === void 0) { max = 1; }
  10062. return Math.min(max, Math.max(min, value));
  10063. };
  10064. /**
  10065. * the log2 of value.
  10066. * @param value the value to compute log2 of
  10067. * @returns the log2 of value.
  10068. */
  10069. Scalar.Log2 = function (value) {
  10070. return Math.log(value) * Math.LOG2E;
  10071. };
  10072. /**
  10073. * Loops the value, so that it is never larger than length and never smaller than 0.
  10074. *
  10075. * This is similar to the modulo operator but it works with floating point numbers.
  10076. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10077. * With t = 5 and length = 2.5, the result would be 0.0.
  10078. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10079. * @param value the value
  10080. * @param length the length
  10081. * @returns the looped value
  10082. */
  10083. Scalar.Repeat = function (value, length) {
  10084. return value - Math.floor(value / length) * length;
  10085. };
  10086. /**
  10087. * Normalize the value between 0.0 and 1.0 using min and max values
  10088. * @param value value to normalize
  10089. * @param min max to normalize between
  10090. * @param max min to normalize between
  10091. * @returns the normalized value
  10092. */
  10093. Scalar.Normalize = function (value, min, max) {
  10094. return (value - min) / (max - min);
  10095. };
  10096. /**
  10097. * Denormalize the value from 0.0 and 1.0 using min and max values
  10098. * @param normalized value to denormalize
  10099. * @param min max to denormalize between
  10100. * @param max min to denormalize between
  10101. * @returns the denormalized value
  10102. */
  10103. Scalar.Denormalize = function (normalized, min, max) {
  10104. return (normalized * (max - min) + min);
  10105. };
  10106. /**
  10107. * Calculates the shortest difference between two given angles given in degrees.
  10108. * @param current current angle in degrees
  10109. * @param target target angle in degrees
  10110. * @returns the delta
  10111. */
  10112. Scalar.DeltaAngle = function (current, target) {
  10113. var num = Scalar.Repeat(target - current, 360.0);
  10114. if (num > 180.0) {
  10115. num -= 360.0;
  10116. }
  10117. return num;
  10118. };
  10119. /**
  10120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10121. * @param tx value
  10122. * @param length length
  10123. * @returns The returned value will move back and forth between 0 and length
  10124. */
  10125. Scalar.PingPong = function (tx, length) {
  10126. var t = Scalar.Repeat(tx, length * 2.0);
  10127. return length - Math.abs(t - length);
  10128. };
  10129. /**
  10130. * Interpolates between min and max with smoothing at the limits.
  10131. *
  10132. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10133. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10134. * @param from from
  10135. * @param to to
  10136. * @param tx value
  10137. * @returns the smooth stepped value
  10138. */
  10139. Scalar.SmoothStep = function (from, to, tx) {
  10140. var t = Scalar.Clamp(tx);
  10141. t = -2.0 * t * t * t + 3.0 * t * t;
  10142. return to * t + from * (1.0 - t);
  10143. };
  10144. /**
  10145. * Moves a value current towards target.
  10146. *
  10147. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10148. * Negative values of maxDelta pushes the value away from target.
  10149. * @param current current value
  10150. * @param target target value
  10151. * @param maxDelta max distance to move
  10152. * @returns resulting value
  10153. */
  10154. Scalar.MoveTowards = function (current, target, maxDelta) {
  10155. var result = 0;
  10156. if (Math.abs(target - current) <= maxDelta) {
  10157. result = target;
  10158. }
  10159. else {
  10160. result = current + Scalar.Sign(target - current) * maxDelta;
  10161. }
  10162. return result;
  10163. };
  10164. /**
  10165. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10166. *
  10167. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10168. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10169. * @param current current value
  10170. * @param target target value
  10171. * @param maxDelta max distance to move
  10172. * @returns resulting angle
  10173. */
  10174. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10175. var num = Scalar.DeltaAngle(current, target);
  10176. var result = 0;
  10177. if (-maxDelta < num && num < maxDelta) {
  10178. result = target;
  10179. }
  10180. else {
  10181. target = current + num;
  10182. result = Scalar.MoveTowards(current, target, maxDelta);
  10183. }
  10184. return result;
  10185. };
  10186. /**
  10187. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10188. * @param start start value
  10189. * @param end target value
  10190. * @param amount amount to lerp between
  10191. * @returns the lerped value
  10192. */
  10193. Scalar.Lerp = function (start, end, amount) {
  10194. return start + ((end - start) * amount);
  10195. };
  10196. /**
  10197. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10198. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10199. * @param start start value
  10200. * @param end target value
  10201. * @param amount amount to lerp between
  10202. * @returns the lerped value
  10203. */
  10204. Scalar.LerpAngle = function (start, end, amount) {
  10205. var num = Scalar.Repeat(end - start, 360.0);
  10206. if (num > 180.0) {
  10207. num -= 360.0;
  10208. }
  10209. return start + num * Scalar.Clamp(amount);
  10210. };
  10211. /**
  10212. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10213. * @param a start value
  10214. * @param b target value
  10215. * @param value value between a and b
  10216. * @returns the inverseLerp value
  10217. */
  10218. Scalar.InverseLerp = function (a, b, value) {
  10219. var result = 0;
  10220. if (a != b) {
  10221. result = Scalar.Clamp((value - a) / (b - a));
  10222. }
  10223. else {
  10224. result = 0.0;
  10225. }
  10226. return result;
  10227. };
  10228. /**
  10229. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10230. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10231. * @param value1 spline value
  10232. * @param tangent1 spline value
  10233. * @param value2 spline value
  10234. * @param tangent2 spline value
  10235. * @param amount input value
  10236. * @returns hermite result
  10237. */
  10238. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10239. var squared = amount * amount;
  10240. var cubed = amount * squared;
  10241. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10242. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10243. var part3 = (cubed - (2.0 * squared)) + amount;
  10244. var part4 = cubed - squared;
  10245. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10246. };
  10247. /**
  10248. * Returns a random float number between and min and max values
  10249. * @param min min value of random
  10250. * @param max max value of random
  10251. * @returns random value
  10252. */
  10253. Scalar.RandomRange = function (min, max) {
  10254. if (min === max) {
  10255. return min;
  10256. }
  10257. return ((Math.random() * (max - min)) + min);
  10258. };
  10259. /**
  10260. * This function returns percentage of a number in a given range.
  10261. *
  10262. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10263. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10264. * @param number to convert to percentage
  10265. * @param min min range
  10266. * @param max max range
  10267. * @returns the percentage
  10268. */
  10269. Scalar.RangeToPercent = function (number, min, max) {
  10270. return ((number - min) / (max - min));
  10271. };
  10272. /**
  10273. * This function returns number that corresponds to the percentage in a given range.
  10274. *
  10275. * PercentToRange(0.34,0,100) will return 34.
  10276. * @param percent to convert to number
  10277. * @param min min range
  10278. * @param max max range
  10279. * @returns the number
  10280. */
  10281. Scalar.PercentToRange = function (percent, min, max) {
  10282. return ((max - min) * percent + min);
  10283. };
  10284. /**
  10285. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10286. * @param angle The angle to normalize in radian.
  10287. * @return The converted angle.
  10288. */
  10289. Scalar.NormalizeRadians = function (angle) {
  10290. // More precise but slower version kept for reference.
  10291. // angle = angle % Tools.TwoPi;
  10292. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10293. //if (angle > Math.PI) {
  10294. // angle -= Tools.TwoPi;
  10295. //}
  10296. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10297. return angle;
  10298. };
  10299. /**
  10300. * Two pi constants convenient for computation.
  10301. */
  10302. Scalar.TwoPi = Math.PI * 2;
  10303. return Scalar;
  10304. }());
  10305. BABYLON.Scalar = Scalar;
  10306. })(BABYLON || (BABYLON = {}));
  10307. //# sourceMappingURL=babylon.math.scalar.js.map
  10308. //# sourceMappingURL=babylon.mixins.js.map
  10309. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10310. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10311. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10312. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10313. //# sourceMappingURL=babylon.webgl2.js.map
  10314. var BABYLON;
  10315. (function (BABYLON) {
  10316. var __decoratorInitialStore = {};
  10317. var __mergedStore = {};
  10318. var _copySource = function (creationFunction, source, instanciate) {
  10319. var destination = creationFunction();
  10320. // Tags
  10321. if (BABYLON.Tags) {
  10322. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10323. }
  10324. var classStore = getMergedStore(destination);
  10325. // Properties
  10326. for (var property in classStore) {
  10327. var propertyDescriptor = classStore[property];
  10328. var sourceProperty = source[property];
  10329. var propertyType = propertyDescriptor.type;
  10330. if (sourceProperty !== undefined && sourceProperty !== null) {
  10331. switch (propertyType) {
  10332. case 0: // Value
  10333. case 6: // Mesh reference
  10334. case 11: // Camera reference
  10335. destination[property] = sourceProperty;
  10336. break;
  10337. case 1: // Texture
  10338. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10339. break;
  10340. case 2: // Color3
  10341. case 3: // FresnelParameters
  10342. case 4: // Vector2
  10343. case 5: // Vector3
  10344. case 7: // Color Curves
  10345. case 10: // Quaternion
  10346. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10347. break;
  10348. }
  10349. }
  10350. }
  10351. return destination;
  10352. };
  10353. function getDirectStore(target) {
  10354. var classKey = target.getClassName();
  10355. if (!__decoratorInitialStore[classKey]) {
  10356. __decoratorInitialStore[classKey] = {};
  10357. }
  10358. return __decoratorInitialStore[classKey];
  10359. }
  10360. /**
  10361. * Return the list of properties flagged as serializable
  10362. * @param target: host object
  10363. */
  10364. function getMergedStore(target) {
  10365. var classKey = target.getClassName();
  10366. if (__mergedStore[classKey]) {
  10367. return __mergedStore[classKey];
  10368. }
  10369. __mergedStore[classKey] = {};
  10370. var store = __mergedStore[classKey];
  10371. var currentTarget = target;
  10372. var currentKey = classKey;
  10373. while (currentKey) {
  10374. var initialStore = __decoratorInitialStore[currentKey];
  10375. for (var property in initialStore) {
  10376. store[property] = initialStore[property];
  10377. }
  10378. var parent_1 = void 0;
  10379. var done = false;
  10380. do {
  10381. parent_1 = Object.getPrototypeOf(currentTarget);
  10382. if (!parent_1.getClassName) {
  10383. done = true;
  10384. break;
  10385. }
  10386. if (parent_1.getClassName() !== currentKey) {
  10387. break;
  10388. }
  10389. currentTarget = parent_1;
  10390. } while (parent_1);
  10391. if (done) {
  10392. break;
  10393. }
  10394. currentKey = parent_1.getClassName();
  10395. currentTarget = parent_1;
  10396. }
  10397. return store;
  10398. }
  10399. function generateSerializableMember(type, sourceName) {
  10400. return function (target, propertyKey) {
  10401. var classStore = getDirectStore(target);
  10402. if (!classStore[propertyKey]) {
  10403. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10404. }
  10405. };
  10406. }
  10407. function generateExpandMember(setCallback, targetKey) {
  10408. if (targetKey === void 0) { targetKey = null; }
  10409. return function (target, propertyKey) {
  10410. var key = targetKey || ("_" + propertyKey);
  10411. Object.defineProperty(target, propertyKey, {
  10412. get: function () {
  10413. return this[key];
  10414. },
  10415. set: function (value) {
  10416. if (this[key] === value) {
  10417. return;
  10418. }
  10419. this[key] = value;
  10420. target[setCallback].apply(this);
  10421. },
  10422. enumerable: true,
  10423. configurable: true
  10424. });
  10425. };
  10426. }
  10427. function expandToProperty(callback, targetKey) {
  10428. if (targetKey === void 0) { targetKey = null; }
  10429. return generateExpandMember(callback, targetKey);
  10430. }
  10431. BABYLON.expandToProperty = expandToProperty;
  10432. function serialize(sourceName) {
  10433. return generateSerializableMember(0, sourceName); // value member
  10434. }
  10435. BABYLON.serialize = serialize;
  10436. function serializeAsTexture(sourceName) {
  10437. return generateSerializableMember(1, sourceName); // texture member
  10438. }
  10439. BABYLON.serializeAsTexture = serializeAsTexture;
  10440. function serializeAsColor3(sourceName) {
  10441. return generateSerializableMember(2, sourceName); // color3 member
  10442. }
  10443. BABYLON.serializeAsColor3 = serializeAsColor3;
  10444. function serializeAsFresnelParameters(sourceName) {
  10445. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10446. }
  10447. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10448. function serializeAsVector2(sourceName) {
  10449. return generateSerializableMember(4, sourceName); // vector2 member
  10450. }
  10451. BABYLON.serializeAsVector2 = serializeAsVector2;
  10452. function serializeAsVector3(sourceName) {
  10453. return generateSerializableMember(5, sourceName); // vector3 member
  10454. }
  10455. BABYLON.serializeAsVector3 = serializeAsVector3;
  10456. function serializeAsMeshReference(sourceName) {
  10457. return generateSerializableMember(6, sourceName); // mesh reference member
  10458. }
  10459. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10460. function serializeAsColorCurves(sourceName) {
  10461. return generateSerializableMember(7, sourceName); // color curves
  10462. }
  10463. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10464. function serializeAsColor4(sourceName) {
  10465. return generateSerializableMember(8, sourceName); // color 4
  10466. }
  10467. BABYLON.serializeAsColor4 = serializeAsColor4;
  10468. function serializeAsImageProcessingConfiguration(sourceName) {
  10469. return generateSerializableMember(9, sourceName); // image processing
  10470. }
  10471. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10472. function serializeAsQuaternion(sourceName) {
  10473. return generateSerializableMember(10, sourceName); // quaternion member
  10474. }
  10475. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10476. /**
  10477. * Decorator used to define property that can be serialized as reference to a camera
  10478. * @param sourceName defines the name of the property to decorate
  10479. */
  10480. function serializeAsCameraReference(sourceName) {
  10481. return generateSerializableMember(11, sourceName); // camera reference member
  10482. }
  10483. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10484. /**
  10485. * Class used to help serialization objects
  10486. */
  10487. var SerializationHelper = /** @class */ (function () {
  10488. function SerializationHelper() {
  10489. }
  10490. /**
  10491. * Static function used to serialized a specific entity
  10492. * @param entity defines the entity to serialize
  10493. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10494. * @returns a JSON compatible object representing the serialization of the entity
  10495. */
  10496. SerializationHelper.Serialize = function (entity, serializationObject) {
  10497. if (!serializationObject) {
  10498. serializationObject = {};
  10499. }
  10500. // Tags
  10501. if (BABYLON.Tags) {
  10502. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10503. }
  10504. var serializedProperties = getMergedStore(entity);
  10505. // Properties
  10506. for (var property in serializedProperties) {
  10507. var propertyDescriptor = serializedProperties[property];
  10508. var targetPropertyName = propertyDescriptor.sourceName || property;
  10509. var propertyType = propertyDescriptor.type;
  10510. var sourceProperty = entity[property];
  10511. if (sourceProperty !== undefined && sourceProperty !== null) {
  10512. switch (propertyType) {
  10513. case 0: // Value
  10514. serializationObject[targetPropertyName] = sourceProperty;
  10515. break;
  10516. case 1: // Texture
  10517. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10518. break;
  10519. case 2: // Color3
  10520. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10521. break;
  10522. case 3: // FresnelParameters
  10523. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10524. break;
  10525. case 4: // Vector2
  10526. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10527. break;
  10528. case 5: // Vector3
  10529. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10530. break;
  10531. case 6: // Mesh reference
  10532. serializationObject[targetPropertyName] = sourceProperty.id;
  10533. break;
  10534. case 7: // Color Curves
  10535. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10536. break;
  10537. case 8: // Color 4
  10538. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10539. break;
  10540. case 9: // Image Processing
  10541. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10542. break;
  10543. case 10: // Quaternion
  10544. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10545. break;
  10546. case 11: // Camera reference
  10547. serializationObject[targetPropertyName] = sourceProperty.id;
  10548. break;
  10549. }
  10550. }
  10551. }
  10552. return serializationObject;
  10553. };
  10554. /**
  10555. * Creates a new entity from a serialization data object
  10556. * @param creationFunction defines a function used to instanciated the new entity
  10557. * @param source defines the source serialization data
  10558. * @param scene defines the hosting scene
  10559. * @param rootUrl defines the root url for resources
  10560. * @returns a new entity
  10561. */
  10562. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10563. if (rootUrl === void 0) { rootUrl = null; }
  10564. var destination = creationFunction();
  10565. if (!rootUrl) {
  10566. rootUrl = "";
  10567. }
  10568. // Tags
  10569. if (BABYLON.Tags) {
  10570. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10571. }
  10572. var classStore = getMergedStore(destination);
  10573. // Properties
  10574. for (var property in classStore) {
  10575. var propertyDescriptor = classStore[property];
  10576. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10577. var propertyType = propertyDescriptor.type;
  10578. if (sourceProperty !== undefined && sourceProperty !== null) {
  10579. var dest = destination;
  10580. switch (propertyType) {
  10581. case 0: // Value
  10582. dest[property] = sourceProperty;
  10583. break;
  10584. case 1: // Texture
  10585. if (scene) {
  10586. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10587. }
  10588. break;
  10589. case 2: // Color3
  10590. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10591. break;
  10592. case 3: // FresnelParameters
  10593. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10594. break;
  10595. case 4: // Vector2
  10596. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10597. break;
  10598. case 5: // Vector3
  10599. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10600. break;
  10601. case 6: // Mesh reference
  10602. if (scene) {
  10603. dest[property] = scene.getLastMeshByID(sourceProperty);
  10604. }
  10605. break;
  10606. case 7: // Color Curves
  10607. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10608. break;
  10609. case 8: // Color 4
  10610. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10611. break;
  10612. case 9: // Image Processing
  10613. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10614. break;
  10615. case 10: // Quaternion
  10616. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10617. break;
  10618. case 11: // Camera reference
  10619. if (scene) {
  10620. dest[property] = scene.getCameraByID(sourceProperty);
  10621. }
  10622. break;
  10623. }
  10624. }
  10625. }
  10626. return destination;
  10627. };
  10628. /**
  10629. * Clones an object
  10630. * @param creationFunction defines the function used to instanciate the new object
  10631. * @param source defines the source object
  10632. * @returns the cloned object
  10633. */
  10634. SerializationHelper.Clone = function (creationFunction, source) {
  10635. return _copySource(creationFunction, source, false);
  10636. };
  10637. /**
  10638. * Instanciates a new object based on a source one (some data will be shared between both object)
  10639. * @param creationFunction defines the function used to instanciate the new object
  10640. * @param source defines the source object
  10641. * @returns the new object
  10642. */
  10643. SerializationHelper.Instanciate = function (creationFunction, source) {
  10644. return _copySource(creationFunction, source, true);
  10645. };
  10646. return SerializationHelper;
  10647. }());
  10648. BABYLON.SerializationHelper = SerializationHelper;
  10649. })(BABYLON || (BABYLON = {}));
  10650. //# sourceMappingURL=babylon.decorators.js.map
  10651. var BABYLON;
  10652. (function (BABYLON) {
  10653. /**
  10654. * Wrapper class for promise with external resolve and reject.
  10655. */
  10656. var Deferred = /** @class */ (function () {
  10657. /**
  10658. * Constructor for this deferred object.
  10659. */
  10660. function Deferred() {
  10661. var _this = this;
  10662. this.promise = new Promise(function (resolve, reject) {
  10663. _this._resolve = resolve;
  10664. _this._reject = reject;
  10665. });
  10666. }
  10667. Object.defineProperty(Deferred.prototype, "resolve", {
  10668. /**
  10669. * The resolve method of the promise associated with this deferred object.
  10670. */
  10671. get: function () {
  10672. return this._resolve;
  10673. },
  10674. enumerable: true,
  10675. configurable: true
  10676. });
  10677. Object.defineProperty(Deferred.prototype, "reject", {
  10678. /**
  10679. * The reject method of the promise associated with this deferred object.
  10680. */
  10681. get: function () {
  10682. return this._reject;
  10683. },
  10684. enumerable: true,
  10685. configurable: true
  10686. });
  10687. return Deferred;
  10688. }());
  10689. BABYLON.Deferred = Deferred;
  10690. })(BABYLON || (BABYLON = {}));
  10691. //# sourceMappingURL=babylon.deferred.js.map
  10692. var BABYLON;
  10693. (function (BABYLON) {
  10694. /**
  10695. * A class serves as a medium between the observable and its observers
  10696. */
  10697. var EventState = /** @class */ (function () {
  10698. /**
  10699. * Create a new EventState
  10700. * @param mask defines the mask associated with this state
  10701. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10702. * @param target defines the original target of the state
  10703. * @param currentTarget defines the current target of the state
  10704. */
  10705. function EventState(mask, skipNextObservers, target, currentTarget) {
  10706. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10707. this.initalize(mask, skipNextObservers, target, currentTarget);
  10708. }
  10709. /**
  10710. * Initialize the current event state
  10711. * @param mask defines the mask associated with this state
  10712. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10713. * @param target defines the original target of the state
  10714. * @param currentTarget defines the current target of the state
  10715. * @returns the current event state
  10716. */
  10717. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10718. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10719. this.mask = mask;
  10720. this.skipNextObservers = skipNextObservers;
  10721. this.target = target;
  10722. this.currentTarget = currentTarget;
  10723. return this;
  10724. };
  10725. return EventState;
  10726. }());
  10727. BABYLON.EventState = EventState;
  10728. /**
  10729. * Represent an Observer registered to a given Observable object.
  10730. */
  10731. var Observer = /** @class */ (function () {
  10732. /**
  10733. * Creates a new observer
  10734. * @param callback defines the callback to call when the observer is notified
  10735. * @param mask defines the mask of the observer (used to filter notifications)
  10736. * @param scope defines the current scope used to restore the JS context
  10737. */
  10738. function Observer(
  10739. /**
  10740. * Defines the callback to call when the observer is notified
  10741. */
  10742. callback,
  10743. /**
  10744. * Defines the mask of the observer (used to filter notifications)
  10745. */
  10746. mask,
  10747. /**
  10748. * Defines the current scope used to restore the JS context
  10749. */
  10750. scope) {
  10751. if (scope === void 0) { scope = null; }
  10752. this.callback = callback;
  10753. this.mask = mask;
  10754. this.scope = scope;
  10755. /** @hidden */
  10756. this._willBeUnregistered = false;
  10757. /**
  10758. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10759. */
  10760. this.unregisterOnNextCall = false;
  10761. }
  10762. return Observer;
  10763. }());
  10764. BABYLON.Observer = Observer;
  10765. /**
  10766. * Represent a list of observers registered to multiple Observables object.
  10767. */
  10768. var MultiObserver = /** @class */ (function () {
  10769. function MultiObserver() {
  10770. }
  10771. /**
  10772. * Release associated resources
  10773. */
  10774. MultiObserver.prototype.dispose = function () {
  10775. if (this._observers && this._observables) {
  10776. for (var index = 0; index < this._observers.length; index++) {
  10777. this._observables[index].remove(this._observers[index]);
  10778. }
  10779. }
  10780. this._observers = null;
  10781. this._observables = null;
  10782. };
  10783. /**
  10784. * Raise a callback when one of the observable will notify
  10785. * @param observables defines a list of observables to watch
  10786. * @param callback defines the callback to call on notification
  10787. * @param mask defines the mask used to filter notifications
  10788. * @param scope defines the current scope used to restore the JS context
  10789. * @returns the new MultiObserver
  10790. */
  10791. MultiObserver.Watch = function (observables, callback, mask, scope) {
  10792. if (mask === void 0) { mask = -1; }
  10793. if (scope === void 0) { scope = null; }
  10794. var result = new MultiObserver();
  10795. result._observers = new Array();
  10796. result._observables = observables;
  10797. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  10798. var observable = observables_1[_i];
  10799. var observer = observable.add(callback, mask, false, scope);
  10800. if (observer) {
  10801. result._observers.push(observer);
  10802. }
  10803. }
  10804. return result;
  10805. };
  10806. return MultiObserver;
  10807. }());
  10808. BABYLON.MultiObserver = MultiObserver;
  10809. /**
  10810. * The Observable class is a simple implementation of the Observable pattern.
  10811. *
  10812. * 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.
  10813. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  10814. * 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).
  10815. * 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.
  10816. */
  10817. var Observable = /** @class */ (function () {
  10818. /**
  10819. * Creates a new observable
  10820. * @param onObserverAdded defines a callback to call when a new observer is added
  10821. */
  10822. function Observable(onObserverAdded) {
  10823. this._observers = new Array();
  10824. this._eventState = new EventState(0);
  10825. if (onObserverAdded) {
  10826. this._onObserverAdded = onObserverAdded;
  10827. }
  10828. }
  10829. /**
  10830. * Create a new Observer with the specified callback
  10831. * @param callback the callback that will be executed for that Observer
  10832. * @param mask the mask used to filter observers
  10833. * @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.
  10834. * @param scope optional scope for the callback to be called from
  10835. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  10836. * @returns the new observer created for the callback
  10837. */
  10838. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  10839. if (mask === void 0) { mask = -1; }
  10840. if (insertFirst === void 0) { insertFirst = false; }
  10841. if (scope === void 0) { scope = null; }
  10842. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  10843. if (!callback) {
  10844. return null;
  10845. }
  10846. var observer = new Observer(callback, mask, scope);
  10847. observer.unregisterOnNextCall = unregisterOnFirstCall;
  10848. if (insertFirst) {
  10849. this._observers.unshift(observer);
  10850. }
  10851. else {
  10852. this._observers.push(observer);
  10853. }
  10854. if (this._onObserverAdded) {
  10855. this._onObserverAdded(observer);
  10856. }
  10857. return observer;
  10858. };
  10859. /**
  10860. * Create a new Observer with the specified callback and unregisters after the next notification
  10861. * @param callback the callback that will be executed for that Observer
  10862. * @returns the new observer created for the callback
  10863. */
  10864. Observable.prototype.addOnce = function (callback) {
  10865. return this.add(callback, undefined, undefined, undefined, true);
  10866. };
  10867. /**
  10868. * Remove an Observer from the Observable object
  10869. * @param observer the instance of the Observer to remove
  10870. * @returns false if it doesn't belong to this Observable
  10871. */
  10872. Observable.prototype.remove = function (observer) {
  10873. if (!observer) {
  10874. return false;
  10875. }
  10876. var index = this._observers.indexOf(observer);
  10877. if (index !== -1) {
  10878. this._deferUnregister(observer);
  10879. return true;
  10880. }
  10881. return false;
  10882. };
  10883. /**
  10884. * Remove a callback from the Observable object
  10885. * @param callback the callback to remove
  10886. * @param scope optional scope. If used only the callbacks with this scope will be removed
  10887. * @returns false if it doesn't belong to this Observable
  10888. */
  10889. Observable.prototype.removeCallback = function (callback, scope) {
  10890. for (var index = 0; index < this._observers.length; index++) {
  10891. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  10892. this._deferUnregister(this._observers[index]);
  10893. return true;
  10894. }
  10895. }
  10896. return false;
  10897. };
  10898. Observable.prototype._deferUnregister = function (observer) {
  10899. var _this = this;
  10900. observer.unregisterOnNextCall = false;
  10901. observer._willBeUnregistered = true;
  10902. BABYLON.Tools.SetImmediate(function () {
  10903. _this._remove(observer);
  10904. });
  10905. };
  10906. // This should only be called when not iterating over _observers to avoid callback skipping.
  10907. // Removes an observer from the _observer Array.
  10908. Observable.prototype._remove = function (observer) {
  10909. if (!observer) {
  10910. return false;
  10911. }
  10912. var index = this._observers.indexOf(observer);
  10913. if (index !== -1) {
  10914. this._observers.splice(index, 1);
  10915. return true;
  10916. }
  10917. return false;
  10918. };
  10919. /**
  10920. * Notify all Observers by calling their respective callback with the given data
  10921. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  10922. * @param eventData defines the data to send to all observers
  10923. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  10924. * @param target defines the original target of the state
  10925. * @param currentTarget defines the current target of the state
  10926. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  10927. */
  10928. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  10929. if (mask === void 0) { mask = -1; }
  10930. if (!this._observers.length) {
  10931. return true;
  10932. }
  10933. var state = this._eventState;
  10934. state.mask = mask;
  10935. state.target = target;
  10936. state.currentTarget = currentTarget;
  10937. state.skipNextObservers = false;
  10938. state.lastReturnValue = eventData;
  10939. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  10940. var obs = _a[_i];
  10941. if (obs._willBeUnregistered) {
  10942. continue;
  10943. }
  10944. if (obs.mask & mask) {
  10945. if (obs.scope) {
  10946. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  10947. }
  10948. else {
  10949. state.lastReturnValue = obs.callback(eventData, state);
  10950. }
  10951. if (obs.unregisterOnNextCall) {
  10952. this._deferUnregister(obs);
  10953. }
  10954. }
  10955. if (state.skipNextObservers) {
  10956. return false;
  10957. }
  10958. }
  10959. return true;
  10960. };
  10961. /**
  10962. * Calling this will execute each callback, expecting it to be a promise or return a value.
  10963. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  10964. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  10965. * and it is crucial that all callbacks will be executed.
  10966. * The order of the callbacks is kept, callbacks are not executed parallel.
  10967. *
  10968. * @param eventData The data to be sent to each callback
  10969. * @param mask is used to filter observers defaults to -1
  10970. * @param target defines the callback target (see EventState)
  10971. * @param currentTarget defines he current object in the bubbling phase
  10972. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  10973. */
  10974. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  10975. var _this = this;
  10976. if (mask === void 0) { mask = -1; }
  10977. // create an empty promise
  10978. var p = Promise.resolve(eventData);
  10979. // no observers? return this promise.
  10980. if (!this._observers.length) {
  10981. return p;
  10982. }
  10983. var state = this._eventState;
  10984. state.mask = mask;
  10985. state.target = target;
  10986. state.currentTarget = currentTarget;
  10987. state.skipNextObservers = false;
  10988. // execute one callback after another (not using Promise.all, the order is important)
  10989. this._observers.forEach(function (obs) {
  10990. if (state.skipNextObservers) {
  10991. return;
  10992. }
  10993. if (obs._willBeUnregistered) {
  10994. return;
  10995. }
  10996. if (obs.mask & mask) {
  10997. if (obs.scope) {
  10998. p = p.then(function (lastReturnedValue) {
  10999. state.lastReturnValue = lastReturnedValue;
  11000. return obs.callback.apply(obs.scope, [eventData, state]);
  11001. });
  11002. }
  11003. else {
  11004. p = p.then(function (lastReturnedValue) {
  11005. state.lastReturnValue = lastReturnedValue;
  11006. return obs.callback(eventData, state);
  11007. });
  11008. }
  11009. if (obs.unregisterOnNextCall) {
  11010. _this._deferUnregister(obs);
  11011. }
  11012. }
  11013. });
  11014. // return the eventData
  11015. return p.then(function () { return eventData; });
  11016. };
  11017. /**
  11018. * Notify a specific observer
  11019. * @param observer defines the observer to notify
  11020. * @param eventData defines the data to be sent to each callback
  11021. * @param mask is used to filter observers defaults to -1
  11022. */
  11023. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11024. if (mask === void 0) { mask = -1; }
  11025. var state = this._eventState;
  11026. state.mask = mask;
  11027. state.skipNextObservers = false;
  11028. observer.callback(eventData, state);
  11029. };
  11030. /**
  11031. * Gets a boolean indicating if the observable has at least one observer
  11032. * @returns true is the Observable has at least one Observer registered
  11033. */
  11034. Observable.prototype.hasObservers = function () {
  11035. return this._observers.length > 0;
  11036. };
  11037. /**
  11038. * Clear the list of observers
  11039. */
  11040. Observable.prototype.clear = function () {
  11041. this._observers = new Array();
  11042. this._onObserverAdded = null;
  11043. };
  11044. /**
  11045. * Clone the current observable
  11046. * @returns a new observable
  11047. */
  11048. Observable.prototype.clone = function () {
  11049. var result = new Observable();
  11050. result._observers = this._observers.slice(0);
  11051. return result;
  11052. };
  11053. /**
  11054. * Does this observable handles observer registered with a given mask
  11055. * @param mask defines the mask to be tested
  11056. * @return whether or not one observer registered with the given mask is handeled
  11057. **/
  11058. Observable.prototype.hasSpecificMask = function (mask) {
  11059. if (mask === void 0) { mask = -1; }
  11060. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11061. var obs = _a[_i];
  11062. if (obs.mask & mask || obs.mask === mask) {
  11063. return true;
  11064. }
  11065. }
  11066. return false;
  11067. };
  11068. return Observable;
  11069. }());
  11070. BABYLON.Observable = Observable;
  11071. })(BABYLON || (BABYLON = {}));
  11072. //# sourceMappingURL=babylon.observable.js.map
  11073. var BABYLON;
  11074. (function (BABYLON) {
  11075. /**
  11076. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11077. */
  11078. var SmartArray = /** @class */ (function () {
  11079. /**
  11080. * Instantiates a Smart Array.
  11081. * @param capacity defines the default capacity of the array.
  11082. */
  11083. function SmartArray(capacity) {
  11084. /**
  11085. * The active length of the array.
  11086. */
  11087. this.length = 0;
  11088. this.data = new Array(capacity);
  11089. this._id = SmartArray._GlobalId++;
  11090. }
  11091. /**
  11092. * Pushes a value at the end of the active data.
  11093. * @param value defines the object to push in the array.
  11094. */
  11095. SmartArray.prototype.push = function (value) {
  11096. this.data[this.length++] = value;
  11097. if (this.length > this.data.length) {
  11098. this.data.length *= 2;
  11099. }
  11100. };
  11101. /**
  11102. * Iterates over the active data and apply the lambda to them.
  11103. * @param func defines the action to apply on each value.
  11104. */
  11105. SmartArray.prototype.forEach = function (func) {
  11106. for (var index = 0; index < this.length; index++) {
  11107. func(this.data[index]);
  11108. }
  11109. };
  11110. /**
  11111. * Sorts the full sets of data.
  11112. * @param compareFn defines the comparison function to apply.
  11113. */
  11114. SmartArray.prototype.sort = function (compareFn) {
  11115. this.data.sort(compareFn);
  11116. };
  11117. /**
  11118. * Resets the active data to an empty array.
  11119. */
  11120. SmartArray.prototype.reset = function () {
  11121. this.length = 0;
  11122. };
  11123. /**
  11124. * Releases all the data from the array as well as the array.
  11125. */
  11126. SmartArray.prototype.dispose = function () {
  11127. this.reset();
  11128. if (this.data) {
  11129. this.data.length = 0;
  11130. this.data = [];
  11131. }
  11132. };
  11133. /**
  11134. * Concats the active data with a given array.
  11135. * @param array defines the data to concatenate with.
  11136. */
  11137. SmartArray.prototype.concat = function (array) {
  11138. if (array.length === 0) {
  11139. return;
  11140. }
  11141. if (this.length + array.length > this.data.length) {
  11142. this.data.length = (this.length + array.length) * 2;
  11143. }
  11144. for (var index = 0; index < array.length; index++) {
  11145. this.data[this.length++] = (array.data || array)[index];
  11146. }
  11147. };
  11148. /**
  11149. * Returns the position of a value in the active data.
  11150. * @param value defines the value to find the index for
  11151. * @returns the index if found in the active data otherwise -1
  11152. */
  11153. SmartArray.prototype.indexOf = function (value) {
  11154. var position = this.data.indexOf(value);
  11155. if (position >= this.length) {
  11156. return -1;
  11157. }
  11158. return position;
  11159. };
  11160. /**
  11161. * Returns whether an element is part of the active data.
  11162. * @param value defines the value to look for
  11163. * @returns true if found in the active data otherwise false
  11164. */
  11165. SmartArray.prototype.contains = function (value) {
  11166. return this.indexOf(value) !== -1;
  11167. };
  11168. // Statics
  11169. SmartArray._GlobalId = 0;
  11170. return SmartArray;
  11171. }());
  11172. BABYLON.SmartArray = SmartArray;
  11173. /**
  11174. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11175. * The data in this array can only be present once
  11176. */
  11177. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11178. __extends(SmartArrayNoDuplicate, _super);
  11179. function SmartArrayNoDuplicate() {
  11180. var _this = _super !== null && _super.apply(this, arguments) || this;
  11181. _this._duplicateId = 0;
  11182. return _this;
  11183. }
  11184. /**
  11185. * Pushes a value at the end of the active data.
  11186. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11187. * @param value defines the object to push in the array.
  11188. */
  11189. SmartArrayNoDuplicate.prototype.push = function (value) {
  11190. _super.prototype.push.call(this, value);
  11191. if (!value.__smartArrayFlags) {
  11192. value.__smartArrayFlags = {};
  11193. }
  11194. value.__smartArrayFlags[this._id] = this._duplicateId;
  11195. };
  11196. /**
  11197. * Pushes a value at the end of the active data.
  11198. * If the data is already present, it won t be added again
  11199. * @param value defines the object to push in the array.
  11200. * @returns true if added false if it was already present
  11201. */
  11202. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11203. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11204. return false;
  11205. }
  11206. this.push(value);
  11207. return true;
  11208. };
  11209. /**
  11210. * Resets the active data to an empty array.
  11211. */
  11212. SmartArrayNoDuplicate.prototype.reset = function () {
  11213. _super.prototype.reset.call(this);
  11214. this._duplicateId++;
  11215. };
  11216. /**
  11217. * Concats the active data with a given array.
  11218. * This ensures no dupplicate will be present in the result.
  11219. * @param array defines the data to concatenate with.
  11220. */
  11221. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11222. if (array.length === 0) {
  11223. return;
  11224. }
  11225. if (this.length + array.length > this.data.length) {
  11226. this.data.length = (this.length + array.length) * 2;
  11227. }
  11228. for (var index = 0; index < array.length; index++) {
  11229. var item = (array.data || array)[index];
  11230. this.pushNoDuplicate(item);
  11231. }
  11232. };
  11233. return SmartArrayNoDuplicate;
  11234. }(SmartArray));
  11235. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11236. })(BABYLON || (BABYLON = {}));
  11237. //# sourceMappingURL=babylon.smartArray.js.map
  11238. var BABYLON;
  11239. (function (BABYLON) {
  11240. var PromiseStates;
  11241. (function (PromiseStates) {
  11242. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11243. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11244. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11245. })(PromiseStates || (PromiseStates = {}));
  11246. var FulFillmentAgregator = /** @class */ (function () {
  11247. function FulFillmentAgregator() {
  11248. this.count = 0;
  11249. this.target = 0;
  11250. this.results = [];
  11251. }
  11252. return FulFillmentAgregator;
  11253. }());
  11254. var InternalPromise = /** @class */ (function () {
  11255. function InternalPromise(resolver) {
  11256. var _this = this;
  11257. this._state = PromiseStates.Pending;
  11258. this._children = new Array();
  11259. this._rejectWasConsumed = false;
  11260. if (!resolver) {
  11261. return;
  11262. }
  11263. try {
  11264. resolver(function (value) {
  11265. _this._resolve(value);
  11266. }, function (reason) {
  11267. _this._reject(reason);
  11268. });
  11269. }
  11270. catch (e) {
  11271. this._reject(e);
  11272. }
  11273. }
  11274. Object.defineProperty(InternalPromise.prototype, "_result", {
  11275. get: function () {
  11276. return this._resultValue;
  11277. },
  11278. set: function (value) {
  11279. this._resultValue = value;
  11280. if (this._parent && this._parent._result === undefined) {
  11281. this._parent._result = value;
  11282. }
  11283. },
  11284. enumerable: true,
  11285. configurable: true
  11286. });
  11287. InternalPromise.prototype.catch = function (onRejected) {
  11288. return this.then(undefined, onRejected);
  11289. };
  11290. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11291. var _this = this;
  11292. var newPromise = new InternalPromise();
  11293. newPromise._onFulfilled = onFulfilled;
  11294. newPromise._onRejected = onRejected;
  11295. // Composition
  11296. this._children.push(newPromise);
  11297. newPromise._parent = this;
  11298. if (this._state !== PromiseStates.Pending) {
  11299. BABYLON.Tools.SetImmediate(function () {
  11300. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11301. var returnedValue = newPromise._resolve(_this._result);
  11302. if (returnedValue !== undefined && returnedValue !== null) {
  11303. if (returnedValue._state !== undefined) {
  11304. var returnedPromise = returnedValue;
  11305. newPromise._children.push(returnedPromise);
  11306. returnedPromise._parent = newPromise;
  11307. newPromise = returnedPromise;
  11308. }
  11309. else {
  11310. newPromise._result = returnedValue;
  11311. }
  11312. }
  11313. }
  11314. else {
  11315. newPromise._reject(_this._reason);
  11316. }
  11317. });
  11318. }
  11319. return newPromise;
  11320. };
  11321. InternalPromise.prototype._moveChildren = function (children) {
  11322. var _this = this;
  11323. var _a;
  11324. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11325. this._children.forEach(function (child) {
  11326. child._parent = _this;
  11327. });
  11328. if (this._state === PromiseStates.Fulfilled) {
  11329. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11330. var child = _b[_i];
  11331. child._resolve(this._result);
  11332. }
  11333. }
  11334. else if (this._state === PromiseStates.Rejected) {
  11335. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11336. var child = _d[_c];
  11337. child._reject(this._reason);
  11338. }
  11339. }
  11340. };
  11341. InternalPromise.prototype._resolve = function (value) {
  11342. try {
  11343. this._state = PromiseStates.Fulfilled;
  11344. var returnedValue = null;
  11345. if (this._onFulfilled) {
  11346. returnedValue = this._onFulfilled(value);
  11347. }
  11348. if (returnedValue !== undefined && returnedValue !== null) {
  11349. if (returnedValue._state !== undefined) {
  11350. // Transmit children
  11351. var returnedPromise = returnedValue;
  11352. returnedPromise._parent = this;
  11353. returnedPromise._moveChildren(this._children);
  11354. value = returnedPromise._result;
  11355. }
  11356. else {
  11357. value = returnedValue;
  11358. }
  11359. }
  11360. this._result = value;
  11361. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11362. var child = _a[_i];
  11363. child._resolve(value);
  11364. }
  11365. this._children.length = 0;
  11366. delete this._onFulfilled;
  11367. delete this._onRejected;
  11368. }
  11369. catch (e) {
  11370. this._reject(e, true);
  11371. }
  11372. };
  11373. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11374. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11375. this._state = PromiseStates.Rejected;
  11376. this._reason = reason;
  11377. if (this._onRejected && !onLocalThrow) {
  11378. try {
  11379. this._onRejected(reason);
  11380. this._rejectWasConsumed = true;
  11381. }
  11382. catch (e) {
  11383. reason = e;
  11384. }
  11385. }
  11386. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11387. var child = _a[_i];
  11388. if (this._rejectWasConsumed) {
  11389. child._resolve(null);
  11390. }
  11391. else {
  11392. child._reject(reason);
  11393. }
  11394. }
  11395. this._children.length = 0;
  11396. delete this._onFulfilled;
  11397. delete this._onRejected;
  11398. };
  11399. InternalPromise.resolve = function (value) {
  11400. var newPromise = new InternalPromise();
  11401. newPromise._resolve(value);
  11402. return newPromise;
  11403. };
  11404. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11405. promise.then(function (value) {
  11406. agregator.results[index] = value;
  11407. agregator.count++;
  11408. if (agregator.count === agregator.target) {
  11409. agregator.rootPromise._resolve(agregator.results);
  11410. }
  11411. return null;
  11412. }, function (reason) {
  11413. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11414. agregator.rootPromise._reject(reason);
  11415. }
  11416. });
  11417. };
  11418. InternalPromise.all = function (promises) {
  11419. var newPromise = new InternalPromise();
  11420. var agregator = new FulFillmentAgregator();
  11421. agregator.target = promises.length;
  11422. agregator.rootPromise = newPromise;
  11423. if (promises.length) {
  11424. for (var index = 0; index < promises.length; index++) {
  11425. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11426. }
  11427. }
  11428. else {
  11429. newPromise._resolve([]);
  11430. }
  11431. return newPromise;
  11432. };
  11433. InternalPromise.race = function (promises) {
  11434. var newPromise = new InternalPromise();
  11435. if (promises.length) {
  11436. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11437. var promise = promises_1[_i];
  11438. promise.then(function (value) {
  11439. if (newPromise) {
  11440. newPromise._resolve(value);
  11441. newPromise = null;
  11442. }
  11443. return null;
  11444. }, function (reason) {
  11445. if (newPromise) {
  11446. newPromise._reject(reason);
  11447. newPromise = null;
  11448. }
  11449. });
  11450. }
  11451. }
  11452. return newPromise;
  11453. };
  11454. return InternalPromise;
  11455. }());
  11456. /**
  11457. * Helper class that provides a small promise polyfill
  11458. */
  11459. var PromisePolyfill = /** @class */ (function () {
  11460. function PromisePolyfill() {
  11461. }
  11462. /**
  11463. * Static function used to check if the polyfill is required
  11464. * If this is the case then the function will inject the polyfill to window.Promise
  11465. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11466. */
  11467. PromisePolyfill.Apply = function (force) {
  11468. if (force === void 0) { force = false; }
  11469. if (force || typeof Promise === 'undefined') {
  11470. var root = window;
  11471. root.Promise = InternalPromise;
  11472. }
  11473. };
  11474. return PromisePolyfill;
  11475. }());
  11476. BABYLON.PromisePolyfill = PromisePolyfill;
  11477. })(BABYLON || (BABYLON = {}));
  11478. //# sourceMappingURL=babylon.promise.js.map
  11479. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11480. var BABYLON;
  11481. (function (BABYLON) {
  11482. /**
  11483. * Helper class to push actions to a pool of workers.
  11484. */
  11485. var WorkerPool = /** @class */ (function () {
  11486. /**
  11487. * Constructor
  11488. * @param workers Array of workers to use for actions
  11489. */
  11490. function WorkerPool(workers) {
  11491. this._pendingActions = new Array();
  11492. this._workerInfos = workers.map(function (worker) { return ({
  11493. worker: worker,
  11494. active: false
  11495. }); });
  11496. }
  11497. /**
  11498. * Terminates all workers and clears any pending actions.
  11499. */
  11500. WorkerPool.prototype.dispose = function () {
  11501. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11502. var workerInfo = _a[_i];
  11503. workerInfo.worker.terminate();
  11504. }
  11505. delete this._workerInfos;
  11506. delete this._pendingActions;
  11507. };
  11508. /**
  11509. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11510. * pended until a worker has completed its action.
  11511. * @param action The action to perform. Call onComplete when the action is complete.
  11512. */
  11513. WorkerPool.prototype.push = function (action) {
  11514. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11515. var workerInfo = _a[_i];
  11516. if (!workerInfo.active) {
  11517. this._execute(workerInfo, action);
  11518. return;
  11519. }
  11520. }
  11521. this._pendingActions.push(action);
  11522. };
  11523. WorkerPool.prototype._execute = function (workerInfo, action) {
  11524. var _this = this;
  11525. workerInfo.active = true;
  11526. action(workerInfo.worker, function () {
  11527. workerInfo.active = false;
  11528. var nextAction = _this._pendingActions.shift();
  11529. if (nextAction) {
  11530. _this._execute(workerInfo, nextAction);
  11531. }
  11532. });
  11533. };
  11534. return WorkerPool;
  11535. }());
  11536. BABYLON.WorkerPool = WorkerPool;
  11537. })(BABYLON || (BABYLON = {}));
  11538. //# sourceMappingURL=babylon.workerPool.js.map
  11539. var BABYLON;
  11540. (function (BABYLON) {
  11541. /**
  11542. * @hidden
  11543. **/
  11544. var _AlphaState = /** @class */ (function () {
  11545. /**
  11546. * Initializes the state.
  11547. */
  11548. function _AlphaState() {
  11549. this._isAlphaBlendDirty = false;
  11550. this._isBlendFunctionParametersDirty = false;
  11551. this._isBlendEquationParametersDirty = false;
  11552. this._isBlendConstantsDirty = false;
  11553. this._alphaBlend = false;
  11554. this._blendFunctionParameters = new Array(4);
  11555. this._blendEquationParameters = new Array(2);
  11556. this._blendConstants = new Array(4);
  11557. this.reset();
  11558. }
  11559. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11560. get: function () {
  11561. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11562. },
  11563. enumerable: true,
  11564. configurable: true
  11565. });
  11566. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11567. get: function () {
  11568. return this._alphaBlend;
  11569. },
  11570. set: function (value) {
  11571. if (this._alphaBlend === value) {
  11572. return;
  11573. }
  11574. this._alphaBlend = value;
  11575. this._isAlphaBlendDirty = true;
  11576. },
  11577. enumerable: true,
  11578. configurable: true
  11579. });
  11580. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11581. if (this._blendConstants[0] === r &&
  11582. this._blendConstants[1] === g &&
  11583. this._blendConstants[2] === b &&
  11584. this._blendConstants[3] === a) {
  11585. return;
  11586. }
  11587. this._blendConstants[0] = r;
  11588. this._blendConstants[1] = g;
  11589. this._blendConstants[2] = b;
  11590. this._blendConstants[3] = a;
  11591. this._isBlendConstantsDirty = true;
  11592. };
  11593. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11594. if (this._blendFunctionParameters[0] === value0 &&
  11595. this._blendFunctionParameters[1] === value1 &&
  11596. this._blendFunctionParameters[2] === value2 &&
  11597. this._blendFunctionParameters[3] === value3) {
  11598. return;
  11599. }
  11600. this._blendFunctionParameters[0] = value0;
  11601. this._blendFunctionParameters[1] = value1;
  11602. this._blendFunctionParameters[2] = value2;
  11603. this._blendFunctionParameters[3] = value3;
  11604. this._isBlendFunctionParametersDirty = true;
  11605. };
  11606. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11607. if (this._blendEquationParameters[0] === rgb &&
  11608. this._blendEquationParameters[1] === alpha) {
  11609. return;
  11610. }
  11611. this._blendEquationParameters[0] = rgb;
  11612. this._blendEquationParameters[1] = alpha;
  11613. this._isBlendEquationParametersDirty = true;
  11614. };
  11615. _AlphaState.prototype.reset = function () {
  11616. this._alphaBlend = false;
  11617. this._blendFunctionParameters[0] = null;
  11618. this._blendFunctionParameters[1] = null;
  11619. this._blendFunctionParameters[2] = null;
  11620. this._blendFunctionParameters[3] = null;
  11621. this._blendEquationParameters[0] = null;
  11622. this._blendEquationParameters[1] = null;
  11623. this._blendConstants[0] = null;
  11624. this._blendConstants[1] = null;
  11625. this._blendConstants[2] = null;
  11626. this._blendConstants[3] = null;
  11627. this._isAlphaBlendDirty = true;
  11628. this._isBlendFunctionParametersDirty = false;
  11629. this._isBlendEquationParametersDirty = false;
  11630. this._isBlendConstantsDirty = false;
  11631. };
  11632. _AlphaState.prototype.apply = function (gl) {
  11633. if (!this.isDirty) {
  11634. return;
  11635. }
  11636. // Alpha blend
  11637. if (this._isAlphaBlendDirty) {
  11638. if (this._alphaBlend) {
  11639. gl.enable(gl.BLEND);
  11640. }
  11641. else {
  11642. gl.disable(gl.BLEND);
  11643. }
  11644. this._isAlphaBlendDirty = false;
  11645. }
  11646. // Alpha function
  11647. if (this._isBlendFunctionParametersDirty) {
  11648. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11649. this._isBlendFunctionParametersDirty = false;
  11650. }
  11651. // Alpha equation
  11652. if (this._isBlendEquationParametersDirty) {
  11653. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11654. this._isBlendEquationParametersDirty = false;
  11655. }
  11656. // Constants
  11657. if (this._isBlendConstantsDirty) {
  11658. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11659. this._isBlendConstantsDirty = false;
  11660. }
  11661. };
  11662. return _AlphaState;
  11663. }());
  11664. BABYLON._AlphaState = _AlphaState;
  11665. })(BABYLON || (BABYLON = {}));
  11666. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11667. var BABYLON;
  11668. (function (BABYLON) {
  11669. /**
  11670. * @hidden
  11671. **/
  11672. var _DepthCullingState = /** @class */ (function () {
  11673. /**
  11674. * Initializes the state.
  11675. */
  11676. function _DepthCullingState() {
  11677. this._isDepthTestDirty = false;
  11678. this._isDepthMaskDirty = false;
  11679. this._isDepthFuncDirty = false;
  11680. this._isCullFaceDirty = false;
  11681. this._isCullDirty = false;
  11682. this._isZOffsetDirty = false;
  11683. this._isFrontFaceDirty = false;
  11684. this.reset();
  11685. }
  11686. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11687. get: function () {
  11688. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11689. },
  11690. enumerable: true,
  11691. configurable: true
  11692. });
  11693. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11694. get: function () {
  11695. return this._zOffset;
  11696. },
  11697. set: function (value) {
  11698. if (this._zOffset === value) {
  11699. return;
  11700. }
  11701. this._zOffset = value;
  11702. this._isZOffsetDirty = true;
  11703. },
  11704. enumerable: true,
  11705. configurable: true
  11706. });
  11707. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11708. get: function () {
  11709. return this._cullFace;
  11710. },
  11711. set: function (value) {
  11712. if (this._cullFace === value) {
  11713. return;
  11714. }
  11715. this._cullFace = value;
  11716. this._isCullFaceDirty = true;
  11717. },
  11718. enumerable: true,
  11719. configurable: true
  11720. });
  11721. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11722. get: function () {
  11723. return this._cull;
  11724. },
  11725. set: function (value) {
  11726. if (this._cull === value) {
  11727. return;
  11728. }
  11729. this._cull = value;
  11730. this._isCullDirty = true;
  11731. },
  11732. enumerable: true,
  11733. configurable: true
  11734. });
  11735. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11736. get: function () {
  11737. return this._depthFunc;
  11738. },
  11739. set: function (value) {
  11740. if (this._depthFunc === value) {
  11741. return;
  11742. }
  11743. this._depthFunc = value;
  11744. this._isDepthFuncDirty = true;
  11745. },
  11746. enumerable: true,
  11747. configurable: true
  11748. });
  11749. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11750. get: function () {
  11751. return this._depthMask;
  11752. },
  11753. set: function (value) {
  11754. if (this._depthMask === value) {
  11755. return;
  11756. }
  11757. this._depthMask = value;
  11758. this._isDepthMaskDirty = true;
  11759. },
  11760. enumerable: true,
  11761. configurable: true
  11762. });
  11763. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11764. get: function () {
  11765. return this._depthTest;
  11766. },
  11767. set: function (value) {
  11768. if (this._depthTest === value) {
  11769. return;
  11770. }
  11771. this._depthTest = value;
  11772. this._isDepthTestDirty = true;
  11773. },
  11774. enumerable: true,
  11775. configurable: true
  11776. });
  11777. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11778. get: function () {
  11779. return this._frontFace;
  11780. },
  11781. set: function (value) {
  11782. if (this._frontFace === value) {
  11783. return;
  11784. }
  11785. this._frontFace = value;
  11786. this._isFrontFaceDirty = true;
  11787. },
  11788. enumerable: true,
  11789. configurable: true
  11790. });
  11791. _DepthCullingState.prototype.reset = function () {
  11792. this._depthMask = true;
  11793. this._depthTest = true;
  11794. this._depthFunc = null;
  11795. this._cullFace = null;
  11796. this._cull = null;
  11797. this._zOffset = 0;
  11798. this._frontFace = null;
  11799. this._isDepthTestDirty = true;
  11800. this._isDepthMaskDirty = true;
  11801. this._isDepthFuncDirty = false;
  11802. this._isCullFaceDirty = false;
  11803. this._isCullDirty = false;
  11804. this._isZOffsetDirty = false;
  11805. this._isFrontFaceDirty = false;
  11806. };
  11807. _DepthCullingState.prototype.apply = function (gl) {
  11808. if (!this.isDirty) {
  11809. return;
  11810. }
  11811. // Cull
  11812. if (this._isCullDirty) {
  11813. if (this.cull) {
  11814. gl.enable(gl.CULL_FACE);
  11815. }
  11816. else {
  11817. gl.disable(gl.CULL_FACE);
  11818. }
  11819. this._isCullDirty = false;
  11820. }
  11821. // Cull face
  11822. if (this._isCullFaceDirty) {
  11823. gl.cullFace(this.cullFace);
  11824. this._isCullFaceDirty = false;
  11825. }
  11826. // Depth mask
  11827. if (this._isDepthMaskDirty) {
  11828. gl.depthMask(this.depthMask);
  11829. this._isDepthMaskDirty = false;
  11830. }
  11831. // Depth test
  11832. if (this._isDepthTestDirty) {
  11833. if (this.depthTest) {
  11834. gl.enable(gl.DEPTH_TEST);
  11835. }
  11836. else {
  11837. gl.disable(gl.DEPTH_TEST);
  11838. }
  11839. this._isDepthTestDirty = false;
  11840. }
  11841. // Depth func
  11842. if (this._isDepthFuncDirty) {
  11843. gl.depthFunc(this.depthFunc);
  11844. this._isDepthFuncDirty = false;
  11845. }
  11846. // zOffset
  11847. if (this._isZOffsetDirty) {
  11848. if (this.zOffset) {
  11849. gl.enable(gl.POLYGON_OFFSET_FILL);
  11850. gl.polygonOffset(this.zOffset, 0);
  11851. }
  11852. else {
  11853. gl.disable(gl.POLYGON_OFFSET_FILL);
  11854. }
  11855. this._isZOffsetDirty = false;
  11856. }
  11857. // Front face
  11858. if (this._isFrontFaceDirty) {
  11859. gl.frontFace(this.frontFace);
  11860. this._isFrontFaceDirty = false;
  11861. }
  11862. };
  11863. return _DepthCullingState;
  11864. }());
  11865. BABYLON._DepthCullingState = _DepthCullingState;
  11866. })(BABYLON || (BABYLON = {}));
  11867. //# sourceMappingURL=babylon.depthCullingState.js.map
  11868. var BABYLON;
  11869. (function (BABYLON) {
  11870. /**
  11871. * @hidden
  11872. **/
  11873. var _StencilState = /** @class */ (function () {
  11874. function _StencilState() {
  11875. this._isStencilTestDirty = false;
  11876. this._isStencilMaskDirty = false;
  11877. this._isStencilFuncDirty = false;
  11878. this._isStencilOpDirty = false;
  11879. this.reset();
  11880. }
  11881. Object.defineProperty(_StencilState.prototype, "isDirty", {
  11882. get: function () {
  11883. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  11884. },
  11885. enumerable: true,
  11886. configurable: true
  11887. });
  11888. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  11889. get: function () {
  11890. return this._stencilFunc;
  11891. },
  11892. set: function (value) {
  11893. if (this._stencilFunc === value) {
  11894. return;
  11895. }
  11896. this._stencilFunc = value;
  11897. this._isStencilFuncDirty = true;
  11898. },
  11899. enumerable: true,
  11900. configurable: true
  11901. });
  11902. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  11903. get: function () {
  11904. return this._stencilFuncRef;
  11905. },
  11906. set: function (value) {
  11907. if (this._stencilFuncRef === value) {
  11908. return;
  11909. }
  11910. this._stencilFuncRef = value;
  11911. this._isStencilFuncDirty = true;
  11912. },
  11913. enumerable: true,
  11914. configurable: true
  11915. });
  11916. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  11917. get: function () {
  11918. return this._stencilFuncMask;
  11919. },
  11920. set: function (value) {
  11921. if (this._stencilFuncMask === value) {
  11922. return;
  11923. }
  11924. this._stencilFuncMask = value;
  11925. this._isStencilFuncDirty = true;
  11926. },
  11927. enumerable: true,
  11928. configurable: true
  11929. });
  11930. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  11931. get: function () {
  11932. return this._stencilOpStencilFail;
  11933. },
  11934. set: function (value) {
  11935. if (this._stencilOpStencilFail === value) {
  11936. return;
  11937. }
  11938. this._stencilOpStencilFail = value;
  11939. this._isStencilOpDirty = true;
  11940. },
  11941. enumerable: true,
  11942. configurable: true
  11943. });
  11944. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  11945. get: function () {
  11946. return this._stencilOpDepthFail;
  11947. },
  11948. set: function (value) {
  11949. if (this._stencilOpDepthFail === value) {
  11950. return;
  11951. }
  11952. this._stencilOpDepthFail = value;
  11953. this._isStencilOpDirty = true;
  11954. },
  11955. enumerable: true,
  11956. configurable: true
  11957. });
  11958. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  11959. get: function () {
  11960. return this._stencilOpStencilDepthPass;
  11961. },
  11962. set: function (value) {
  11963. if (this._stencilOpStencilDepthPass === value) {
  11964. return;
  11965. }
  11966. this._stencilOpStencilDepthPass = value;
  11967. this._isStencilOpDirty = true;
  11968. },
  11969. enumerable: true,
  11970. configurable: true
  11971. });
  11972. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  11973. get: function () {
  11974. return this._stencilMask;
  11975. },
  11976. set: function (value) {
  11977. if (this._stencilMask === value) {
  11978. return;
  11979. }
  11980. this._stencilMask = value;
  11981. this._isStencilMaskDirty = true;
  11982. },
  11983. enumerable: true,
  11984. configurable: true
  11985. });
  11986. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  11987. get: function () {
  11988. return this._stencilTest;
  11989. },
  11990. set: function (value) {
  11991. if (this._stencilTest === value) {
  11992. return;
  11993. }
  11994. this._stencilTest = value;
  11995. this._isStencilTestDirty = true;
  11996. },
  11997. enumerable: true,
  11998. configurable: true
  11999. });
  12000. _StencilState.prototype.reset = function () {
  12001. this._stencilTest = false;
  12002. this._stencilMask = 0xFF;
  12003. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12004. this._stencilFuncRef = 1;
  12005. this._stencilFuncMask = 0xFF;
  12006. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12007. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12008. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12009. this._isStencilTestDirty = true;
  12010. this._isStencilMaskDirty = true;
  12011. this._isStencilFuncDirty = true;
  12012. this._isStencilOpDirty = true;
  12013. };
  12014. _StencilState.prototype.apply = function (gl) {
  12015. if (!this.isDirty) {
  12016. return;
  12017. }
  12018. // Stencil test
  12019. if (this._isStencilTestDirty) {
  12020. if (this.stencilTest) {
  12021. gl.enable(gl.STENCIL_TEST);
  12022. }
  12023. else {
  12024. gl.disable(gl.STENCIL_TEST);
  12025. }
  12026. this._isStencilTestDirty = false;
  12027. }
  12028. // Stencil mask
  12029. if (this._isStencilMaskDirty) {
  12030. gl.stencilMask(this.stencilMask);
  12031. this._isStencilMaskDirty = false;
  12032. }
  12033. // Stencil func
  12034. if (this._isStencilFuncDirty) {
  12035. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12036. this._isStencilFuncDirty = false;
  12037. }
  12038. // Stencil op
  12039. if (this._isStencilOpDirty) {
  12040. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12041. this._isStencilOpDirty = false;
  12042. }
  12043. };
  12044. return _StencilState;
  12045. }());
  12046. BABYLON._StencilState = _StencilState;
  12047. })(BABYLON || (BABYLON = {}));
  12048. //# sourceMappingURL=babylon.stencilState.js.map
  12049. var __assign = (this && this.__assign) || function () {
  12050. __assign = Object.assign || function(t) {
  12051. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12052. s = arguments[i];
  12053. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12054. t[p] = s[p];
  12055. }
  12056. return t;
  12057. };
  12058. return __assign.apply(this, arguments);
  12059. };
  12060. var BABYLON;
  12061. (function (BABYLON) {
  12062. /**
  12063. * Keeps track of all the buffer info used in engine.
  12064. */
  12065. var BufferPointer = /** @class */ (function () {
  12066. function BufferPointer() {
  12067. }
  12068. return BufferPointer;
  12069. }());
  12070. /**
  12071. * Interface for attribute information associated with buffer instanciation
  12072. */
  12073. var InstancingAttributeInfo = /** @class */ (function () {
  12074. function InstancingAttributeInfo() {
  12075. }
  12076. return InstancingAttributeInfo;
  12077. }());
  12078. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12079. /**
  12080. * Define options used to create a render target texture
  12081. */
  12082. var RenderTargetCreationOptions = /** @class */ (function () {
  12083. function RenderTargetCreationOptions() {
  12084. }
  12085. return RenderTargetCreationOptions;
  12086. }());
  12087. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12088. /**
  12089. * Define options used to create a depth texture
  12090. */
  12091. var DepthTextureCreationOptions = /** @class */ (function () {
  12092. function DepthTextureCreationOptions() {
  12093. }
  12094. return DepthTextureCreationOptions;
  12095. }());
  12096. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12097. /**
  12098. * Class used to describe the capabilities of the engine relatively to the current browser
  12099. */
  12100. var EngineCapabilities = /** @class */ (function () {
  12101. function EngineCapabilities() {
  12102. }
  12103. return EngineCapabilities;
  12104. }());
  12105. BABYLON.EngineCapabilities = EngineCapabilities;
  12106. /**
  12107. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12108. */
  12109. var Engine = /** @class */ (function () {
  12110. /**
  12111. * Creates a new engine
  12112. * @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
  12113. * @param antialias defines enable antialiasing (default: false)
  12114. * @param options defines further options to be sent to the getContext() function
  12115. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12116. */
  12117. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12118. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12119. var _this = this;
  12120. // Public members
  12121. /**
  12122. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12123. */
  12124. this.forcePOTTextures = false;
  12125. /**
  12126. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12127. */
  12128. this.isFullscreen = false;
  12129. /**
  12130. * Gets a boolean indicating if the pointer is currently locked
  12131. */
  12132. this.isPointerLock = false;
  12133. /**
  12134. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12135. */
  12136. this.cullBackFaces = true;
  12137. /**
  12138. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12139. */
  12140. this.renderEvenInBackground = true;
  12141. /**
  12142. * Gets or sets a boolean indicating that cache can be kept between frames
  12143. */
  12144. this.preventCacheWipeBetweenFrames = false;
  12145. /**
  12146. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12147. **/
  12148. this.enableOfflineSupport = false;
  12149. /**
  12150. * 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)
  12151. **/
  12152. this.disableManifestCheck = false;
  12153. /**
  12154. * Gets the list of created scenes
  12155. */
  12156. this.scenes = new Array();
  12157. /**
  12158. * Gets the list of created postprocesses
  12159. */
  12160. this.postProcesses = new Array();
  12161. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12162. this.validateShaderPrograms = false;
  12163. // Observables
  12164. /**
  12165. * Observable event triggered each time the rendering canvas is resized
  12166. */
  12167. this.onResizeObservable = new BABYLON.Observable();
  12168. /**
  12169. * Observable event triggered each time the canvas loses focus
  12170. */
  12171. this.onCanvasBlurObservable = new BABYLON.Observable();
  12172. /**
  12173. * Observable event triggered each time the canvas gains focus
  12174. */
  12175. this.onCanvasFocusObservable = new BABYLON.Observable();
  12176. /**
  12177. * Observable event triggered each time the canvas receives pointerout event
  12178. */
  12179. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12180. /**
  12181. * Observable event triggered before each texture is initialized
  12182. */
  12183. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12184. //WebVR
  12185. this._vrDisplay = undefined;
  12186. this._vrSupported = false;
  12187. this._vrExclusivePointerMode = false;
  12188. // Uniform buffers list
  12189. /**
  12190. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12191. */
  12192. this.disableUniformBuffers = false;
  12193. /** @hidden */
  12194. this._uniformBuffers = new Array();
  12195. // Observables
  12196. /**
  12197. * Observable raised when the engine begins a new frame
  12198. */
  12199. this.onBeginFrameObservable = new BABYLON.Observable();
  12200. /**
  12201. * Observable raised when the engine ends the current frame
  12202. */
  12203. this.onEndFrameObservable = new BABYLON.Observable();
  12204. /**
  12205. * Observable raised when the engine is about to compile a shader
  12206. */
  12207. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12208. /**
  12209. * Observable raised when the engine has jsut compiled a shader
  12210. */
  12211. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12212. this._windowIsBackground = false;
  12213. this._webGLVersion = 1.0;
  12214. /** @hidden */
  12215. this._badOS = false;
  12216. /** @hidden */
  12217. this._badDesktopOS = false;
  12218. /**
  12219. * Gets or sets a value indicating if we want to disable texture binding optmization.
  12220. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12221. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12222. */
  12223. this.disableTextureBindingOptimization = false;
  12224. /**
  12225. * Observable signaled when VR display mode changes
  12226. */
  12227. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12228. /**
  12229. * Observable signaled when VR request present is complete
  12230. */
  12231. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12232. /**
  12233. * Observable signaled when VR request present starts
  12234. */
  12235. this.onVRRequestPresentStart = new BABYLON.Observable();
  12236. this._colorWrite = true;
  12237. /** @hidden */
  12238. this._drawCalls = new BABYLON.PerfCounter();
  12239. /** @hidden */
  12240. this._textureCollisions = new BABYLON.PerfCounter();
  12241. this._renderingQueueLaunched = false;
  12242. this._activeRenderLoops = new Array();
  12243. // Deterministic lockstepMaxSteps
  12244. this._deterministicLockstep = false;
  12245. this._lockstepMaxSteps = 4;
  12246. // Lost context
  12247. /**
  12248. * Observable signaled when a context lost event is raised
  12249. */
  12250. this.onContextLostObservable = new BABYLON.Observable();
  12251. /**
  12252. * Observable signaled when a context restored event is raised
  12253. */
  12254. this.onContextRestoredObservable = new BABYLON.Observable();
  12255. this._contextWasLost = false;
  12256. this._doNotHandleContextLost = false;
  12257. // FPS
  12258. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12259. this._fps = 60;
  12260. this._deltaTime = 0;
  12261. /**
  12262. * Turn this value on if you want to pause FPS computation when in background
  12263. */
  12264. this.disablePerformanceMonitorInBackground = false;
  12265. // States
  12266. /** @hidden */
  12267. this._depthCullingState = new BABYLON._DepthCullingState();
  12268. /** @hidden */
  12269. this._stencilState = new BABYLON._StencilState();
  12270. /** @hidden */
  12271. this._alphaState = new BABYLON._AlphaState();
  12272. /** @hidden */
  12273. this._alphaMode = Engine.ALPHA_DISABLE;
  12274. // Cache
  12275. this._internalTexturesCache = new Array();
  12276. /** @hidden */
  12277. this._activeChannel = 0;
  12278. this._currentTextureChannel = -1;
  12279. /** @hidden */
  12280. this._boundTexturesCache = {};
  12281. this._compiledEffects = {};
  12282. this._vertexAttribArraysEnabled = [];
  12283. this._uintIndicesCurrentlySet = false;
  12284. this._currentBoundBuffer = new Array();
  12285. /** @hidden */
  12286. this._currentFramebuffer = null;
  12287. this._currentBufferPointers = new Array();
  12288. this._currentInstanceLocations = new Array();
  12289. this._currentInstanceBuffers = new Array();
  12290. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12291. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12292. this._vaoRecordInProgress = false;
  12293. this._mustWipeVertexAttributes = false;
  12294. this._nextFreeTextureSlots = new Array();
  12295. this._maxSimultaneousTextures = 0;
  12296. this._activeRequests = new Array();
  12297. // Hardware supported Compressed Textures
  12298. this._texturesSupported = new Array();
  12299. /**
  12300. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12301. */
  12302. this.premultipliedAlpha = true;
  12303. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12304. this._onVRFullScreenTriggered = function () {
  12305. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12306. //get the old size before we change
  12307. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12308. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12309. //get the width and height, change the render size
  12310. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12311. _this.setHardwareScalingLevel(1);
  12312. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12313. }
  12314. else {
  12315. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12316. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12317. }
  12318. };
  12319. this._unpackFlipYCached = null;
  12320. /**
  12321. * In case you are sharing the context with other applications, it might
  12322. * be interested to not cache the unpack flip y state to ensure a consistent
  12323. * value would be set.
  12324. */
  12325. this.enableUnpackFlipYCached = true;
  12326. this._boundUniforms = {};
  12327. // Register promises
  12328. BABYLON.PromisePolyfill.Apply();
  12329. var canvas = null;
  12330. Engine.Instances.push(this);
  12331. if (!canvasOrContext) {
  12332. return;
  12333. }
  12334. options = options || {};
  12335. if (canvasOrContext.getContext) {
  12336. canvas = canvasOrContext;
  12337. this._renderingCanvas = canvas;
  12338. if (antialias != null) {
  12339. options.antialias = antialias;
  12340. }
  12341. if (options.deterministicLockstep === undefined) {
  12342. options.deterministicLockstep = false;
  12343. }
  12344. if (options.lockstepMaxSteps === undefined) {
  12345. options.lockstepMaxSteps = 4;
  12346. }
  12347. if (options.preserveDrawingBuffer === undefined) {
  12348. options.preserveDrawingBuffer = false;
  12349. }
  12350. if (options.audioEngine === undefined) {
  12351. options.audioEngine = true;
  12352. }
  12353. if (options.stencil === undefined) {
  12354. options.stencil = true;
  12355. }
  12356. if (options.premultipliedAlpha === false) {
  12357. this.premultipliedAlpha = false;
  12358. }
  12359. this._deterministicLockstep = options.deterministicLockstep;
  12360. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12361. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12362. // Exceptions
  12363. if (navigator && navigator.userAgent) {
  12364. var ua = navigator.userAgent;
  12365. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12366. var exception = _a[_i];
  12367. var key = exception.key;
  12368. var targets = exception.targets;
  12369. if (ua.indexOf(key) > -1) {
  12370. if (exception.capture && exception.captureConstraint) {
  12371. var capture = exception.capture;
  12372. var constraint = exception.captureConstraint;
  12373. var regex = new RegExp(capture);
  12374. var matches = regex.exec(ua);
  12375. if (matches && matches.length > 0) {
  12376. var capturedValue = parseInt(matches[matches.length - 1]);
  12377. if (capturedValue >= constraint) {
  12378. continue;
  12379. }
  12380. }
  12381. }
  12382. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12383. var target = targets_1[_b];
  12384. switch (target) {
  12385. case "uniformBuffer":
  12386. this.disableUniformBuffers = true;
  12387. break;
  12388. case "textureBindingOptimization":
  12389. this.disableTextureBindingOptimization = true;
  12390. break;
  12391. }
  12392. }
  12393. }
  12394. }
  12395. }
  12396. // GL
  12397. if (!options.disableWebGL2Support) {
  12398. try {
  12399. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12400. if (this._gl) {
  12401. this._webGLVersion = 2.0;
  12402. // Prevent weird browsers to lie :-)
  12403. if (!this._gl.deleteQuery) {
  12404. this._webGLVersion = 1.0;
  12405. }
  12406. }
  12407. }
  12408. catch (e) {
  12409. // Do nothing
  12410. }
  12411. }
  12412. if (!this._gl) {
  12413. if (!canvas) {
  12414. throw new Error("The provided canvas is null or undefined.");
  12415. }
  12416. try {
  12417. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12418. }
  12419. catch (e) {
  12420. throw new Error("WebGL not supported");
  12421. }
  12422. }
  12423. if (!this._gl) {
  12424. throw new Error("WebGL not supported");
  12425. }
  12426. this._onCanvasFocus = function () {
  12427. _this.onCanvasFocusObservable.notifyObservers(_this);
  12428. };
  12429. this._onCanvasBlur = function () {
  12430. _this.onCanvasBlurObservable.notifyObservers(_this);
  12431. };
  12432. canvas.addEventListener("focus", this._onCanvasFocus);
  12433. canvas.addEventListener("blur", this._onCanvasBlur);
  12434. this._onBlur = function () {
  12435. if (_this.disablePerformanceMonitorInBackground) {
  12436. _this._performanceMonitor.disable();
  12437. }
  12438. _this._windowIsBackground = true;
  12439. };
  12440. this._onFocus = function () {
  12441. if (_this.disablePerformanceMonitorInBackground) {
  12442. _this._performanceMonitor.enable();
  12443. }
  12444. _this._windowIsBackground = false;
  12445. };
  12446. this._onCanvasPointerOut = function (ev) {
  12447. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12448. };
  12449. window.addEventListener("blur", this._onBlur);
  12450. window.addEventListener("focus", this._onFocus);
  12451. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12452. // Context lost
  12453. if (!this._doNotHandleContextLost) {
  12454. this._onContextLost = function (evt) {
  12455. evt.preventDefault();
  12456. _this._contextWasLost = true;
  12457. BABYLON.Tools.Warn("WebGL context lost.");
  12458. _this.onContextLostObservable.notifyObservers(_this);
  12459. };
  12460. this._onContextRestored = function (evt) {
  12461. // Adding a timeout to avoid race condition at browser level
  12462. setTimeout(function () {
  12463. // Rebuild gl context
  12464. _this._initGLContext();
  12465. // Rebuild effects
  12466. _this._rebuildEffects();
  12467. // Rebuild textures
  12468. _this._rebuildInternalTextures();
  12469. // Rebuild buffers
  12470. _this._rebuildBuffers();
  12471. // Cache
  12472. _this.wipeCaches(true);
  12473. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12474. _this.onContextRestoredObservable.notifyObservers(_this);
  12475. _this._contextWasLost = false;
  12476. }, 0);
  12477. };
  12478. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12479. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12480. }
  12481. }
  12482. else {
  12483. this._gl = canvasOrContext;
  12484. this._renderingCanvas = this._gl.canvas;
  12485. if (this._gl.renderbufferStorageMultisample) {
  12486. this._webGLVersion = 2.0;
  12487. }
  12488. var attributes = this._gl.getContextAttributes();
  12489. if (attributes) {
  12490. options.stencil = attributes.stencil;
  12491. }
  12492. }
  12493. // Viewport
  12494. var limitDeviceRatio = options.limitDeviceRatio || window.devicePixelRatio || 1.0;
  12495. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, window.devicePixelRatio || 1.0) : 1.0;
  12496. this.resize();
  12497. this._isStencilEnable = options.stencil ? true : false;
  12498. this._initGLContext();
  12499. if (canvas) {
  12500. // Fullscreen
  12501. this._onFullscreenChange = function () {
  12502. if (document.fullscreen !== undefined) {
  12503. _this.isFullscreen = document.fullscreen;
  12504. }
  12505. else if (document.mozFullScreen !== undefined) {
  12506. _this.isFullscreen = document.mozFullScreen;
  12507. }
  12508. else if (document.webkitIsFullScreen !== undefined) {
  12509. _this.isFullscreen = document.webkitIsFullScreen;
  12510. }
  12511. else if (document.msIsFullScreen !== undefined) {
  12512. _this.isFullscreen = document.msIsFullScreen;
  12513. }
  12514. // Pointer lock
  12515. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12516. canvas.requestPointerLock = canvas.requestPointerLock ||
  12517. canvas.msRequestPointerLock ||
  12518. canvas.mozRequestPointerLock ||
  12519. canvas.webkitRequestPointerLock;
  12520. if (canvas.requestPointerLock) {
  12521. canvas.requestPointerLock();
  12522. }
  12523. }
  12524. };
  12525. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12526. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12527. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12528. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12529. // Pointer lock
  12530. this._onPointerLockChange = function () {
  12531. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12532. document.webkitPointerLockElement === canvas ||
  12533. document.msPointerLockElement === canvas ||
  12534. document.pointerLockElement === canvas);
  12535. };
  12536. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12537. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12538. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12539. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12540. this._onVRDisplayPointerRestricted = function () {
  12541. if (canvas) {
  12542. canvas.requestPointerLock();
  12543. }
  12544. };
  12545. this._onVRDisplayPointerUnrestricted = function () {
  12546. document.exitPointerLock();
  12547. };
  12548. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12549. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12550. }
  12551. // Create Audio Engine if needed.
  12552. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12553. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12554. }
  12555. // Prepare buffer pointers
  12556. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12557. this._currentBufferPointers[i] = new BufferPointer();
  12558. }
  12559. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12560. // Load WebVR Devices
  12561. if (options.autoEnableWebVR) {
  12562. this.initWebVR();
  12563. }
  12564. // Detect if we are running on a faulty buggy OS.
  12565. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12566. // Detect if we are running on a faulty buggy desktop OS.
  12567. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12568. console.log("Babylon.js engine (v" + Engine.Version + ") launched");
  12569. this.enableOfflineSupport = (BABYLON.Database !== undefined);
  12570. }
  12571. Object.defineProperty(Engine, "LastCreatedEngine", {
  12572. /**
  12573. * Gets the latest created engine
  12574. */
  12575. get: function () {
  12576. if (Engine.Instances.length === 0) {
  12577. return null;
  12578. }
  12579. return Engine.Instances[Engine.Instances.length - 1];
  12580. },
  12581. enumerable: true,
  12582. configurable: true
  12583. });
  12584. Object.defineProperty(Engine, "LastCreatedScene", {
  12585. /**
  12586. * Gets the latest created scene
  12587. */
  12588. get: function () {
  12589. var lastCreatedEngine = Engine.LastCreatedEngine;
  12590. if (!lastCreatedEngine) {
  12591. return null;
  12592. }
  12593. if (lastCreatedEngine.scenes.length === 0) {
  12594. return null;
  12595. }
  12596. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12597. },
  12598. enumerable: true,
  12599. configurable: true
  12600. });
  12601. /**
  12602. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12603. * @param flag defines which part of the materials must be marked as dirty
  12604. * @param predicate defines a predicate used to filter which materials should be affected
  12605. */
  12606. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12607. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12608. var engine = Engine.Instances[engineIndex];
  12609. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12610. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12611. }
  12612. }
  12613. };
  12614. Object.defineProperty(Engine, "Version", {
  12615. /**
  12616. * Returns the current version of the framework
  12617. */
  12618. get: function () {
  12619. return "4.0.0-alpha.0";
  12620. },
  12621. enumerable: true,
  12622. configurable: true
  12623. });
  12624. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12625. /**
  12626. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12627. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12628. */
  12629. get: function () {
  12630. return this._vrExclusivePointerMode;
  12631. },
  12632. enumerable: true,
  12633. configurable: true
  12634. });
  12635. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12636. /**
  12637. * Gets a boolean indicating that the engine supports uniform buffers
  12638. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12639. */
  12640. get: function () {
  12641. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12642. },
  12643. enumerable: true,
  12644. configurable: true
  12645. });
  12646. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12647. /**
  12648. * Gets a boolean indicating that only power of 2 textures are supported
  12649. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12650. */
  12651. get: function () {
  12652. return this._webGLVersion < 2 || this.forcePOTTextures;
  12653. },
  12654. enumerable: true,
  12655. configurable: true
  12656. });
  12657. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12658. /**
  12659. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12660. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12661. */
  12662. get: function () {
  12663. return this._doNotHandleContextLost;
  12664. },
  12665. set: function (value) {
  12666. this._doNotHandleContextLost = value;
  12667. },
  12668. enumerable: true,
  12669. configurable: true
  12670. });
  12671. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12672. /**
  12673. * Gets the performance monitor attached to this engine
  12674. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12675. */
  12676. get: function () {
  12677. return this._performanceMonitor;
  12678. },
  12679. enumerable: true,
  12680. configurable: true
  12681. });
  12682. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12683. /**
  12684. * Gets the list of texture formats supported
  12685. */
  12686. get: function () {
  12687. return this._texturesSupported;
  12688. },
  12689. enumerable: true,
  12690. configurable: true
  12691. });
  12692. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12693. /**
  12694. * Gets the list of texture formats in use
  12695. */
  12696. get: function () {
  12697. return this._textureFormatInUse;
  12698. },
  12699. enumerable: true,
  12700. configurable: true
  12701. });
  12702. Object.defineProperty(Engine.prototype, "currentViewport", {
  12703. /**
  12704. * Gets the current viewport
  12705. */
  12706. get: function () {
  12707. return this._cachedViewport;
  12708. },
  12709. enumerable: true,
  12710. configurable: true
  12711. });
  12712. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12713. /**
  12714. * Gets the default empty texture
  12715. */
  12716. get: function () {
  12717. if (!this._emptyTexture) {
  12718. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12719. }
  12720. return this._emptyTexture;
  12721. },
  12722. enumerable: true,
  12723. configurable: true
  12724. });
  12725. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12726. /**
  12727. * Gets the default empty 3D texture
  12728. */
  12729. get: function () {
  12730. if (!this._emptyTexture3D) {
  12731. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12732. }
  12733. return this._emptyTexture3D;
  12734. },
  12735. enumerable: true,
  12736. configurable: true
  12737. });
  12738. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12739. /**
  12740. * Gets the default empty cube texture
  12741. */
  12742. get: function () {
  12743. if (!this._emptyCubeTexture) {
  12744. var faceData = new Uint8Array(4);
  12745. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12746. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12747. }
  12748. return this._emptyCubeTexture;
  12749. },
  12750. enumerable: true,
  12751. configurable: true
  12752. });
  12753. Engine.prototype._rebuildInternalTextures = function () {
  12754. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12755. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12756. var internalTexture = currentState_1[_i];
  12757. internalTexture._rebuild();
  12758. }
  12759. };
  12760. Engine.prototype._rebuildEffects = function () {
  12761. for (var key in this._compiledEffects) {
  12762. var effect = this._compiledEffects[key];
  12763. effect._prepareEffect();
  12764. }
  12765. BABYLON.Effect.ResetCache();
  12766. };
  12767. /**
  12768. * Gets a boolean indicating if all created effects are ready
  12769. * @returns true if all effects are ready
  12770. */
  12771. Engine.prototype.areAllEffectsReady = function () {
  12772. for (var key in this._compiledEffects) {
  12773. var effect = this._compiledEffects[key];
  12774. if (!effect.isReady()) {
  12775. return false;
  12776. }
  12777. }
  12778. return true;
  12779. };
  12780. Engine.prototype._rebuildBuffers = function () {
  12781. // Index / Vertex
  12782. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12783. var scene = _a[_i];
  12784. scene.resetCachedMaterial();
  12785. scene._rebuildGeometries();
  12786. scene._rebuildTextures();
  12787. }
  12788. // Uniforms
  12789. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12790. var uniformBuffer = _c[_b];
  12791. uniformBuffer._rebuild();
  12792. }
  12793. };
  12794. Engine.prototype._initGLContext = function () {
  12795. // Caps
  12796. this._caps = new EngineCapabilities();
  12797. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12798. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12799. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12800. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12801. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12802. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12803. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12804. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12805. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12806. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12807. // Infos
  12808. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  12809. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  12810. if (rendererInfo != null) {
  12811. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  12812. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  12813. }
  12814. if (!this._glVendor) {
  12815. this._glVendor = "Unknown vendor";
  12816. }
  12817. if (!this._glRenderer) {
  12818. this._glRenderer = "Unknown renderer";
  12819. }
  12820. // Constants
  12821. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  12822. if (this._gl.RGBA16F !== 0x881A) {
  12823. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  12824. }
  12825. if (this._gl.RGBA32F !== 0x8814) {
  12826. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  12827. }
  12828. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  12829. this._gl.DEPTH24_STENCIL8 = 35056;
  12830. }
  12831. // Extensions
  12832. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  12833. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  12834. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  12835. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  12836. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  12837. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  12838. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  12839. 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');
  12840. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  12841. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  12842. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  12843. this._caps.highPrecisionShaderSupported = true;
  12844. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  12845. if (this._caps.timerQuery) {
  12846. if (this._webGLVersion === 1) {
  12847. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  12848. }
  12849. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  12850. }
  12851. // Checks if some of the format renders first to allow the use of webgl inspector.
  12852. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  12853. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  12854. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  12855. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  12856. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  12857. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  12858. if (this._webGLVersion > 1) {
  12859. this._gl.HALF_FLOAT_OES = 0x140B;
  12860. }
  12861. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  12862. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  12863. // Draw buffers
  12864. if (this._webGLVersion > 1) {
  12865. this._caps.drawBuffersExtension = true;
  12866. }
  12867. else {
  12868. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  12869. if (drawBuffersExtension !== null) {
  12870. this._caps.drawBuffersExtension = true;
  12871. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  12872. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  12873. for (var i = 0; i < 16; i++) {
  12874. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  12875. }
  12876. }
  12877. else {
  12878. this._caps.drawBuffersExtension = false;
  12879. }
  12880. }
  12881. // Shader compiler threads
  12882. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  12883. if (this._caps.parallelShaderCompile) {
  12884. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  12885. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  12886. }
  12887. // Depth Texture
  12888. if (this._webGLVersion > 1) {
  12889. this._caps.depthTextureExtension = true;
  12890. }
  12891. else {
  12892. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  12893. if (depthTextureExtension != null) {
  12894. this._caps.depthTextureExtension = true;
  12895. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  12896. }
  12897. }
  12898. // Vertex array object
  12899. if (this._webGLVersion > 1) {
  12900. this._caps.vertexArrayObject = true;
  12901. }
  12902. else {
  12903. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  12904. if (vertexArrayObjectExtension != null) {
  12905. this._caps.vertexArrayObject = true;
  12906. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  12907. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  12908. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  12909. }
  12910. else {
  12911. this._caps.vertexArrayObject = false;
  12912. }
  12913. }
  12914. // Instances count
  12915. if (this._webGLVersion > 1) {
  12916. this._caps.instancedArrays = true;
  12917. }
  12918. else {
  12919. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  12920. if (instanceExtension != null) {
  12921. this._caps.instancedArrays = true;
  12922. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  12923. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  12924. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  12925. }
  12926. else {
  12927. this._caps.instancedArrays = false;
  12928. }
  12929. }
  12930. // Intelligently add supported compressed formats in order to check for.
  12931. // Check for ASTC support first as it is most powerful and to be very cross platform.
  12932. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  12933. // Likely no hardware which supports both PVR & DXT, so order matters little.
  12934. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  12935. if (this._caps.astc) {
  12936. this.texturesSupported.push('-astc.ktx');
  12937. }
  12938. if (this._caps.s3tc) {
  12939. this.texturesSupported.push('-dxt.ktx');
  12940. }
  12941. if (this._caps.pvrtc) {
  12942. this.texturesSupported.push('-pvrtc.ktx');
  12943. }
  12944. if (this._caps.etc2) {
  12945. this.texturesSupported.push('-etc2.ktx');
  12946. }
  12947. if (this._caps.etc1) {
  12948. this.texturesSupported.push('-etc1.ktx');
  12949. }
  12950. if (this._gl.getShaderPrecisionFormat) {
  12951. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  12952. if (highp) {
  12953. this._caps.highPrecisionShaderSupported = highp.precision !== 0;
  12954. }
  12955. }
  12956. // Depth buffer
  12957. this.setDepthBuffer(true);
  12958. this.setDepthFunctionToLessOrEqual();
  12959. this.setDepthWrite(true);
  12960. // Texture maps
  12961. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  12962. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  12963. this._nextFreeTextureSlots.push(slot);
  12964. }
  12965. };
  12966. Object.defineProperty(Engine.prototype, "webGLVersion", {
  12967. /**
  12968. * Gets version of the current webGL context
  12969. */
  12970. get: function () {
  12971. return this._webGLVersion;
  12972. },
  12973. enumerable: true,
  12974. configurable: true
  12975. });
  12976. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  12977. /**
  12978. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  12979. */
  12980. get: function () {
  12981. return this._isStencilEnable;
  12982. },
  12983. enumerable: true,
  12984. configurable: true
  12985. });
  12986. Engine.prototype._prepareWorkingCanvas = function () {
  12987. if (this._workingCanvas) {
  12988. return;
  12989. }
  12990. this._workingCanvas = document.createElement("canvas");
  12991. var context = this._workingCanvas.getContext("2d");
  12992. if (context) {
  12993. this._workingContext = context;
  12994. }
  12995. };
  12996. /**
  12997. * Reset the texture cache to empty state
  12998. */
  12999. Engine.prototype.resetTextureCache = function () {
  13000. for (var key in this._boundTexturesCache) {
  13001. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13002. continue;
  13003. }
  13004. var boundTexture = this._boundTexturesCache[key];
  13005. if (boundTexture) {
  13006. this._removeDesignatedSlot(boundTexture);
  13007. }
  13008. this._boundTexturesCache[key] = null;
  13009. }
  13010. if (!this.disableTextureBindingOptimization) {
  13011. this._nextFreeTextureSlots = [];
  13012. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13013. this._nextFreeTextureSlots.push(slot);
  13014. }
  13015. }
  13016. this._currentTextureChannel = -1;
  13017. };
  13018. /**
  13019. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13020. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13021. * @returns true if engine is in deterministic lock step mode
  13022. */
  13023. Engine.prototype.isDeterministicLockStep = function () {
  13024. return this._deterministicLockstep;
  13025. };
  13026. /**
  13027. * Gets the max steps when engine is running in deterministic lock step
  13028. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13029. * @returns the max steps
  13030. */
  13031. Engine.prototype.getLockstepMaxSteps = function () {
  13032. return this._lockstepMaxSteps;
  13033. };
  13034. /**
  13035. * Gets an object containing information about the current webGL context
  13036. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13037. */
  13038. Engine.prototype.getGlInfo = function () {
  13039. return {
  13040. vendor: this._glVendor,
  13041. renderer: this._glRenderer,
  13042. version: this._glVersion
  13043. };
  13044. };
  13045. /**
  13046. * Gets current aspect ratio
  13047. * @param camera defines the camera to use to get the aspect ratio
  13048. * @param useScreen defines if screen size must be used (or the current render target if any)
  13049. * @returns a number defining the aspect ratio
  13050. */
  13051. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13052. if (useScreen === void 0) { useScreen = false; }
  13053. var viewport = camera.viewport;
  13054. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13055. };
  13056. /**
  13057. * Gets current screen aspect ratio
  13058. * @returns a number defining the aspect ratio
  13059. */
  13060. Engine.prototype.getScreenAspectRatio = function () {
  13061. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13062. };
  13063. /**
  13064. * Gets the current render width
  13065. * @param useScreen defines if screen size must be used (or the current render target if any)
  13066. * @returns a number defining the current render width
  13067. */
  13068. Engine.prototype.getRenderWidth = function (useScreen) {
  13069. if (useScreen === void 0) { useScreen = false; }
  13070. if (!useScreen && this._currentRenderTarget) {
  13071. return this._currentRenderTarget.width;
  13072. }
  13073. return this._gl.drawingBufferWidth;
  13074. };
  13075. /**
  13076. * Gets the current render height
  13077. * @param useScreen defines if screen size must be used (or the current render target if any)
  13078. * @returns a number defining the current render height
  13079. */
  13080. Engine.prototype.getRenderHeight = function (useScreen) {
  13081. if (useScreen === void 0) { useScreen = false; }
  13082. if (!useScreen && this._currentRenderTarget) {
  13083. return this._currentRenderTarget.height;
  13084. }
  13085. return this._gl.drawingBufferHeight;
  13086. };
  13087. /**
  13088. * Gets the HTML canvas attached with the current webGL context
  13089. * @returns a HTML canvas
  13090. */
  13091. Engine.prototype.getRenderingCanvas = function () {
  13092. return this._renderingCanvas;
  13093. };
  13094. /**
  13095. * Gets the client rect of the HTML canvas attached with the current webGL context
  13096. * @returns a client rectanglee
  13097. */
  13098. Engine.prototype.getRenderingCanvasClientRect = function () {
  13099. if (!this._renderingCanvas) {
  13100. return null;
  13101. }
  13102. return this._renderingCanvas.getBoundingClientRect();
  13103. };
  13104. /**
  13105. * Defines the hardware scaling level.
  13106. * By default the hardware scaling level is computed from the window device ratio.
  13107. * 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.
  13108. * @param level defines the level to use
  13109. */
  13110. Engine.prototype.setHardwareScalingLevel = function (level) {
  13111. this._hardwareScalingLevel = level;
  13112. this.resize();
  13113. };
  13114. /**
  13115. * Gets the current hardware scaling level.
  13116. * By default the hardware scaling level is computed from the window device ratio.
  13117. * 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.
  13118. * @returns a number indicating the current hardware scaling level
  13119. */
  13120. Engine.prototype.getHardwareScalingLevel = function () {
  13121. return this._hardwareScalingLevel;
  13122. };
  13123. /**
  13124. * Gets the list of loaded textures
  13125. * @returns an array containing all loaded textures
  13126. */
  13127. Engine.prototype.getLoadedTexturesCache = function () {
  13128. return this._internalTexturesCache;
  13129. };
  13130. /**
  13131. * Gets the object containing all engine capabilities
  13132. * @returns the EngineCapabilities object
  13133. */
  13134. Engine.prototype.getCaps = function () {
  13135. return this._caps;
  13136. };
  13137. Object.defineProperty(Engine.prototype, "drawCalls", {
  13138. /** @hidden */
  13139. get: function () {
  13140. BABYLON.Tools.Warn("drawCalls is deprecated. Please use SceneInstrumentation class");
  13141. return 0;
  13142. },
  13143. enumerable: true,
  13144. configurable: true
  13145. });
  13146. Object.defineProperty(Engine.prototype, "drawCallsPerfCounter", {
  13147. /** @hidden */
  13148. get: function () {
  13149. BABYLON.Tools.Warn("drawCallsPerfCounter is deprecated. Please use SceneInstrumentation class");
  13150. return null;
  13151. },
  13152. enumerable: true,
  13153. configurable: true
  13154. });
  13155. /**
  13156. * Gets the current depth function
  13157. * @returns a number defining the depth function
  13158. */
  13159. Engine.prototype.getDepthFunction = function () {
  13160. return this._depthCullingState.depthFunc;
  13161. };
  13162. /**
  13163. * Sets the current depth function
  13164. * @param depthFunc defines the function to use
  13165. */
  13166. Engine.prototype.setDepthFunction = function (depthFunc) {
  13167. this._depthCullingState.depthFunc = depthFunc;
  13168. };
  13169. /**
  13170. * Sets the current depth function to GREATER
  13171. */
  13172. Engine.prototype.setDepthFunctionToGreater = function () {
  13173. this._depthCullingState.depthFunc = this._gl.GREATER;
  13174. };
  13175. /**
  13176. * Sets the current depth function to GEQUAL
  13177. */
  13178. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13179. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13180. };
  13181. /**
  13182. * Sets the current depth function to LESS
  13183. */
  13184. Engine.prototype.setDepthFunctionToLess = function () {
  13185. this._depthCullingState.depthFunc = this._gl.LESS;
  13186. };
  13187. /**
  13188. * Sets the current depth function to LEQUAL
  13189. */
  13190. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13191. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13192. };
  13193. /**
  13194. * Gets a boolean indicating if stencil buffer is enabled
  13195. * @returns the current stencil buffer state
  13196. */
  13197. Engine.prototype.getStencilBuffer = function () {
  13198. return this._stencilState.stencilTest;
  13199. };
  13200. /**
  13201. * Enable or disable the stencil buffer
  13202. * @param enable defines if the stencil buffer must be enabled or disabled
  13203. */
  13204. Engine.prototype.setStencilBuffer = function (enable) {
  13205. this._stencilState.stencilTest = enable;
  13206. };
  13207. /**
  13208. * Gets the current stencil mask
  13209. * @returns a number defining the new stencil mask to use
  13210. */
  13211. Engine.prototype.getStencilMask = function () {
  13212. return this._stencilState.stencilMask;
  13213. };
  13214. /**
  13215. * Sets the current stencil mask
  13216. * @param mask defines the new stencil mask to use
  13217. */
  13218. Engine.prototype.setStencilMask = function (mask) {
  13219. this._stencilState.stencilMask = mask;
  13220. };
  13221. /**
  13222. * Gets the current stencil function
  13223. * @returns a number defining the stencil function to use
  13224. */
  13225. Engine.prototype.getStencilFunction = function () {
  13226. return this._stencilState.stencilFunc;
  13227. };
  13228. /**
  13229. * Gets the current stencil reference value
  13230. * @returns a number defining the stencil reference value to use
  13231. */
  13232. Engine.prototype.getStencilFunctionReference = function () {
  13233. return this._stencilState.stencilFuncRef;
  13234. };
  13235. /**
  13236. * Gets the current stencil mask
  13237. * @returns a number defining the stencil mask to use
  13238. */
  13239. Engine.prototype.getStencilFunctionMask = function () {
  13240. return this._stencilState.stencilFuncMask;
  13241. };
  13242. /**
  13243. * Sets the current stencil function
  13244. * @param stencilFunc defines the new stencil function to use
  13245. */
  13246. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13247. this._stencilState.stencilFunc = stencilFunc;
  13248. };
  13249. /**
  13250. * Sets the current stencil reference
  13251. * @param reference defines the new stencil reference to use
  13252. */
  13253. Engine.prototype.setStencilFunctionReference = function (reference) {
  13254. this._stencilState.stencilFuncRef = reference;
  13255. };
  13256. /**
  13257. * Sets the current stencil mask
  13258. * @param mask defines the new stencil mask to use
  13259. */
  13260. Engine.prototype.setStencilFunctionMask = function (mask) {
  13261. this._stencilState.stencilFuncMask = mask;
  13262. };
  13263. /**
  13264. * Gets the current stencil operation when stencil fails
  13265. * @returns a number defining stencil operation to use when stencil fails
  13266. */
  13267. Engine.prototype.getStencilOperationFail = function () {
  13268. return this._stencilState.stencilOpStencilFail;
  13269. };
  13270. /**
  13271. * Gets the current stencil operation when depth fails
  13272. * @returns a number defining stencil operation to use when depth fails
  13273. */
  13274. Engine.prototype.getStencilOperationDepthFail = function () {
  13275. return this._stencilState.stencilOpDepthFail;
  13276. };
  13277. /**
  13278. * Gets the current stencil operation when stencil passes
  13279. * @returns a number defining stencil operation to use when stencil passes
  13280. */
  13281. Engine.prototype.getStencilOperationPass = function () {
  13282. return this._stencilState.stencilOpStencilDepthPass;
  13283. };
  13284. /**
  13285. * Sets the stencil operation to use when stencil fails
  13286. * @param operation defines the stencil operation to use when stencil fails
  13287. */
  13288. Engine.prototype.setStencilOperationFail = function (operation) {
  13289. this._stencilState.stencilOpStencilFail = operation;
  13290. };
  13291. /**
  13292. * Sets the stencil operation to use when depth fails
  13293. * @param operation defines the stencil operation to use when depth fails
  13294. */
  13295. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13296. this._stencilState.stencilOpDepthFail = operation;
  13297. };
  13298. /**
  13299. * Sets the stencil operation to use when stencil passes
  13300. * @param operation defines the stencil operation to use when stencil passes
  13301. */
  13302. Engine.prototype.setStencilOperationPass = function (operation) {
  13303. this._stencilState.stencilOpStencilDepthPass = operation;
  13304. };
  13305. /**
  13306. * Sets a boolean indicating if the dithering state is enabled or disabled
  13307. * @param value defines the dithering state
  13308. */
  13309. Engine.prototype.setDitheringState = function (value) {
  13310. if (value) {
  13311. this._gl.enable(this._gl.DITHER);
  13312. }
  13313. else {
  13314. this._gl.disable(this._gl.DITHER);
  13315. }
  13316. };
  13317. /**
  13318. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13319. * @param value defines the rasterizer state
  13320. */
  13321. Engine.prototype.setRasterizerState = function (value) {
  13322. if (value) {
  13323. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13324. }
  13325. else {
  13326. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13327. }
  13328. };
  13329. /**
  13330. * stop executing a render loop function and remove it from the execution array
  13331. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13332. */
  13333. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13334. if (!renderFunction) {
  13335. this._activeRenderLoops = [];
  13336. return;
  13337. }
  13338. var index = this._activeRenderLoops.indexOf(renderFunction);
  13339. if (index >= 0) {
  13340. this._activeRenderLoops.splice(index, 1);
  13341. }
  13342. };
  13343. /** @hidden */
  13344. Engine.prototype._renderLoop = function () {
  13345. if (!this._contextWasLost) {
  13346. var shouldRender = true;
  13347. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13348. shouldRender = false;
  13349. }
  13350. if (shouldRender) {
  13351. // Start new frame
  13352. this.beginFrame();
  13353. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13354. var renderFunction = this._activeRenderLoops[index];
  13355. renderFunction();
  13356. }
  13357. // Present
  13358. this.endFrame();
  13359. }
  13360. }
  13361. if (this._activeRenderLoops.length > 0) {
  13362. // Register new frame
  13363. var requester = null;
  13364. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13365. requester = this._vrDisplay;
  13366. }
  13367. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, requester);
  13368. }
  13369. else {
  13370. this._renderingQueueLaunched = false;
  13371. }
  13372. };
  13373. /**
  13374. * Register and execute a render loop. The engine can have more than one render function
  13375. * @param renderFunction defines the function to continuously execute
  13376. */
  13377. Engine.prototype.runRenderLoop = function (renderFunction) {
  13378. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13379. return;
  13380. }
  13381. this._activeRenderLoops.push(renderFunction);
  13382. if (!this._renderingQueueLaunched) {
  13383. this._renderingQueueLaunched = true;
  13384. this._bindedRenderFunction = this._renderLoop.bind(this);
  13385. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13386. }
  13387. };
  13388. /**
  13389. * Toggle full screen mode
  13390. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13391. */
  13392. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13393. if (this.isFullscreen) {
  13394. BABYLON.Tools.ExitFullscreen();
  13395. }
  13396. else {
  13397. this._pointerLockRequested = requestPointerLock;
  13398. if (this._renderingCanvas) {
  13399. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13400. }
  13401. }
  13402. };
  13403. /**
  13404. * Clear the current render buffer or the current render target (if any is set up)
  13405. * @param color defines the color to use
  13406. * @param backBuffer defines if the back buffer must be cleared
  13407. * @param depth defines if the depth buffer must be cleared
  13408. * @param stencil defines if the stencil buffer must be cleared
  13409. */
  13410. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13411. if (stencil === void 0) { stencil = false; }
  13412. this.applyStates();
  13413. var mode = 0;
  13414. if (backBuffer && color) {
  13415. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13416. mode |= this._gl.COLOR_BUFFER_BIT;
  13417. }
  13418. if (depth) {
  13419. this._gl.clearDepth(1.0);
  13420. mode |= this._gl.DEPTH_BUFFER_BIT;
  13421. }
  13422. if (stencil) {
  13423. this._gl.clearStencil(0);
  13424. mode |= this._gl.STENCIL_BUFFER_BIT;
  13425. }
  13426. this._gl.clear(mode);
  13427. };
  13428. /**
  13429. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13430. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13431. * @param y defines the y-coordinate of the corner of the clear rectangle
  13432. * @param width defines the width of the clear rectangle
  13433. * @param height defines the height of the clear rectangle
  13434. * @param clearColor defines the clear color
  13435. */
  13436. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13437. var gl = this._gl;
  13438. // Save state
  13439. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13440. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13441. // Change state
  13442. gl.enable(gl.SCISSOR_TEST);
  13443. gl.scissor(x, y, width, height);
  13444. // Clear
  13445. this.clear(clearColor, true, true, true);
  13446. // Restore state
  13447. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13448. if (curScissor === true) {
  13449. gl.enable(gl.SCISSOR_TEST);
  13450. }
  13451. else {
  13452. gl.disable(gl.SCISSOR_TEST);
  13453. }
  13454. };
  13455. /** @hidden */
  13456. Engine.prototype._viewport = function (x, y, width, height) {
  13457. if (x !== this._viewportCached.x ||
  13458. y !== this._viewportCached.y ||
  13459. width !== this._viewportCached.z ||
  13460. height !== this._viewportCached.w) {
  13461. this._viewportCached.x = x;
  13462. this._viewportCached.y = y;
  13463. this._viewportCached.z = width;
  13464. this._viewportCached.w = height;
  13465. this._gl.viewport(x, y, width, height);
  13466. }
  13467. };
  13468. /**
  13469. * Set the WebGL's viewport
  13470. * @param viewport defines the viewport element to be used
  13471. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13472. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13473. */
  13474. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13475. var width = requiredWidth || this.getRenderWidth();
  13476. var height = requiredHeight || this.getRenderHeight();
  13477. var x = viewport.x || 0;
  13478. var y = viewport.y || 0;
  13479. this._cachedViewport = viewport;
  13480. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13481. };
  13482. /**
  13483. * Directly set the WebGL Viewport
  13484. * @param x defines the x coordinate of the viewport (in screen space)
  13485. * @param y defines the y coordinate of the viewport (in screen space)
  13486. * @param width defines the width of the viewport (in screen space)
  13487. * @param height defines the height of the viewport (in screen space)
  13488. * @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
  13489. */
  13490. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13491. var currentViewport = this._cachedViewport;
  13492. this._cachedViewport = null;
  13493. this._viewport(x, y, width, height);
  13494. return currentViewport;
  13495. };
  13496. /**
  13497. * Begin a new frame
  13498. */
  13499. Engine.prototype.beginFrame = function () {
  13500. this.onBeginFrameObservable.notifyObservers(this);
  13501. this._measureFps();
  13502. };
  13503. /**
  13504. * Enf the current frame
  13505. */
  13506. Engine.prototype.endFrame = function () {
  13507. // Force a flush in case we are using a bad OS.
  13508. if (this._badOS) {
  13509. this.flushFramebuffer();
  13510. }
  13511. // Submit frame to the vr device, if enabled
  13512. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13513. // TODO: We should only submit the frame if we read frameData successfully.
  13514. this._vrDisplay.submitFrame();
  13515. }
  13516. this.onEndFrameObservable.notifyObservers(this);
  13517. };
  13518. /**
  13519. * Resize the view according to the canvas' size
  13520. */
  13521. Engine.prototype.resize = function () {
  13522. // We're not resizing the size of the canvas while in VR mode & presenting
  13523. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13524. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13525. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13526. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13527. }
  13528. };
  13529. /**
  13530. * Force a specific size of the canvas
  13531. * @param width defines the new canvas' width
  13532. * @param height defines the new canvas' height
  13533. */
  13534. Engine.prototype.setSize = function (width, height) {
  13535. if (!this._renderingCanvas) {
  13536. return;
  13537. }
  13538. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13539. return;
  13540. }
  13541. this._renderingCanvas.width = width;
  13542. this._renderingCanvas.height = height;
  13543. for (var index = 0; index < this.scenes.length; index++) {
  13544. var scene = this.scenes[index];
  13545. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13546. var cam = scene.cameras[camIndex];
  13547. cam._currentRenderId = 0;
  13548. }
  13549. }
  13550. if (this.onResizeObservable.hasObservers) {
  13551. this.onResizeObservable.notifyObservers(this);
  13552. }
  13553. };
  13554. // WebVR functions
  13555. /**
  13556. * Gets a boolean indicating if a webVR device was detected
  13557. * @returns true if a webVR device was detected
  13558. */
  13559. Engine.prototype.isVRDevicePresent = function () {
  13560. return !!this._vrDisplay;
  13561. };
  13562. /**
  13563. * Gets the current webVR device
  13564. * @returns the current webVR device (or null)
  13565. */
  13566. Engine.prototype.getVRDevice = function () {
  13567. return this._vrDisplay;
  13568. };
  13569. /**
  13570. * Initializes a webVR display and starts listening to display change events
  13571. * The onVRDisplayChangedObservable will be notified upon these changes
  13572. * @returns The onVRDisplayChangedObservable
  13573. */
  13574. Engine.prototype.initWebVR = function () {
  13575. this.initWebVRAsync();
  13576. return this.onVRDisplayChangedObservable;
  13577. };
  13578. /**
  13579. * Initializes a webVR display and starts listening to display change events
  13580. * The onVRDisplayChangedObservable will be notified upon these changes
  13581. * @returns A promise containing a VRDisplay and if vr is supported
  13582. */
  13583. Engine.prototype.initWebVRAsync = function () {
  13584. var _this = this;
  13585. var notifyObservers = function () {
  13586. var eventArgs = {
  13587. vrDisplay: _this._vrDisplay,
  13588. vrSupported: _this._vrSupported
  13589. };
  13590. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13591. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13592. };
  13593. if (!this._onVrDisplayConnect) {
  13594. this._onVrDisplayConnect = function (event) {
  13595. _this._vrDisplay = event.display;
  13596. notifyObservers();
  13597. };
  13598. this._onVrDisplayDisconnect = function () {
  13599. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13600. _this._vrDisplay = undefined;
  13601. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13602. notifyObservers();
  13603. };
  13604. this._onVrDisplayPresentChange = function () {
  13605. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13606. };
  13607. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13608. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13609. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13610. }
  13611. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13612. this._webVRInitPromise.then(notifyObservers);
  13613. return this._webVRInitPromise;
  13614. };
  13615. /**
  13616. * Call this function to switch to webVR mode
  13617. * Will do nothing if webVR is not supported or if there is no webVR device
  13618. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13619. */
  13620. Engine.prototype.enableVR = function () {
  13621. var _this = this;
  13622. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13623. var onResolved = function () {
  13624. _this.onVRRequestPresentComplete.notifyObservers(true);
  13625. _this._onVRFullScreenTriggered();
  13626. };
  13627. var onRejected = function () {
  13628. _this.onVRRequestPresentComplete.notifyObservers(false);
  13629. };
  13630. this.onVRRequestPresentStart.notifyObservers(this);
  13631. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13632. }
  13633. };
  13634. /**
  13635. * Call this function to leave webVR mode
  13636. * Will do nothing if webVR is not supported or if there is no webVR device
  13637. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13638. */
  13639. Engine.prototype.disableVR = function () {
  13640. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13641. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13642. }
  13643. };
  13644. Engine.prototype._getVRDisplaysAsync = function () {
  13645. var _this = this;
  13646. return new Promise(function (res, rej) {
  13647. if (navigator.getVRDisplays) {
  13648. navigator.getVRDisplays().then(function (devices) {
  13649. _this._vrSupported = true;
  13650. // note that devices may actually be an empty array. This is fine;
  13651. // we expect this._vrDisplay to be undefined in this case.
  13652. _this._vrDisplay = devices[0];
  13653. res({
  13654. vrDisplay: _this._vrDisplay,
  13655. vrSupported: _this._vrSupported
  13656. });
  13657. });
  13658. }
  13659. else {
  13660. _this._vrDisplay = undefined;
  13661. _this._vrSupported = false;
  13662. res({
  13663. vrDisplay: _this._vrDisplay,
  13664. vrSupported: _this._vrSupported
  13665. });
  13666. }
  13667. });
  13668. };
  13669. /**
  13670. * Binds the frame buffer to the specified texture.
  13671. * @param texture The texture to render to or null for the default canvas
  13672. * @param faceIndex The face of the texture to render to in case of cube texture
  13673. * @param requiredWidth The width of the target to render to
  13674. * @param requiredHeight The height of the target to render to
  13675. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13676. * @param depthStencilTexture The depth stencil texture to use to render
  13677. * @param lodLevel defines le lod level to bind to the frame buffer
  13678. */
  13679. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13680. if (lodLevel === void 0) { lodLevel = 0; }
  13681. if (this._currentRenderTarget) {
  13682. this.unBindFramebuffer(this._currentRenderTarget);
  13683. }
  13684. this._currentRenderTarget = texture;
  13685. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13686. var gl = this._gl;
  13687. if (texture.isCube) {
  13688. if (faceIndex === undefined) {
  13689. faceIndex = 0;
  13690. }
  13691. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13692. if (depthStencilTexture) {
  13693. if (depthStencilTexture._generateStencilBuffer) {
  13694. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13695. }
  13696. else {
  13697. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13698. }
  13699. }
  13700. }
  13701. if (this._cachedViewport && !forceFullscreenViewport) {
  13702. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13703. }
  13704. else {
  13705. if (!requiredWidth) {
  13706. requiredWidth = texture.width;
  13707. if (lodLevel) {
  13708. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13709. }
  13710. }
  13711. if (!requiredHeight) {
  13712. requiredHeight = texture.height;
  13713. if (lodLevel) {
  13714. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13715. }
  13716. }
  13717. this._viewport(0, 0, requiredWidth, requiredHeight);
  13718. }
  13719. this.wipeCaches();
  13720. };
  13721. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13722. if (this._currentFramebuffer !== framebuffer) {
  13723. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13724. this._currentFramebuffer = framebuffer;
  13725. }
  13726. };
  13727. /**
  13728. * Unbind the current render target texture from the webGL context
  13729. * @param texture defines the render target texture to unbind
  13730. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13731. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13732. */
  13733. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13734. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13735. this._currentRenderTarget = null;
  13736. // If MSAA, we need to bitblt back to main texture
  13737. var gl = this._gl;
  13738. if (texture._MSAAFramebuffer) {
  13739. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13740. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13741. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13742. }
  13743. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13744. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13745. gl.generateMipmap(gl.TEXTURE_2D);
  13746. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13747. }
  13748. if (onBeforeUnbind) {
  13749. if (texture._MSAAFramebuffer) {
  13750. // Bind the correct framebuffer
  13751. this.bindUnboundFramebuffer(texture._framebuffer);
  13752. }
  13753. onBeforeUnbind();
  13754. }
  13755. this.bindUnboundFramebuffer(null);
  13756. };
  13757. /**
  13758. * Unbind a list of render target textures from the webGL context
  13759. * This is used only when drawBuffer extension or webGL2 are active
  13760. * @param textures defines the render target textures to unbind
  13761. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13762. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13763. */
  13764. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13765. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13766. this._currentRenderTarget = null;
  13767. // If MSAA, we need to bitblt back to main texture
  13768. var gl = this._gl;
  13769. if (textures[0]._MSAAFramebuffer) {
  13770. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13771. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13772. var attachments = textures[0]._attachments;
  13773. if (!attachments) {
  13774. attachments = new Array(textures.length);
  13775. textures[0]._attachments = attachments;
  13776. }
  13777. for (var i = 0; i < textures.length; i++) {
  13778. var texture = textures[i];
  13779. for (var j = 0; j < attachments.length; j++) {
  13780. attachments[j] = gl.NONE;
  13781. }
  13782. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13783. gl.readBuffer(attachments[i]);
  13784. gl.drawBuffers(attachments);
  13785. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13786. }
  13787. for (var i = 0; i < attachments.length; i++) {
  13788. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13789. }
  13790. gl.drawBuffers(attachments);
  13791. }
  13792. for (var i = 0; i < textures.length; i++) {
  13793. var texture = textures[i];
  13794. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13795. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13796. gl.generateMipmap(gl.TEXTURE_2D);
  13797. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13798. }
  13799. }
  13800. if (onBeforeUnbind) {
  13801. if (textures[0]._MSAAFramebuffer) {
  13802. // Bind the correct framebuffer
  13803. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13804. }
  13805. onBeforeUnbind();
  13806. }
  13807. this.bindUnboundFramebuffer(null);
  13808. };
  13809. /**
  13810. * Force the mipmap generation for the given render target texture
  13811. * @param texture defines the render target texture to use
  13812. */
  13813. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13814. if (texture.generateMipMaps) {
  13815. var gl = this._gl;
  13816. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13817. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13818. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13819. }
  13820. };
  13821. /**
  13822. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  13823. */
  13824. Engine.prototype.flushFramebuffer = function () {
  13825. this._gl.flush();
  13826. };
  13827. /**
  13828. * Unbind the current render target and bind the default framebuffer
  13829. */
  13830. Engine.prototype.restoreDefaultFramebuffer = function () {
  13831. if (this._currentRenderTarget) {
  13832. this.unBindFramebuffer(this._currentRenderTarget);
  13833. }
  13834. else {
  13835. this.bindUnboundFramebuffer(null);
  13836. }
  13837. if (this._cachedViewport) {
  13838. this.setViewport(this._cachedViewport);
  13839. }
  13840. this.wipeCaches();
  13841. };
  13842. // UBOs
  13843. /**
  13844. * Create an uniform buffer
  13845. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13846. * @param elements defines the content of the uniform buffer
  13847. * @returns the webGL uniform buffer
  13848. */
  13849. Engine.prototype.createUniformBuffer = function (elements) {
  13850. var ubo = this._gl.createBuffer();
  13851. if (!ubo) {
  13852. throw new Error("Unable to create uniform buffer");
  13853. }
  13854. this.bindUniformBuffer(ubo);
  13855. if (elements instanceof Float32Array) {
  13856. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  13857. }
  13858. else {
  13859. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  13860. }
  13861. this.bindUniformBuffer(null);
  13862. ubo.references = 1;
  13863. return ubo;
  13864. };
  13865. /**
  13866. * Create a dynamic uniform buffer
  13867. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13868. * @param elements defines the content of the uniform buffer
  13869. * @returns the webGL uniform buffer
  13870. */
  13871. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  13872. var ubo = this._gl.createBuffer();
  13873. if (!ubo) {
  13874. throw new Error("Unable to create dynamic uniform buffer");
  13875. }
  13876. this.bindUniformBuffer(ubo);
  13877. if (elements instanceof Float32Array) {
  13878. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  13879. }
  13880. else {
  13881. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  13882. }
  13883. this.bindUniformBuffer(null);
  13884. ubo.references = 1;
  13885. return ubo;
  13886. };
  13887. /**
  13888. * Update an existing uniform buffer
  13889. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13890. * @param uniformBuffer defines the target uniform buffer
  13891. * @param elements defines the content to update
  13892. * @param offset defines the offset in the uniform buffer where update should start
  13893. * @param count defines the size of the data to update
  13894. */
  13895. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  13896. this.bindUniformBuffer(uniformBuffer);
  13897. if (offset === undefined) {
  13898. offset = 0;
  13899. }
  13900. if (count === undefined) {
  13901. if (elements instanceof Float32Array) {
  13902. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  13903. }
  13904. else {
  13905. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  13906. }
  13907. }
  13908. else {
  13909. if (elements instanceof Float32Array) {
  13910. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  13911. }
  13912. else {
  13913. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  13914. }
  13915. }
  13916. this.bindUniformBuffer(null);
  13917. };
  13918. // VBOs
  13919. Engine.prototype._resetVertexBufferBinding = function () {
  13920. this.bindArrayBuffer(null);
  13921. this._cachedVertexBuffers = null;
  13922. };
  13923. /**
  13924. * Creates a vertex buffer
  13925. * @param data the data for the vertex buffer
  13926. * @returns the new WebGL static buffer
  13927. */
  13928. Engine.prototype.createVertexBuffer = function (data) {
  13929. var vbo = this._gl.createBuffer();
  13930. if (!vbo) {
  13931. throw new Error("Unable to create vertex buffer");
  13932. }
  13933. this.bindArrayBuffer(vbo);
  13934. if (data instanceof Array) {
  13935. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  13936. }
  13937. else {
  13938. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  13939. }
  13940. this._resetVertexBufferBinding();
  13941. vbo.references = 1;
  13942. return vbo;
  13943. };
  13944. /**
  13945. * Creates a dynamic vertex buffer
  13946. * @param data the data for the dynamic vertex buffer
  13947. * @returns the new WebGL dynamic buffer
  13948. */
  13949. Engine.prototype.createDynamicVertexBuffer = function (data) {
  13950. var vbo = this._gl.createBuffer();
  13951. if (!vbo) {
  13952. throw new Error("Unable to create dynamic vertex buffer");
  13953. }
  13954. this.bindArrayBuffer(vbo);
  13955. if (data instanceof Array) {
  13956. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  13957. }
  13958. else {
  13959. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  13960. }
  13961. this._resetVertexBufferBinding();
  13962. vbo.references = 1;
  13963. return vbo;
  13964. };
  13965. /**
  13966. * Update a dynamic index buffer
  13967. * @param indexBuffer defines the target index buffer
  13968. * @param indices defines the data to update
  13969. * @param offset defines the offset in the target index buffer where update should start
  13970. */
  13971. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  13972. if (offset === void 0) { offset = 0; }
  13973. // Force cache update
  13974. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  13975. this.bindIndexBuffer(indexBuffer);
  13976. var arrayBuffer;
  13977. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  13978. arrayBuffer = indices;
  13979. }
  13980. else {
  13981. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  13982. }
  13983. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  13984. this._resetIndexBufferBinding();
  13985. };
  13986. /**
  13987. * Updates a dynamic vertex buffer.
  13988. * @param vertexBuffer the vertex buffer to update
  13989. * @param data the data used to update the vertex buffer
  13990. * @param byteOffset the byte offset of the data
  13991. * @param byteLength the byte length of the data
  13992. */
  13993. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  13994. this.bindArrayBuffer(vertexBuffer);
  13995. if (byteOffset === undefined) {
  13996. byteOffset = 0;
  13997. }
  13998. if (byteLength === undefined) {
  13999. if (data instanceof Array) {
  14000. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14001. }
  14002. else {
  14003. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14004. }
  14005. }
  14006. else {
  14007. if (data instanceof Array) {
  14008. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14009. }
  14010. else {
  14011. if (data instanceof ArrayBuffer) {
  14012. data = new Uint8Array(data, byteOffset, byteLength);
  14013. }
  14014. else {
  14015. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14016. }
  14017. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14018. }
  14019. }
  14020. this._resetVertexBufferBinding();
  14021. };
  14022. Engine.prototype._resetIndexBufferBinding = function () {
  14023. this.bindIndexBuffer(null);
  14024. this._cachedIndexBuffer = null;
  14025. };
  14026. /**
  14027. * Creates a new index buffer
  14028. * @param indices defines the content of the index buffer
  14029. * @param updatable defines if the index buffer must be updatable
  14030. * @returns a new webGL buffer
  14031. */
  14032. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14033. var vbo = this._gl.createBuffer();
  14034. if (!vbo) {
  14035. throw new Error("Unable to create index buffer");
  14036. }
  14037. this.bindIndexBuffer(vbo);
  14038. // Check for 32 bits indices
  14039. var arrayBuffer;
  14040. var need32Bits = false;
  14041. if (indices instanceof Uint16Array) {
  14042. arrayBuffer = indices;
  14043. }
  14044. else {
  14045. //check 32 bit support
  14046. if (this._caps.uintIndices) {
  14047. if (indices instanceof Uint32Array) {
  14048. arrayBuffer = indices;
  14049. need32Bits = true;
  14050. }
  14051. else {
  14052. //number[] or Int32Array, check if 32 bit is necessary
  14053. for (var index = 0; index < indices.length; index++) {
  14054. if (indices[index] > 65535) {
  14055. need32Bits = true;
  14056. break;
  14057. }
  14058. }
  14059. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14060. }
  14061. }
  14062. else {
  14063. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14064. arrayBuffer = new Uint16Array(indices);
  14065. }
  14066. }
  14067. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14068. this._resetIndexBufferBinding();
  14069. vbo.references = 1;
  14070. vbo.is32Bits = need32Bits;
  14071. return vbo;
  14072. };
  14073. /**
  14074. * Bind a webGL buffer to the webGL context
  14075. * @param buffer defines the buffer to bind
  14076. */
  14077. Engine.prototype.bindArrayBuffer = function (buffer) {
  14078. if (!this._vaoRecordInProgress) {
  14079. this._unbindVertexArrayObject();
  14080. }
  14081. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14082. };
  14083. /**
  14084. * Bind an uniform buffer to the current webGL context
  14085. * @param buffer defines the buffer to bind
  14086. */
  14087. Engine.prototype.bindUniformBuffer = function (buffer) {
  14088. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14089. };
  14090. /**
  14091. * Bind a buffer to the current webGL context at a given location
  14092. * @param buffer defines the buffer to bind
  14093. * @param location defines the index where to bind the buffer
  14094. */
  14095. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14096. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14097. };
  14098. /**
  14099. * Bind a specific block at a given index in a specific shader program
  14100. * @param shaderProgram defines the shader program
  14101. * @param blockName defines the block name
  14102. * @param index defines the index where to bind the block
  14103. */
  14104. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14105. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14106. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14107. };
  14108. Engine.prototype.bindIndexBuffer = function (buffer) {
  14109. if (!this._vaoRecordInProgress) {
  14110. this._unbindVertexArrayObject();
  14111. }
  14112. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14113. };
  14114. Engine.prototype.bindBuffer = function (buffer, target) {
  14115. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14116. this._gl.bindBuffer(target, buffer);
  14117. this._currentBoundBuffer[target] = buffer;
  14118. }
  14119. };
  14120. /**
  14121. * update the bound buffer with the given data
  14122. * @param data defines the data to update
  14123. */
  14124. Engine.prototype.updateArrayBuffer = function (data) {
  14125. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14126. };
  14127. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14128. var pointer = this._currentBufferPointers[indx];
  14129. var changed = false;
  14130. if (!pointer.active) {
  14131. changed = true;
  14132. pointer.active = true;
  14133. pointer.index = indx;
  14134. pointer.size = size;
  14135. pointer.type = type;
  14136. pointer.normalized = normalized;
  14137. pointer.stride = stride;
  14138. pointer.offset = offset;
  14139. pointer.buffer = buffer;
  14140. }
  14141. else {
  14142. if (pointer.buffer !== buffer) {
  14143. pointer.buffer = buffer;
  14144. changed = true;
  14145. }
  14146. if (pointer.size !== size) {
  14147. pointer.size = size;
  14148. changed = true;
  14149. }
  14150. if (pointer.type !== type) {
  14151. pointer.type = type;
  14152. changed = true;
  14153. }
  14154. if (pointer.normalized !== normalized) {
  14155. pointer.normalized = normalized;
  14156. changed = true;
  14157. }
  14158. if (pointer.stride !== stride) {
  14159. pointer.stride = stride;
  14160. changed = true;
  14161. }
  14162. if (pointer.offset !== offset) {
  14163. pointer.offset = offset;
  14164. changed = true;
  14165. }
  14166. }
  14167. if (changed || this._vaoRecordInProgress) {
  14168. this.bindArrayBuffer(buffer);
  14169. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14170. }
  14171. };
  14172. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14173. if (indexBuffer == null) {
  14174. return;
  14175. }
  14176. if (this._cachedIndexBuffer !== indexBuffer) {
  14177. this._cachedIndexBuffer = indexBuffer;
  14178. this.bindIndexBuffer(indexBuffer);
  14179. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14180. }
  14181. };
  14182. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14183. var attributes = effect.getAttributesNames();
  14184. if (!this._vaoRecordInProgress) {
  14185. this._unbindVertexArrayObject();
  14186. }
  14187. this.unbindAllAttributes();
  14188. for (var index = 0; index < attributes.length; index++) {
  14189. var order = effect.getAttributeLocation(index);
  14190. if (order >= 0) {
  14191. var vertexBuffer = vertexBuffers[attributes[index]];
  14192. if (!vertexBuffer) {
  14193. continue;
  14194. }
  14195. this._gl.enableVertexAttribArray(order);
  14196. if (!this._vaoRecordInProgress) {
  14197. this._vertexAttribArraysEnabled[order] = true;
  14198. }
  14199. var buffer = vertexBuffer.getBuffer();
  14200. if (buffer) {
  14201. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14202. if (vertexBuffer.getIsInstanced()) {
  14203. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14204. if (!this._vaoRecordInProgress) {
  14205. this._currentInstanceLocations.push(order);
  14206. this._currentInstanceBuffers.push(buffer);
  14207. }
  14208. }
  14209. }
  14210. }
  14211. }
  14212. };
  14213. /**
  14214. * Records a vertex array object
  14215. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14216. * @param vertexBuffers defines the list of vertex buffers to store
  14217. * @param indexBuffer defines the index buffer to store
  14218. * @param effect defines the effect to store
  14219. * @returns the new vertex array object
  14220. */
  14221. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14222. var vao = this._gl.createVertexArray();
  14223. this._vaoRecordInProgress = true;
  14224. this._gl.bindVertexArray(vao);
  14225. this._mustWipeVertexAttributes = true;
  14226. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14227. this.bindIndexBuffer(indexBuffer);
  14228. this._vaoRecordInProgress = false;
  14229. this._gl.bindVertexArray(null);
  14230. return vao;
  14231. };
  14232. /**
  14233. * Bind a specific vertex array object
  14234. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14235. * @param vertexArrayObject defines the vertex array object to bind
  14236. * @param indexBuffer defines the index buffer to bind
  14237. */
  14238. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14239. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14240. this._cachedVertexArrayObject = vertexArrayObject;
  14241. this._gl.bindVertexArray(vertexArrayObject);
  14242. this._cachedVertexBuffers = null;
  14243. this._cachedIndexBuffer = null;
  14244. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14245. this._mustWipeVertexAttributes = true;
  14246. }
  14247. };
  14248. /**
  14249. * Bind webGl buffers directly to the webGL context
  14250. * @param vertexBuffer defines the vertex buffer to bind
  14251. * @param indexBuffer defines the index buffer to bind
  14252. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14253. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14254. * @param effect defines the effect associated with the vertex buffer
  14255. */
  14256. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14257. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14258. this._cachedVertexBuffers = vertexBuffer;
  14259. this._cachedEffectForVertexBuffers = effect;
  14260. var attributesCount = effect.getAttributesCount();
  14261. this._unbindVertexArrayObject();
  14262. this.unbindAllAttributes();
  14263. var offset = 0;
  14264. for (var index = 0; index < attributesCount; index++) {
  14265. if (index < vertexDeclaration.length) {
  14266. var order = effect.getAttributeLocation(index);
  14267. if (order >= 0) {
  14268. this._gl.enableVertexAttribArray(order);
  14269. this._vertexAttribArraysEnabled[order] = true;
  14270. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14271. }
  14272. offset += vertexDeclaration[index] * 4;
  14273. }
  14274. }
  14275. }
  14276. this._bindIndexBufferWithCache(indexBuffer);
  14277. };
  14278. Engine.prototype._unbindVertexArrayObject = function () {
  14279. if (!this._cachedVertexArrayObject) {
  14280. return;
  14281. }
  14282. this._cachedVertexArrayObject = null;
  14283. this._gl.bindVertexArray(null);
  14284. };
  14285. /**
  14286. * Bind a list of vertex buffers to the webGL context
  14287. * @param vertexBuffers defines the list of vertex buffers to bind
  14288. * @param indexBuffer defines the index buffer to bind
  14289. * @param effect defines the effect associated with the vertex buffers
  14290. */
  14291. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14292. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14293. this._cachedVertexBuffers = vertexBuffers;
  14294. this._cachedEffectForVertexBuffers = effect;
  14295. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14296. }
  14297. this._bindIndexBufferWithCache(indexBuffer);
  14298. };
  14299. /**
  14300. * Unbind all instance attributes
  14301. */
  14302. Engine.prototype.unbindInstanceAttributes = function () {
  14303. var boundBuffer;
  14304. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14305. var instancesBuffer = this._currentInstanceBuffers[i];
  14306. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14307. boundBuffer = instancesBuffer;
  14308. this.bindArrayBuffer(instancesBuffer);
  14309. }
  14310. var offsetLocation = this._currentInstanceLocations[i];
  14311. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14312. }
  14313. this._currentInstanceBuffers.length = 0;
  14314. this._currentInstanceLocations.length = 0;
  14315. };
  14316. /**
  14317. * Release and free the memory of a vertex array object
  14318. * @param vao defines the vertex array object to delete
  14319. */
  14320. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14321. this._gl.deleteVertexArray(vao);
  14322. };
  14323. /** @hidden */
  14324. Engine.prototype._releaseBuffer = function (buffer) {
  14325. buffer.references--;
  14326. if (buffer.references === 0) {
  14327. this._gl.deleteBuffer(buffer);
  14328. return true;
  14329. }
  14330. return false;
  14331. };
  14332. /**
  14333. * Creates a webGL buffer to use with instanciation
  14334. * @param capacity defines the size of the buffer
  14335. * @returns the webGL buffer
  14336. */
  14337. Engine.prototype.createInstancesBuffer = function (capacity) {
  14338. var buffer = this._gl.createBuffer();
  14339. if (!buffer) {
  14340. throw new Error("Unable to create instance buffer");
  14341. }
  14342. buffer.capacity = capacity;
  14343. this.bindArrayBuffer(buffer);
  14344. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14345. return buffer;
  14346. };
  14347. /**
  14348. * Delete a webGL buffer used with instanciation
  14349. * @param buffer defines the webGL buffer to delete
  14350. */
  14351. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14352. this._gl.deleteBuffer(buffer);
  14353. };
  14354. /**
  14355. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14356. * @param instancesBuffer defines the webGL buffer to update and bind
  14357. * @param data defines the data to store in the buffer
  14358. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14359. */
  14360. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14361. this.bindArrayBuffer(instancesBuffer);
  14362. if (data) {
  14363. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14364. }
  14365. if (offsetLocations[0].index !== undefined) {
  14366. var stride = 0;
  14367. for (var i = 0; i < offsetLocations.length; i++) {
  14368. var ai = offsetLocations[i];
  14369. stride += ai.attributeSize * 4;
  14370. }
  14371. for (var i = 0; i < offsetLocations.length; i++) {
  14372. var ai = offsetLocations[i];
  14373. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14374. this._gl.enableVertexAttribArray(ai.index);
  14375. this._vertexAttribArraysEnabled[ai.index] = true;
  14376. }
  14377. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14378. this._gl.vertexAttribDivisor(ai.index, 1);
  14379. this._currentInstanceLocations.push(ai.index);
  14380. this._currentInstanceBuffers.push(instancesBuffer);
  14381. }
  14382. }
  14383. else {
  14384. for (var index = 0; index < 4; index++) {
  14385. var offsetLocation = offsetLocations[index];
  14386. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14387. this._gl.enableVertexAttribArray(offsetLocation);
  14388. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14389. }
  14390. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14391. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14392. this._currentInstanceLocations.push(offsetLocation);
  14393. this._currentInstanceBuffers.push(instancesBuffer);
  14394. }
  14395. }
  14396. };
  14397. /**
  14398. * Apply all cached states (depth, culling, stencil and alpha)
  14399. */
  14400. Engine.prototype.applyStates = function () {
  14401. this._depthCullingState.apply(this._gl);
  14402. this._stencilState.apply(this._gl);
  14403. this._alphaState.apply(this._gl);
  14404. };
  14405. /**
  14406. * Send a draw order
  14407. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14408. * @param indexStart defines the starting index
  14409. * @param indexCount defines the number of index to draw
  14410. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14411. */
  14412. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14413. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14414. };
  14415. /**
  14416. * Draw a list of points
  14417. * @param verticesStart defines the index of first vertex to draw
  14418. * @param verticesCount defines the count of vertices to draw
  14419. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14420. */
  14421. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14422. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14423. };
  14424. /**
  14425. * Draw a list of unindexed primitives
  14426. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14427. * @param verticesStart defines the index of first vertex to draw
  14428. * @param verticesCount defines the count of vertices to draw
  14429. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14430. */
  14431. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14432. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14433. };
  14434. /**
  14435. * Draw a list of indexed primitives
  14436. * @param fillMode defines the primitive to use
  14437. * @param indexStart defines the starting index
  14438. * @param indexCount defines the number of index to draw
  14439. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14440. */
  14441. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14442. // Apply states
  14443. this.applyStates();
  14444. this._drawCalls.addCount(1, false);
  14445. // Render
  14446. var drawMode = this._drawMode(fillMode);
  14447. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14448. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14449. if (instancesCount) {
  14450. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14451. }
  14452. else {
  14453. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14454. }
  14455. };
  14456. /**
  14457. * Draw a list of unindexed primitives
  14458. * @param fillMode defines the primitive to use
  14459. * @param verticesStart defines the index of first vertex to draw
  14460. * @param verticesCount defines the count of vertices to draw
  14461. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14462. */
  14463. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14464. // Apply states
  14465. this.applyStates();
  14466. this._drawCalls.addCount(1, false);
  14467. var drawMode = this._drawMode(fillMode);
  14468. if (instancesCount) {
  14469. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14470. }
  14471. else {
  14472. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14473. }
  14474. };
  14475. Engine.prototype._drawMode = function (fillMode) {
  14476. switch (fillMode) {
  14477. // Triangle views
  14478. case BABYLON.Material.TriangleFillMode:
  14479. return this._gl.TRIANGLES;
  14480. case BABYLON.Material.PointFillMode:
  14481. return this._gl.POINTS;
  14482. case BABYLON.Material.WireFrameFillMode:
  14483. return this._gl.LINES;
  14484. // Draw modes
  14485. case BABYLON.Material.PointListDrawMode:
  14486. return this._gl.POINTS;
  14487. case BABYLON.Material.LineListDrawMode:
  14488. return this._gl.LINES;
  14489. case BABYLON.Material.LineLoopDrawMode:
  14490. return this._gl.LINE_LOOP;
  14491. case BABYLON.Material.LineStripDrawMode:
  14492. return this._gl.LINE_STRIP;
  14493. case BABYLON.Material.TriangleStripDrawMode:
  14494. return this._gl.TRIANGLE_STRIP;
  14495. case BABYLON.Material.TriangleFanDrawMode:
  14496. return this._gl.TRIANGLE_FAN;
  14497. default:
  14498. return this._gl.TRIANGLES;
  14499. }
  14500. };
  14501. // Shaders
  14502. /** @hidden */
  14503. Engine.prototype._releaseEffect = function (effect) {
  14504. if (this._compiledEffects[effect._key]) {
  14505. delete this._compiledEffects[effect._key];
  14506. this._deleteProgram(effect.getProgram());
  14507. }
  14508. };
  14509. /** @hidden */
  14510. Engine.prototype._deleteProgram = function (program) {
  14511. if (program) {
  14512. program.__SPECTOR_rebuildProgram = null;
  14513. if (program.transformFeedback) {
  14514. this.deleteTransformFeedback(program.transformFeedback);
  14515. program.transformFeedback = null;
  14516. }
  14517. this._gl.deleteProgram(program);
  14518. }
  14519. };
  14520. /**
  14521. * Create a new effect (used to store vertex/fragment shaders)
  14522. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14523. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14524. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14525. * @param samplers defines an array of string used to represent textures
  14526. * @param defines defines the string containing the defines to use to compile the shaders
  14527. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14528. * @param onCompiled defines a function to call when the effect creation is successful
  14529. * @param onError defines a function to call when the effect creation has failed
  14530. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14531. * @returns the new Effect
  14532. */
  14533. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14534. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14535. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14536. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14537. if (this._compiledEffects[name]) {
  14538. var compiledEffect = this._compiledEffects[name];
  14539. if (onCompiled && compiledEffect.isReady()) {
  14540. onCompiled(compiledEffect);
  14541. }
  14542. return compiledEffect;
  14543. }
  14544. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14545. effect._key = name;
  14546. this._compiledEffects[name] = effect;
  14547. return effect;
  14548. };
  14549. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14550. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14551. };
  14552. Engine.prototype._compileRawShader = function (source, type) {
  14553. var gl = this._gl;
  14554. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14555. if (!shader) {
  14556. throw new Error("Something went wrong while compile the shader.");
  14557. }
  14558. gl.shaderSource(shader, source);
  14559. gl.compileShader(shader);
  14560. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14561. var log = gl.getShaderInfoLog(shader);
  14562. if (log) {
  14563. throw new Error(log);
  14564. }
  14565. }
  14566. return shader;
  14567. };
  14568. /**
  14569. * Directly creates a webGL program
  14570. * @param vertexCode defines the vertex shader code to use
  14571. * @param fragmentCode defines the fragment shader code to use
  14572. * @param context defines the webGL context to use (if not set, the current one will be used)
  14573. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14574. * @returns the new webGL program
  14575. */
  14576. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14577. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14578. context = context || this._gl;
  14579. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14580. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14581. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14582. };
  14583. /**
  14584. * Creates a webGL program
  14585. * @param vertexCode defines the vertex shader code to use
  14586. * @param fragmentCode defines the fragment shader code to use
  14587. * @param defines defines the string containing the defines to use to compile the shaders
  14588. * @param context defines the webGL context to use (if not set, the current one will be used)
  14589. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14590. * @returns the new webGL program
  14591. */
  14592. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14593. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14594. context = context || this._gl;
  14595. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14596. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14597. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14598. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14599. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14600. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14601. return program;
  14602. };
  14603. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14604. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14605. var shaderProgram = context.createProgram();
  14606. if (!shaderProgram) {
  14607. throw new Error("Unable to create program");
  14608. }
  14609. context.attachShader(shaderProgram, vertexShader);
  14610. context.attachShader(shaderProgram, fragmentShader);
  14611. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14612. var transformFeedback = this.createTransformFeedback();
  14613. this.bindTransformFeedback(transformFeedback);
  14614. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14615. shaderProgram.transformFeedback = transformFeedback;
  14616. }
  14617. context.linkProgram(shaderProgram);
  14618. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14619. this.bindTransformFeedback(null);
  14620. }
  14621. shaderProgram.context = context;
  14622. shaderProgram.vertexShader = vertexShader;
  14623. shaderProgram.fragmentShader = fragmentShader;
  14624. if (!this._caps.parallelShaderCompile) {
  14625. this._finalizeProgram(shaderProgram);
  14626. }
  14627. else {
  14628. shaderProgram.isParallelCompiled = true;
  14629. }
  14630. return shaderProgram;
  14631. };
  14632. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14633. var context = shaderProgram.context;
  14634. var vertexShader = shaderProgram.vertexShader;
  14635. var fragmentShader = shaderProgram.fragmentShader;
  14636. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14637. if (!linked) {
  14638. var error = context.getProgramInfoLog(shaderProgram);
  14639. if (error) {
  14640. throw new Error(error);
  14641. }
  14642. }
  14643. if (this.validateShaderPrograms) {
  14644. context.validateProgram(shaderProgram);
  14645. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14646. if (!validated) {
  14647. var error = context.getProgramInfoLog(shaderProgram);
  14648. if (error) {
  14649. throw new Error(error);
  14650. }
  14651. }
  14652. }
  14653. context.deleteShader(vertexShader);
  14654. context.deleteShader(fragmentShader);
  14655. shaderProgram.context = undefined;
  14656. shaderProgram.vertexShader = undefined;
  14657. shaderProgram.fragmentShader = undefined;
  14658. if (shaderProgram.onCompiled) {
  14659. shaderProgram.onCompiled();
  14660. shaderProgram.onCompiled = undefined;
  14661. }
  14662. };
  14663. /** @hidden */
  14664. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14665. if (!shaderProgram.isParallelCompiled) {
  14666. return true;
  14667. }
  14668. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14669. this._finalizeProgram(shaderProgram);
  14670. return true;
  14671. }
  14672. return false;
  14673. };
  14674. /** @hidden */
  14675. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14676. if (!shaderProgram.isParallelCompiled) {
  14677. action();
  14678. return;
  14679. }
  14680. shaderProgram.onCompiled = action;
  14681. };
  14682. /**
  14683. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14684. * @param shaderProgram defines the webGL program to use
  14685. * @param uniformsNames defines the list of uniform names
  14686. * @returns an array of webGL uniform locations
  14687. */
  14688. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14689. var results = new Array();
  14690. for (var index = 0; index < uniformsNames.length; index++) {
  14691. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14692. }
  14693. return results;
  14694. };
  14695. /**
  14696. * Gets the lsit of active attributes for a given webGL program
  14697. * @param shaderProgram defines the webGL program to use
  14698. * @param attributesNames defines the list of attribute names to get
  14699. * @returns an array of indices indicating the offset of each attribute
  14700. */
  14701. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14702. var results = [];
  14703. for (var index = 0; index < attributesNames.length; index++) {
  14704. try {
  14705. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14706. }
  14707. catch (e) {
  14708. results.push(-1);
  14709. }
  14710. }
  14711. return results;
  14712. };
  14713. /**
  14714. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14715. * @param effect defines the effect to activate
  14716. */
  14717. Engine.prototype.enableEffect = function (effect) {
  14718. if (!effect || effect === this._currentEffect) {
  14719. return;
  14720. }
  14721. // Use program
  14722. this.bindSamplers(effect);
  14723. this._currentEffect = effect;
  14724. if (effect.onBind) {
  14725. effect.onBind(effect);
  14726. }
  14727. if (effect._onBindObservable) {
  14728. effect._onBindObservable.notifyObservers(effect);
  14729. }
  14730. };
  14731. /**
  14732. * Set the value of an uniform to an array of int32
  14733. * @param uniform defines the webGL uniform location where to store the value
  14734. * @param array defines the array of int32 to store
  14735. */
  14736. Engine.prototype.setIntArray = function (uniform, array) {
  14737. if (!uniform) {
  14738. return;
  14739. }
  14740. this._gl.uniform1iv(uniform, array);
  14741. };
  14742. /**
  14743. * Set the value of an uniform to an array of int32 (stored as vec2)
  14744. * @param uniform defines the webGL uniform location where to store the value
  14745. * @param array defines the array of int32 to store
  14746. */
  14747. Engine.prototype.setIntArray2 = function (uniform, array) {
  14748. if (!uniform || array.length % 2 !== 0) {
  14749. return;
  14750. }
  14751. this._gl.uniform2iv(uniform, array);
  14752. };
  14753. /**
  14754. * Set the value of an uniform to an array of int32 (stored as vec3)
  14755. * @param uniform defines the webGL uniform location where to store the value
  14756. * @param array defines the array of int32 to store
  14757. */
  14758. Engine.prototype.setIntArray3 = function (uniform, array) {
  14759. if (!uniform || array.length % 3 !== 0) {
  14760. return;
  14761. }
  14762. this._gl.uniform3iv(uniform, array);
  14763. };
  14764. /**
  14765. * Set the value of an uniform to an array of int32 (stored as vec4)
  14766. * @param uniform defines the webGL uniform location where to store the value
  14767. * @param array defines the array of int32 to store
  14768. */
  14769. Engine.prototype.setIntArray4 = function (uniform, array) {
  14770. if (!uniform || array.length % 4 !== 0) {
  14771. return;
  14772. }
  14773. this._gl.uniform4iv(uniform, array);
  14774. };
  14775. /**
  14776. * Set the value of an uniform to an array of float32
  14777. * @param uniform defines the webGL uniform location where to store the value
  14778. * @param array defines the array of float32 to store
  14779. */
  14780. Engine.prototype.setFloatArray = function (uniform, array) {
  14781. if (!uniform) {
  14782. return;
  14783. }
  14784. this._gl.uniform1fv(uniform, array);
  14785. };
  14786. /**
  14787. * Set the value of an uniform to an array of float32 (stored as vec2)
  14788. * @param uniform defines the webGL uniform location where to store the value
  14789. * @param array defines the array of float32 to store
  14790. */
  14791. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14792. if (!uniform || array.length % 2 !== 0) {
  14793. return;
  14794. }
  14795. this._gl.uniform2fv(uniform, array);
  14796. };
  14797. /**
  14798. * Set the value of an uniform to an array of float32 (stored as vec3)
  14799. * @param uniform defines the webGL uniform location where to store the value
  14800. * @param array defines the array of float32 to store
  14801. */
  14802. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14803. if (!uniform || array.length % 3 !== 0) {
  14804. return;
  14805. }
  14806. this._gl.uniform3fv(uniform, array);
  14807. };
  14808. /**
  14809. * Set the value of an uniform to an array of float32 (stored as vec4)
  14810. * @param uniform defines the webGL uniform location where to store the value
  14811. * @param array defines the array of float32 to store
  14812. */
  14813. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14814. if (!uniform || array.length % 4 !== 0) {
  14815. return;
  14816. }
  14817. this._gl.uniform4fv(uniform, array);
  14818. };
  14819. /**
  14820. * Set the value of an uniform to an array of number
  14821. * @param uniform defines the webGL uniform location where to store the value
  14822. * @param array defines the array of number to store
  14823. */
  14824. Engine.prototype.setArray = function (uniform, array) {
  14825. if (!uniform) {
  14826. return;
  14827. }
  14828. this._gl.uniform1fv(uniform, array);
  14829. };
  14830. /**
  14831. * Set the value of an uniform to an array of number (stored as vec2)
  14832. * @param uniform defines the webGL uniform location where to store the value
  14833. * @param array defines the array of number to store
  14834. */
  14835. Engine.prototype.setArray2 = function (uniform, array) {
  14836. if (!uniform || array.length % 2 !== 0) {
  14837. return;
  14838. }
  14839. this._gl.uniform2fv(uniform, array);
  14840. };
  14841. /**
  14842. * Set the value of an uniform to an array of number (stored as vec3)
  14843. * @param uniform defines the webGL uniform location where to store the value
  14844. * @param array defines the array of number to store
  14845. */
  14846. Engine.prototype.setArray3 = function (uniform, array) {
  14847. if (!uniform || array.length % 3 !== 0) {
  14848. return;
  14849. }
  14850. this._gl.uniform3fv(uniform, array);
  14851. };
  14852. /**
  14853. * Set the value of an uniform to an array of number (stored as vec4)
  14854. * @param uniform defines the webGL uniform location where to store the value
  14855. * @param array defines the array of number to store
  14856. */
  14857. Engine.prototype.setArray4 = function (uniform, array) {
  14858. if (!uniform || array.length % 4 !== 0) {
  14859. return;
  14860. }
  14861. this._gl.uniform4fv(uniform, array);
  14862. };
  14863. /**
  14864. * Set the value of an uniform to an array of float32 (stored as matrices)
  14865. * @param uniform defines the webGL uniform location where to store the value
  14866. * @param matrices defines the array of float32 to store
  14867. */
  14868. Engine.prototype.setMatrices = function (uniform, matrices) {
  14869. if (!uniform) {
  14870. return;
  14871. }
  14872. this._gl.uniformMatrix4fv(uniform, false, matrices);
  14873. };
  14874. /**
  14875. * Set the value of an uniform to a matrix
  14876. * @param uniform defines the webGL uniform location where to store the value
  14877. * @param matrix defines the matrix to store
  14878. */
  14879. Engine.prototype.setMatrix = function (uniform, matrix) {
  14880. if (!uniform) {
  14881. return;
  14882. }
  14883. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  14884. };
  14885. /**
  14886. * Set the value of an uniform to a matrix (3x3)
  14887. * @param uniform defines the webGL uniform location where to store the value
  14888. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  14889. */
  14890. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  14891. if (!uniform) {
  14892. return;
  14893. }
  14894. this._gl.uniformMatrix3fv(uniform, false, matrix);
  14895. };
  14896. /**
  14897. * Set the value of an uniform to a matrix (2x2)
  14898. * @param uniform defines the webGL uniform location where to store the value
  14899. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  14900. */
  14901. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  14902. if (!uniform) {
  14903. return;
  14904. }
  14905. this._gl.uniformMatrix2fv(uniform, false, matrix);
  14906. };
  14907. /**
  14908. * Set the value of an uniform to a number (int)
  14909. * @param uniform defines the webGL uniform location where to store the value
  14910. * @param value defines the int number to store
  14911. */
  14912. Engine.prototype.setInt = function (uniform, value) {
  14913. if (!uniform) {
  14914. return;
  14915. }
  14916. this._gl.uniform1i(uniform, value);
  14917. };
  14918. /**
  14919. * Set the value of an uniform to a number (float)
  14920. * @param uniform defines the webGL uniform location where to store the value
  14921. * @param value defines the float number to store
  14922. */
  14923. Engine.prototype.setFloat = function (uniform, value) {
  14924. if (!uniform) {
  14925. return;
  14926. }
  14927. this._gl.uniform1f(uniform, value);
  14928. };
  14929. /**
  14930. * Set the value of an uniform to a vec2
  14931. * @param uniform defines the webGL uniform location where to store the value
  14932. * @param x defines the 1st component of the value
  14933. * @param y defines the 2nd component of the value
  14934. */
  14935. Engine.prototype.setFloat2 = function (uniform, x, y) {
  14936. if (!uniform) {
  14937. return;
  14938. }
  14939. this._gl.uniform2f(uniform, x, y);
  14940. };
  14941. /**
  14942. * Set the value of an uniform to a vec3
  14943. * @param uniform defines the webGL uniform location where to store the value
  14944. * @param x defines the 1st component of the value
  14945. * @param y defines the 2nd component of the value
  14946. * @param z defines the 3rd component of the value
  14947. */
  14948. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  14949. if (!uniform) {
  14950. return;
  14951. }
  14952. this._gl.uniform3f(uniform, x, y, z);
  14953. };
  14954. /**
  14955. * Set the value of an uniform to a boolean
  14956. * @param uniform defines the webGL uniform location where to store the value
  14957. * @param bool defines the boolean to store
  14958. */
  14959. Engine.prototype.setBool = function (uniform, bool) {
  14960. if (!uniform) {
  14961. return;
  14962. }
  14963. this._gl.uniform1i(uniform, bool);
  14964. };
  14965. /**
  14966. * Set the value of an uniform to a vec4
  14967. * @param uniform defines the webGL uniform location where to store the value
  14968. * @param x defines the 1st component of the value
  14969. * @param y defines the 2nd component of the value
  14970. * @param z defines the 3rd component of the value
  14971. * @param w defines the 4th component of the value
  14972. */
  14973. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  14974. if (!uniform) {
  14975. return;
  14976. }
  14977. this._gl.uniform4f(uniform, x, y, z, w);
  14978. };
  14979. /**
  14980. * Set the value of an uniform to a Color3
  14981. * @param uniform defines the webGL uniform location where to store the value
  14982. * @param color3 defines the color to store
  14983. */
  14984. Engine.prototype.setColor3 = function (uniform, color3) {
  14985. if (!uniform) {
  14986. return;
  14987. }
  14988. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  14989. };
  14990. /**
  14991. * Set the value of an uniform to a Color3 and an alpha value
  14992. * @param uniform defines the webGL uniform location where to store the value
  14993. * @param color3 defines the color to store
  14994. * @param alpha defines the alpha component to store
  14995. */
  14996. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  14997. if (!uniform) {
  14998. return;
  14999. }
  15000. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15001. };
  15002. /**
  15003. * Sets a Color4 on a uniform variable
  15004. * @param uniform defines the uniform location
  15005. * @param color4 defines the value to be set
  15006. */
  15007. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15008. if (!uniform) {
  15009. return;
  15010. }
  15011. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15012. };
  15013. // States
  15014. /**
  15015. * Set various states to the webGL context
  15016. * @param culling defines backface culling state
  15017. * @param zOffset defines the value to apply to zOffset (0 by default)
  15018. * @param force defines if states must be applied even if cache is up to date
  15019. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15020. */
  15021. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15022. if (zOffset === void 0) { zOffset = 0; }
  15023. if (reverseSide === void 0) { reverseSide = false; }
  15024. // Culling
  15025. if (this._depthCullingState.cull !== culling || force) {
  15026. this._depthCullingState.cull = culling;
  15027. }
  15028. // Cull face
  15029. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15030. if (this._depthCullingState.cullFace !== cullFace || force) {
  15031. this._depthCullingState.cullFace = cullFace;
  15032. }
  15033. // Z offset
  15034. this.setZOffset(zOffset);
  15035. // Front face
  15036. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15037. if (this._depthCullingState.frontFace !== frontFace || force) {
  15038. this._depthCullingState.frontFace = frontFace;
  15039. }
  15040. };
  15041. /**
  15042. * Set the z offset to apply to current rendering
  15043. * @param value defines the offset to apply
  15044. */
  15045. Engine.prototype.setZOffset = function (value) {
  15046. this._depthCullingState.zOffset = value;
  15047. };
  15048. /**
  15049. * Gets the current value of the zOffset
  15050. * @returns the current zOffset state
  15051. */
  15052. Engine.prototype.getZOffset = function () {
  15053. return this._depthCullingState.zOffset;
  15054. };
  15055. /**
  15056. * Enable or disable depth buffering
  15057. * @param enable defines the state to set
  15058. */
  15059. Engine.prototype.setDepthBuffer = function (enable) {
  15060. this._depthCullingState.depthTest = enable;
  15061. };
  15062. /**
  15063. * Gets a boolean indicating if depth writing is enabled
  15064. * @returns the current depth writing state
  15065. */
  15066. Engine.prototype.getDepthWrite = function () {
  15067. return this._depthCullingState.depthMask;
  15068. };
  15069. /**
  15070. * Enable or disable depth writing
  15071. * @param enable defines the state to set
  15072. */
  15073. Engine.prototype.setDepthWrite = function (enable) {
  15074. this._depthCullingState.depthMask = enable;
  15075. };
  15076. /**
  15077. * Enable or disable color writing
  15078. * @param enable defines the state to set
  15079. */
  15080. Engine.prototype.setColorWrite = function (enable) {
  15081. this._gl.colorMask(enable, enable, enable, enable);
  15082. this._colorWrite = enable;
  15083. };
  15084. /**
  15085. * Gets a boolean indicating if color writing is enabled
  15086. * @returns the current color writing state
  15087. */
  15088. Engine.prototype.getColorWrite = function () {
  15089. return this._colorWrite;
  15090. };
  15091. /**
  15092. * Sets alpha constants used by some alpha blending modes
  15093. * @param r defines the red component
  15094. * @param g defines the green component
  15095. * @param b defines the blue component
  15096. * @param a defines the alpha component
  15097. */
  15098. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15099. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15100. };
  15101. /**
  15102. * Sets the current alpha mode
  15103. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15104. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15105. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15106. */
  15107. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15108. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15109. if (this._alphaMode === mode) {
  15110. return;
  15111. }
  15112. switch (mode) {
  15113. case Engine.ALPHA_DISABLE:
  15114. this._alphaState.alphaBlend = false;
  15115. break;
  15116. case Engine.ALPHA_PREMULTIPLIED:
  15117. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15118. this._alphaState.alphaBlend = true;
  15119. break;
  15120. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15121. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15122. this._alphaState.alphaBlend = true;
  15123. break;
  15124. case Engine.ALPHA_COMBINE:
  15125. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15126. this._alphaState.alphaBlend = true;
  15127. break;
  15128. case Engine.ALPHA_ONEONE:
  15129. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15130. this._alphaState.alphaBlend = true;
  15131. break;
  15132. case Engine.ALPHA_ADD:
  15133. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15134. this._alphaState.alphaBlend = true;
  15135. break;
  15136. case Engine.ALPHA_SUBTRACT:
  15137. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15138. this._alphaState.alphaBlend = true;
  15139. break;
  15140. case Engine.ALPHA_MULTIPLY:
  15141. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15142. this._alphaState.alphaBlend = true;
  15143. break;
  15144. case Engine.ALPHA_MAXIMIZED:
  15145. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15146. this._alphaState.alphaBlend = true;
  15147. break;
  15148. case Engine.ALPHA_INTERPOLATE:
  15149. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15150. this._alphaState.alphaBlend = true;
  15151. break;
  15152. case Engine.ALPHA_SCREENMODE:
  15153. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15154. this._alphaState.alphaBlend = true;
  15155. break;
  15156. }
  15157. if (!noDepthWriteChange) {
  15158. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15159. }
  15160. this._alphaMode = mode;
  15161. };
  15162. /**
  15163. * Gets the current alpha mode
  15164. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15165. * @returns the current alpha mode
  15166. */
  15167. Engine.prototype.getAlphaMode = function () {
  15168. return this._alphaMode;
  15169. };
  15170. // Textures
  15171. /**
  15172. * Clears the list of texture accessible through engine.
  15173. * This can help preventing texture load conflict due to name collision.
  15174. */
  15175. Engine.prototype.clearInternalTexturesCache = function () {
  15176. this._internalTexturesCache = [];
  15177. };
  15178. /**
  15179. * Force the entire cache to be cleared
  15180. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15181. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15182. */
  15183. Engine.prototype.wipeCaches = function (bruteForce) {
  15184. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15185. return;
  15186. }
  15187. this._currentEffect = null;
  15188. this._viewportCached.x = 0;
  15189. this._viewportCached.y = 0;
  15190. this._viewportCached.z = 0;
  15191. this._viewportCached.w = 0;
  15192. if (bruteForce) {
  15193. this.resetTextureCache();
  15194. this._currentProgram = null;
  15195. this._stencilState.reset();
  15196. this._depthCullingState.reset();
  15197. this.setDepthFunctionToLessOrEqual();
  15198. this._alphaState.reset();
  15199. this._unpackFlipYCached = null;
  15200. }
  15201. this._resetVertexBufferBinding();
  15202. this._cachedIndexBuffer = null;
  15203. this._cachedEffectForVertexBuffers = null;
  15204. this._unbindVertexArrayObject();
  15205. this.bindIndexBuffer(null);
  15206. };
  15207. /**
  15208. * Set the compressed texture format to use, based on the formats you have, and the formats
  15209. * supported by the hardware / browser.
  15210. *
  15211. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15212. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15213. * to API arguments needed to compressed textures. This puts the burden on the container
  15214. * generator to house the arcane code for determining these for current & future formats.
  15215. *
  15216. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15217. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15218. *
  15219. * Note: The result of this call is not taken into account when a texture is base64.
  15220. *
  15221. * @param formatsAvailable defines the list of those format families you have created
  15222. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15223. *
  15224. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15225. * @returns The extension selected.
  15226. */
  15227. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15228. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15229. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15230. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15231. return this._textureFormatInUse = this._texturesSupported[i];
  15232. }
  15233. }
  15234. }
  15235. // actively set format to nothing, to allow this to be called more than once
  15236. // and possibly fail the 2nd time
  15237. this._textureFormatInUse = null;
  15238. return null;
  15239. };
  15240. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15241. var gl = this._gl;
  15242. var magFilter = gl.NEAREST;
  15243. var minFilter = gl.NEAREST;
  15244. switch (samplingMode) {
  15245. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15246. magFilter = gl.LINEAR;
  15247. if (generateMipMaps) {
  15248. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15249. }
  15250. else {
  15251. minFilter = gl.LINEAR;
  15252. }
  15253. break;
  15254. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15255. magFilter = gl.LINEAR;
  15256. if (generateMipMaps) {
  15257. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15258. }
  15259. else {
  15260. minFilter = gl.LINEAR;
  15261. }
  15262. break;
  15263. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15264. magFilter = gl.NEAREST;
  15265. if (generateMipMaps) {
  15266. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15267. }
  15268. else {
  15269. minFilter = gl.NEAREST;
  15270. }
  15271. break;
  15272. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15273. magFilter = gl.NEAREST;
  15274. if (generateMipMaps) {
  15275. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15276. }
  15277. else {
  15278. minFilter = gl.NEAREST;
  15279. }
  15280. break;
  15281. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15282. magFilter = gl.NEAREST;
  15283. if (generateMipMaps) {
  15284. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15285. }
  15286. else {
  15287. minFilter = gl.LINEAR;
  15288. }
  15289. break;
  15290. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15291. magFilter = gl.NEAREST;
  15292. if (generateMipMaps) {
  15293. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15294. }
  15295. else {
  15296. minFilter = gl.LINEAR;
  15297. }
  15298. break;
  15299. case Engine.TEXTURE_NEAREST_LINEAR:
  15300. magFilter = gl.NEAREST;
  15301. minFilter = gl.LINEAR;
  15302. break;
  15303. case Engine.TEXTURE_NEAREST_NEAREST:
  15304. magFilter = gl.NEAREST;
  15305. minFilter = gl.NEAREST;
  15306. break;
  15307. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15308. magFilter = gl.LINEAR;
  15309. if (generateMipMaps) {
  15310. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15311. }
  15312. else {
  15313. minFilter = gl.NEAREST;
  15314. }
  15315. break;
  15316. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15317. magFilter = gl.LINEAR;
  15318. if (generateMipMaps) {
  15319. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15320. }
  15321. else {
  15322. minFilter = gl.NEAREST;
  15323. }
  15324. break;
  15325. case Engine.TEXTURE_LINEAR_LINEAR:
  15326. magFilter = gl.LINEAR;
  15327. minFilter = gl.LINEAR;
  15328. break;
  15329. case Engine.TEXTURE_LINEAR_NEAREST:
  15330. magFilter = gl.LINEAR;
  15331. minFilter = gl.NEAREST;
  15332. break;
  15333. }
  15334. return {
  15335. min: minFilter,
  15336. mag: magFilter
  15337. };
  15338. };
  15339. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15340. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15341. var img;
  15342. var onload = function () {
  15343. loadedImages[index] = img;
  15344. loadedImages._internalCount++;
  15345. if (scene) {
  15346. scene._removePendingData(img);
  15347. }
  15348. if (loadedImages._internalCount === 6) {
  15349. onfinish(loadedImages);
  15350. }
  15351. };
  15352. var onerror = function (message, exception) {
  15353. if (scene) {
  15354. scene._removePendingData(img);
  15355. }
  15356. if (onErrorCallBack) {
  15357. onErrorCallBack(message, exception);
  15358. }
  15359. };
  15360. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.database : null);
  15361. if (scene) {
  15362. scene._addPendingData(img);
  15363. }
  15364. };
  15365. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15366. if (onError === void 0) { onError = null; }
  15367. var loadedImages = [];
  15368. loadedImages._internalCount = 0;
  15369. for (var index = 0; index < 6; index++) {
  15370. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15371. }
  15372. };
  15373. /** @hidden */
  15374. Engine.prototype._createTexture = function () {
  15375. var texture = this._gl.createTexture();
  15376. if (!texture) {
  15377. throw new Error("Unable to create texture");
  15378. }
  15379. return texture;
  15380. };
  15381. /**
  15382. * Usually called from BABYLON.Texture.ts.
  15383. * Passed information to create a WebGLTexture
  15384. * @param urlArg defines a value which contains one of the following:
  15385. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15386. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15387. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15388. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15389. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15390. * @param scene needed for loading to the correct scene
  15391. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15392. * @param onLoad optional callback to be called upon successful completion
  15393. * @param onError optional callback to be called upon failure
  15394. * @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
  15395. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15396. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15397. * @param forcedExtension defines the extension to use to pick the right loader
  15398. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15399. */
  15400. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15401. var _this = this;
  15402. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15403. if (onLoad === void 0) { onLoad = null; }
  15404. if (onError === void 0) { onError = null; }
  15405. if (buffer === void 0) { buffer = null; }
  15406. if (fallback === void 0) { fallback = null; }
  15407. if (format === void 0) { format = null; }
  15408. if (forcedExtension === void 0) { forcedExtension = null; }
  15409. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15410. var fromData = url.substr(0, 5) === "data:";
  15411. var fromBlob = url.substr(0, 5) === "blob:";
  15412. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15413. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15414. // establish the file extension, if possible
  15415. var lastDot = url.lastIndexOf('.');
  15416. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15417. var loader = null;
  15418. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15419. var availableLoader = _a[_i];
  15420. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15421. loader = availableLoader;
  15422. break;
  15423. }
  15424. }
  15425. if (loader) {
  15426. url = loader.transformUrl(url, this._textureFormatInUse);
  15427. }
  15428. if (scene) {
  15429. scene._addPendingData(texture);
  15430. }
  15431. texture.url = url;
  15432. texture.generateMipMaps = !noMipmap;
  15433. texture.samplingMode = samplingMode;
  15434. texture.invertY = invertY;
  15435. if (!this._doNotHandleContextLost) {
  15436. // Keep a link to the buffer only if we plan to handle context lost
  15437. texture._buffer = buffer;
  15438. }
  15439. var onLoadObserver = null;
  15440. if (onLoad && !fallback) {
  15441. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15442. }
  15443. if (!fallback) {
  15444. this._internalTexturesCache.push(texture);
  15445. }
  15446. var onInternalError = function (message, exception) {
  15447. if (scene) {
  15448. scene._removePendingData(texture);
  15449. }
  15450. var customFallback = false;
  15451. if (loader) {
  15452. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15453. if (fallbackUrl) {
  15454. // Add Back
  15455. customFallback = true;
  15456. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15457. }
  15458. }
  15459. if (!customFallback) {
  15460. if (onLoadObserver) {
  15461. texture.onLoadedObservable.remove(onLoadObserver);
  15462. }
  15463. if (BABYLON.Tools.UseFallbackTexture) {
  15464. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15465. }
  15466. }
  15467. if (onError) {
  15468. onError(message || "Unknown error", exception);
  15469. }
  15470. };
  15471. // processing for non-image formats
  15472. if (loader) {
  15473. var callback = function (data) {
  15474. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15475. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15476. done();
  15477. return false;
  15478. }, samplingMode);
  15479. });
  15480. };
  15481. if (!buffer) {
  15482. this._loadFile(url, callback, undefined, scene ? scene.database : undefined, true, function (request, exception) {
  15483. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15484. });
  15485. }
  15486. else {
  15487. callback(buffer);
  15488. }
  15489. }
  15490. else {
  15491. var onload = function (img) {
  15492. if (fromBlob && !_this._doNotHandleContextLost) {
  15493. // We need to store the image if we need to rebuild the texture
  15494. // in case of a webgl context lost
  15495. texture._buffer = img;
  15496. }
  15497. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15498. var gl = _this._gl;
  15499. var isPot = (img.width === potWidth && img.height === potHeight);
  15500. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15501. if (isPot) {
  15502. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15503. return false;
  15504. }
  15505. var maxTextureSize = _this._caps.maxTextureSize;
  15506. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15507. _this._prepareWorkingCanvas();
  15508. if (!_this._workingCanvas || !_this._workingContext) {
  15509. return false;
  15510. }
  15511. _this._workingCanvas.width = potWidth;
  15512. _this._workingCanvas.height = potHeight;
  15513. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15514. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15515. texture.width = potWidth;
  15516. texture.height = potHeight;
  15517. return false;
  15518. }
  15519. else {
  15520. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15521. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15522. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15523. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15524. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15525. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15526. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15527. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15528. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15529. _this._releaseTexture(source_1);
  15530. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15531. continuationCallback();
  15532. });
  15533. }
  15534. return true;
  15535. }, samplingMode);
  15536. };
  15537. if (!fromData || isBase64) {
  15538. if (buffer instanceof HTMLImageElement) {
  15539. onload(buffer);
  15540. }
  15541. else {
  15542. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.database : null);
  15543. }
  15544. }
  15545. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15546. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.database : null);
  15547. }
  15548. else {
  15549. onload(buffer);
  15550. }
  15551. }
  15552. return texture;
  15553. };
  15554. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15555. var _this = this;
  15556. var rtt = this.createRenderTargetTexture({
  15557. width: destination.width,
  15558. height: destination.height,
  15559. }, {
  15560. generateMipMaps: false,
  15561. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15562. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15563. generateDepthBuffer: false,
  15564. generateStencilBuffer: false
  15565. });
  15566. if (!this._rescalePostProcess) {
  15567. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15568. }
  15569. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15570. _this._rescalePostProcess.onApply = function (effect) {
  15571. effect._bindTexture("textureSampler", source);
  15572. };
  15573. var hostingScene = scene;
  15574. if (!hostingScene) {
  15575. hostingScene = _this.scenes[_this.scenes.length - 1];
  15576. }
  15577. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15578. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15579. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15580. _this.unBindFramebuffer(rtt);
  15581. _this._releaseTexture(rtt);
  15582. if (onComplete) {
  15583. onComplete();
  15584. }
  15585. });
  15586. };
  15587. /**
  15588. * Update a raw texture
  15589. * @param texture defines the texture to update
  15590. * @param data defines the data to store in the texture
  15591. * @param format defines the format of the data
  15592. * @param invertY defines if data must be stored with Y axis inverted
  15593. * @param compression defines the compression used (null by default)
  15594. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15595. */
  15596. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15597. if (compression === void 0) { compression = null; }
  15598. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15599. if (!texture) {
  15600. return;
  15601. }
  15602. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15603. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15604. // babylon's internalFormat but gl's texImage2D format
  15605. var internalFormat = this._getInternalFormat(format);
  15606. var textureType = this._getWebGLTextureType(type);
  15607. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15608. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15609. if (!this._doNotHandleContextLost) {
  15610. texture._bufferView = data;
  15611. texture.format = format;
  15612. texture.type = type;
  15613. texture.invertY = invertY;
  15614. texture._compression = compression;
  15615. }
  15616. if (texture.width % 4 !== 0) {
  15617. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15618. }
  15619. if (compression && data) {
  15620. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15621. }
  15622. else {
  15623. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15624. }
  15625. if (texture.generateMipMaps) {
  15626. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15627. }
  15628. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15629. // this.resetTextureCache();
  15630. texture.isReady = true;
  15631. };
  15632. /**
  15633. * Creates a raw texture
  15634. * @param data defines the data to store in the texture
  15635. * @param width defines the width of the texture
  15636. * @param height defines the height of the texture
  15637. * @param format defines the format of the data
  15638. * @param generateMipMaps defines if the engine should generate the mip levels
  15639. * @param invertY defines if data must be stored with Y axis inverted
  15640. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15641. * @param compression defines the compression used (null by default)
  15642. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15643. * @returns the raw texture inside an InternalTexture
  15644. */
  15645. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15646. if (compression === void 0) { compression = null; }
  15647. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15648. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15649. texture.baseWidth = width;
  15650. texture.baseHeight = height;
  15651. texture.width = width;
  15652. texture.height = height;
  15653. texture.format = format;
  15654. texture.generateMipMaps = generateMipMaps;
  15655. texture.samplingMode = samplingMode;
  15656. texture.invertY = invertY;
  15657. texture._compression = compression;
  15658. texture.type = type;
  15659. if (!this._doNotHandleContextLost) {
  15660. texture._bufferView = data;
  15661. }
  15662. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15663. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15664. // Filters
  15665. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15666. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15667. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15668. if (generateMipMaps) {
  15669. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15670. }
  15671. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15672. this._internalTexturesCache.push(texture);
  15673. return texture;
  15674. };
  15675. /** @hidden */
  15676. Engine.prototype._unpackFlipY = function (value) {
  15677. if (this._unpackFlipYCached !== value) {
  15678. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15679. if (this.enableUnpackFlipYCached) {
  15680. this._unpackFlipYCached = value;
  15681. }
  15682. }
  15683. };
  15684. /** @hidden */
  15685. Engine.prototype._getUnpackAlignement = function () {
  15686. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15687. };
  15688. /**
  15689. * Creates a dynamic texture
  15690. * @param width defines the width of the texture
  15691. * @param height defines the height of the texture
  15692. * @param generateMipMaps defines if the engine should generate the mip levels
  15693. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15694. * @returns the dynamic texture inside an InternalTexture
  15695. */
  15696. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15697. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15698. texture.baseWidth = width;
  15699. texture.baseHeight = height;
  15700. if (generateMipMaps) {
  15701. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15702. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15703. }
  15704. // this.resetTextureCache();
  15705. texture.width = width;
  15706. texture.height = height;
  15707. texture.isReady = false;
  15708. texture.generateMipMaps = generateMipMaps;
  15709. texture.samplingMode = samplingMode;
  15710. this.updateTextureSamplingMode(samplingMode, texture);
  15711. this._internalTexturesCache.push(texture);
  15712. return texture;
  15713. };
  15714. /**
  15715. * Update the sampling mode of a given texture
  15716. * @param samplingMode defines the required sampling mode
  15717. * @param texture defines the texture to update
  15718. */
  15719. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15720. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15721. if (texture.isCube) {
  15722. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15723. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15724. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15725. }
  15726. else if (texture.is3D) {
  15727. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15728. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15729. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15730. }
  15731. else {
  15732. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15733. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15734. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15735. }
  15736. texture.samplingMode = samplingMode;
  15737. };
  15738. /**
  15739. * Update the content of a dynamic texture
  15740. * @param texture defines the texture to update
  15741. * @param canvas defines the canvas containing the source
  15742. * @param invertY defines if data must be stored with Y axis inverted
  15743. * @param premulAlpha defines if alpha is stored as premultiplied
  15744. * @param format defines the format of the data
  15745. */
  15746. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  15747. if (premulAlpha === void 0) { premulAlpha = false; }
  15748. if (!texture) {
  15749. return;
  15750. }
  15751. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15752. this._unpackFlipY(invertY);
  15753. if (premulAlpha) {
  15754. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15755. }
  15756. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15757. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15758. if (texture.generateMipMaps) {
  15759. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15760. }
  15761. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15762. if (premulAlpha) {
  15763. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15764. }
  15765. texture.isReady = true;
  15766. };
  15767. /**
  15768. * Update a video texture
  15769. * @param texture defines the texture to update
  15770. * @param video defines the video element to use
  15771. * @param invertY defines if data must be stored with Y axis inverted
  15772. */
  15773. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15774. if (!texture || texture._isDisabled) {
  15775. return;
  15776. }
  15777. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15778. this._unpackFlipY(!invertY); // Video are upside down by default
  15779. try {
  15780. // Testing video texture support
  15781. if (this._videoTextureSupported === undefined) {
  15782. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15783. if (this._gl.getError() !== 0) {
  15784. this._videoTextureSupported = false;
  15785. }
  15786. else {
  15787. this._videoTextureSupported = true;
  15788. }
  15789. }
  15790. // Copy video through the current working canvas if video texture is not supported
  15791. if (!this._videoTextureSupported) {
  15792. if (!texture._workingCanvas) {
  15793. texture._workingCanvas = document.createElement("canvas");
  15794. var context = texture._workingCanvas.getContext("2d");
  15795. if (!context) {
  15796. throw new Error("Unable to get 2d context");
  15797. }
  15798. texture._workingContext = context;
  15799. texture._workingCanvas.width = texture.width;
  15800. texture._workingCanvas.height = texture.height;
  15801. }
  15802. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15803. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15804. }
  15805. else {
  15806. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15807. }
  15808. if (texture.generateMipMaps) {
  15809. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15810. }
  15811. if (!wasPreviouslyBound) {
  15812. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15813. }
  15814. // this.resetTextureCache();
  15815. texture.isReady = true;
  15816. }
  15817. catch (ex) {
  15818. // Something unexpected
  15819. // Let's disable the texture
  15820. texture._isDisabled = true;
  15821. }
  15822. };
  15823. /**
  15824. * Updates a depth texture Comparison Mode and Function.
  15825. * If the comparison Function is equal to 0, the mode will be set to none.
  15826. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  15827. * @param texture The texture to set the comparison function for
  15828. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  15829. */
  15830. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  15831. if (this.webGLVersion === 1) {
  15832. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  15833. return;
  15834. }
  15835. var gl = this._gl;
  15836. if (texture.isCube) {
  15837. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  15838. if (comparisonFunction === 0) {
  15839. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15840. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15841. }
  15842. else {
  15843. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15844. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15845. }
  15846. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15847. }
  15848. else {
  15849. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15850. if (comparisonFunction === 0) {
  15851. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15852. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15853. }
  15854. else {
  15855. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15856. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15857. }
  15858. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15859. }
  15860. texture._comparisonFunction = comparisonFunction;
  15861. };
  15862. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  15863. var width = size.width || size;
  15864. var height = size.height || size;
  15865. internalTexture.baseWidth = width;
  15866. internalTexture.baseHeight = height;
  15867. internalTexture.width = width;
  15868. internalTexture.height = height;
  15869. internalTexture.isReady = true;
  15870. internalTexture.samples = 1;
  15871. internalTexture.generateMipMaps = false;
  15872. internalTexture._generateDepthBuffer = true;
  15873. internalTexture._generateStencilBuffer = generateStencil;
  15874. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15875. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15876. internalTexture._comparisonFunction = comparisonFunction;
  15877. var gl = this._gl;
  15878. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15879. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  15880. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  15881. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  15882. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15883. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15884. if (comparisonFunction === 0) {
  15885. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15886. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15887. }
  15888. else {
  15889. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15890. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15891. }
  15892. };
  15893. /**
  15894. * Creates a depth stencil texture.
  15895. * This is only available in WebGL 2 or with the depth texture extension available.
  15896. * @param size The size of face edge in the texture.
  15897. * @param options The options defining the texture.
  15898. * @returns The texture
  15899. */
  15900. Engine.prototype.createDepthStencilTexture = function (size, options) {
  15901. if (options.isCube) {
  15902. var width = size.width || size;
  15903. return this._createDepthStencilCubeTexture(width, options);
  15904. }
  15905. else {
  15906. return this._createDepthStencilTexture(size, options);
  15907. }
  15908. };
  15909. /**
  15910. * Creates a depth stencil texture.
  15911. * This is only available in WebGL 2 or with the depth texture extension available.
  15912. * @param size The size of face edge in the texture.
  15913. * @param options The options defining the texture.
  15914. * @returns The texture
  15915. */
  15916. Engine.prototype._createDepthStencilTexture = function (size, options) {
  15917. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  15918. if (!this._caps.depthTextureExtension) {
  15919. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  15920. return internalTexture;
  15921. }
  15922. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15923. var gl = this._gl;
  15924. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  15925. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15926. if (this.webGLVersion > 1) {
  15927. if (internalOptions.generateStencil) {
  15928. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15929. }
  15930. else {
  15931. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15932. }
  15933. }
  15934. else {
  15935. if (internalOptions.generateStencil) {
  15936. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15937. }
  15938. else {
  15939. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15940. }
  15941. }
  15942. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15943. return internalTexture;
  15944. };
  15945. /**
  15946. * Creates a depth stencil cube texture.
  15947. * This is only available in WebGL 2.
  15948. * @param size The size of face edge in the cube texture.
  15949. * @param options The options defining the cube texture.
  15950. * @returns The cube texture
  15951. */
  15952. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  15953. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  15954. internalTexture.isCube = true;
  15955. if (this.webGLVersion === 1) {
  15956. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  15957. return internalTexture;
  15958. }
  15959. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15960. var gl = this._gl;
  15961. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  15962. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15963. // Create the depth/stencil buffer
  15964. for (var face = 0; face < 6; face++) {
  15965. if (internalOptions.generateStencil) {
  15966. 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);
  15967. }
  15968. else {
  15969. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15970. }
  15971. }
  15972. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15973. return internalTexture;
  15974. };
  15975. /**
  15976. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  15977. * @param renderTarget The render target to set the frame buffer for
  15978. */
  15979. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  15980. // Create the framebuffer
  15981. var internalTexture = renderTarget.getInternalTexture();
  15982. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  15983. return;
  15984. }
  15985. var gl = this._gl;
  15986. var depthStencilTexture = renderTarget.depthStencilTexture;
  15987. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  15988. if (depthStencilTexture.isCube) {
  15989. if (depthStencilTexture._generateStencilBuffer) {
  15990. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  15991. }
  15992. else {
  15993. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  15994. }
  15995. }
  15996. else {
  15997. if (depthStencilTexture._generateStencilBuffer) {
  15998. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  15999. }
  16000. else {
  16001. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16002. }
  16003. }
  16004. this.bindUnboundFramebuffer(null);
  16005. };
  16006. /**
  16007. * Creates a new render target texture
  16008. * @param size defines the size of the texture
  16009. * @param options defines the options used to create the texture
  16010. * @returns a new render target texture stored in an InternalTexture
  16011. */
  16012. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16013. var fullOptions = new RenderTargetCreationOptions();
  16014. if (options !== undefined && typeof options === "object") {
  16015. fullOptions.generateMipMaps = options.generateMipMaps;
  16016. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16017. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16018. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16019. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16020. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16021. }
  16022. else {
  16023. fullOptions.generateMipMaps = options;
  16024. fullOptions.generateDepthBuffer = true;
  16025. fullOptions.generateStencilBuffer = false;
  16026. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16027. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16028. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16029. }
  16030. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16031. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16032. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16033. }
  16034. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16035. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16036. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16037. }
  16038. var gl = this._gl;
  16039. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16040. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16041. var width = size.width || size;
  16042. var height = size.height || size;
  16043. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16044. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16045. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16046. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16047. }
  16048. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16049. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16050. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16051. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16052. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16053. // Create the framebuffer
  16054. var currentFrameBuffer = this._currentFramebuffer;
  16055. var framebuffer = gl.createFramebuffer();
  16056. this.bindUnboundFramebuffer(framebuffer);
  16057. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16058. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16059. if (fullOptions.generateMipMaps) {
  16060. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16061. }
  16062. // Unbind
  16063. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16064. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16065. this.bindUnboundFramebuffer(currentFrameBuffer);
  16066. texture._framebuffer = framebuffer;
  16067. texture.baseWidth = width;
  16068. texture.baseHeight = height;
  16069. texture.width = width;
  16070. texture.height = height;
  16071. texture.isReady = true;
  16072. texture.samples = 1;
  16073. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16074. texture.samplingMode = fullOptions.samplingMode;
  16075. texture.type = fullOptions.type;
  16076. texture.format = fullOptions.format;
  16077. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16078. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16079. // this.resetTextureCache();
  16080. this._internalTexturesCache.push(texture);
  16081. return texture;
  16082. };
  16083. /**
  16084. * Create a multi render target texture
  16085. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16086. * @param size defines the size of the texture
  16087. * @param options defines the creation options
  16088. * @returns the cube texture as an InternalTexture
  16089. */
  16090. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16091. var generateMipMaps = false;
  16092. var generateDepthBuffer = true;
  16093. var generateStencilBuffer = false;
  16094. var generateDepthTexture = false;
  16095. var textureCount = 1;
  16096. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16097. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16098. var types = new Array();
  16099. var samplingModes = new Array();
  16100. if (options !== undefined) {
  16101. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16102. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16103. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16104. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16105. textureCount = options.textureCount || 1;
  16106. if (options.types) {
  16107. types = options.types;
  16108. }
  16109. if (options.samplingModes) {
  16110. samplingModes = options.samplingModes;
  16111. }
  16112. }
  16113. var gl = this._gl;
  16114. // Create the framebuffer
  16115. var framebuffer = gl.createFramebuffer();
  16116. this.bindUnboundFramebuffer(framebuffer);
  16117. var width = size.width || size;
  16118. var height = size.height || size;
  16119. var textures = [];
  16120. var attachments = [];
  16121. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16122. for (var i = 0; i < textureCount; i++) {
  16123. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16124. var type = types[i] || defaultType;
  16125. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16126. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16127. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16128. }
  16129. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16130. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16131. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16132. }
  16133. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16134. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16135. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16136. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16137. }
  16138. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16139. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16140. textures.push(texture);
  16141. attachments.push(attachment);
  16142. gl.activeTexture(gl["TEXTURE" + i]);
  16143. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16144. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16145. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16146. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16147. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16148. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16149. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16150. if (generateMipMaps) {
  16151. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16152. }
  16153. // Unbind
  16154. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16155. texture._framebuffer = framebuffer;
  16156. texture._depthStencilBuffer = depthStencilBuffer;
  16157. texture.baseWidth = width;
  16158. texture.baseHeight = height;
  16159. texture.width = width;
  16160. texture.height = height;
  16161. texture.isReady = true;
  16162. texture.samples = 1;
  16163. texture.generateMipMaps = generateMipMaps;
  16164. texture.samplingMode = samplingMode;
  16165. texture.type = type;
  16166. texture._generateDepthBuffer = generateDepthBuffer;
  16167. texture._generateStencilBuffer = generateStencilBuffer;
  16168. texture._attachments = attachments;
  16169. this._internalTexturesCache.push(texture);
  16170. }
  16171. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16172. // Depth texture
  16173. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16174. gl.activeTexture(gl.TEXTURE0);
  16175. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16176. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16177. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16178. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16179. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16180. 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);
  16181. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16182. depthTexture._framebuffer = framebuffer;
  16183. depthTexture.baseWidth = width;
  16184. depthTexture.baseHeight = height;
  16185. depthTexture.width = width;
  16186. depthTexture.height = height;
  16187. depthTexture.isReady = true;
  16188. depthTexture.samples = 1;
  16189. depthTexture.generateMipMaps = generateMipMaps;
  16190. depthTexture.samplingMode = gl.NEAREST;
  16191. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16192. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16193. textures.push(depthTexture);
  16194. this._internalTexturesCache.push(depthTexture);
  16195. }
  16196. gl.drawBuffers(attachments);
  16197. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16198. this.bindUnboundFramebuffer(null);
  16199. this.resetTextureCache();
  16200. return textures;
  16201. };
  16202. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16203. if (samples === void 0) { samples = 1; }
  16204. var depthStencilBuffer = null;
  16205. var gl = this._gl;
  16206. // Create the depth/stencil buffer
  16207. if (generateStencilBuffer) {
  16208. depthStencilBuffer = gl.createRenderbuffer();
  16209. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16210. if (samples > 1) {
  16211. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16212. }
  16213. else {
  16214. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16215. }
  16216. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16217. }
  16218. else if (generateDepthBuffer) {
  16219. depthStencilBuffer = gl.createRenderbuffer();
  16220. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16221. if (samples > 1) {
  16222. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16223. }
  16224. else {
  16225. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16226. }
  16227. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16228. }
  16229. return depthStencilBuffer;
  16230. };
  16231. /**
  16232. * Updates the sample count of a render target texture
  16233. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16234. * @param texture defines the texture to update
  16235. * @param samples defines the sample count to set
  16236. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16237. */
  16238. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16239. if (this.webGLVersion < 2 || !texture) {
  16240. return 1;
  16241. }
  16242. if (texture.samples === samples) {
  16243. return samples;
  16244. }
  16245. var gl = this._gl;
  16246. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16247. // Dispose previous render buffers
  16248. if (texture._depthStencilBuffer) {
  16249. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16250. texture._depthStencilBuffer = null;
  16251. }
  16252. if (texture._MSAAFramebuffer) {
  16253. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16254. texture._MSAAFramebuffer = null;
  16255. }
  16256. if (texture._MSAARenderBuffer) {
  16257. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16258. texture._MSAARenderBuffer = null;
  16259. }
  16260. if (samples > 1) {
  16261. var framebuffer = gl.createFramebuffer();
  16262. if (!framebuffer) {
  16263. throw new Error("Unable to create multi sampled framebuffer");
  16264. }
  16265. texture._MSAAFramebuffer = framebuffer;
  16266. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16267. var colorRenderbuffer = gl.createRenderbuffer();
  16268. if (!colorRenderbuffer) {
  16269. throw new Error("Unable to create multi sampled framebuffer");
  16270. }
  16271. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16272. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16273. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16274. texture._MSAARenderBuffer = colorRenderbuffer;
  16275. }
  16276. else {
  16277. this.bindUnboundFramebuffer(texture._framebuffer);
  16278. }
  16279. texture.samples = samples;
  16280. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16281. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16282. this.bindUnboundFramebuffer(null);
  16283. return samples;
  16284. };
  16285. /**
  16286. * Update the sample count for a given multiple render target texture
  16287. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16288. * @param textures defines the textures to update
  16289. * @param samples defines the sample count to set
  16290. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16291. */
  16292. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16293. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16294. return 1;
  16295. }
  16296. if (textures[0].samples === samples) {
  16297. return samples;
  16298. }
  16299. var gl = this._gl;
  16300. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16301. // Dispose previous render buffers
  16302. if (textures[0]._depthStencilBuffer) {
  16303. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16304. textures[0]._depthStencilBuffer = null;
  16305. }
  16306. if (textures[0]._MSAAFramebuffer) {
  16307. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16308. textures[0]._MSAAFramebuffer = null;
  16309. }
  16310. for (var i = 0; i < textures.length; i++) {
  16311. if (textures[i]._MSAARenderBuffer) {
  16312. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16313. textures[i]._MSAARenderBuffer = null;
  16314. }
  16315. }
  16316. if (samples > 1) {
  16317. var framebuffer = gl.createFramebuffer();
  16318. if (!framebuffer) {
  16319. throw new Error("Unable to create multi sampled framebuffer");
  16320. }
  16321. this.bindUnboundFramebuffer(framebuffer);
  16322. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16323. var attachments = [];
  16324. for (var i = 0; i < textures.length; i++) {
  16325. var texture = textures[i];
  16326. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16327. var colorRenderbuffer = gl.createRenderbuffer();
  16328. if (!colorRenderbuffer) {
  16329. throw new Error("Unable to create multi sampled framebuffer");
  16330. }
  16331. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16332. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16333. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16334. texture._MSAAFramebuffer = framebuffer;
  16335. texture._MSAARenderBuffer = colorRenderbuffer;
  16336. texture.samples = samples;
  16337. texture._depthStencilBuffer = depthStencilBuffer;
  16338. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16339. attachments.push(attachment);
  16340. }
  16341. gl.drawBuffers(attachments);
  16342. }
  16343. else {
  16344. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16345. }
  16346. this.bindUnboundFramebuffer(null);
  16347. return samples;
  16348. };
  16349. /** @hidden */
  16350. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16351. if (faceIndex === void 0) { faceIndex = 0; }
  16352. if (lod === void 0) { lod = 0; }
  16353. var gl = this._gl;
  16354. var target = gl.TEXTURE_2D;
  16355. if (texture.isCube) {
  16356. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16357. }
  16358. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16359. };
  16360. /** @hidden */
  16361. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16362. if (faceIndex === void 0) { faceIndex = 0; }
  16363. if (lod === void 0) { lod = 0; }
  16364. var gl = this._gl;
  16365. var textureType = this._getWebGLTextureType(texture.type);
  16366. var format = this._getInternalFormat(texture.format);
  16367. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16368. this._unpackFlipY(texture.invertY);
  16369. var target = gl.TEXTURE_2D;
  16370. if (texture.isCube) {
  16371. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16372. }
  16373. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16374. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16375. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16376. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16377. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16378. };
  16379. /** @hidden */
  16380. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16381. if (faceIndex === void 0) { faceIndex = 0; }
  16382. if (lod === void 0) { lod = 0; }
  16383. var gl = this._gl;
  16384. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16385. this._bindTextureDirectly(bindTarget, texture, true);
  16386. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16387. this._bindTextureDirectly(bindTarget, null, true);
  16388. };
  16389. /** @hidden */
  16390. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16391. if (faceIndex === void 0) { faceIndex = 0; }
  16392. if (lod === void 0) { lod = 0; }
  16393. var gl = this._gl;
  16394. var textureType = this._getWebGLTextureType(texture.type);
  16395. var format = this._getInternalFormat(texture.format);
  16396. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16397. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16398. this._bindTextureDirectly(bindTarget, texture, true);
  16399. this._unpackFlipY(texture.invertY);
  16400. var target = gl.TEXTURE_2D;
  16401. if (texture.isCube) {
  16402. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16403. }
  16404. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16405. this._bindTextureDirectly(bindTarget, null, true);
  16406. };
  16407. /**
  16408. * Creates a new render target cube texture
  16409. * @param size defines the size of the texture
  16410. * @param options defines the options used to create the texture
  16411. * @returns a new render target cube texture stored in an InternalTexture
  16412. */
  16413. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16414. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16415. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16416. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16417. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16418. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16419. }
  16420. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16421. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16422. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16423. }
  16424. var gl = this._gl;
  16425. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16426. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16427. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16428. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16429. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16430. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16431. }
  16432. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16433. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16434. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16435. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16436. for (var face = 0; face < 6; face++) {
  16437. 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);
  16438. }
  16439. // Create the framebuffer
  16440. var framebuffer = gl.createFramebuffer();
  16441. this.bindUnboundFramebuffer(framebuffer);
  16442. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16443. // MipMaps
  16444. if (fullOptions.generateMipMaps) {
  16445. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16446. }
  16447. // Unbind
  16448. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16449. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16450. this.bindUnboundFramebuffer(null);
  16451. texture._framebuffer = framebuffer;
  16452. texture.width = size;
  16453. texture.height = size;
  16454. texture.isReady = true;
  16455. texture.isCube = true;
  16456. texture.samples = 1;
  16457. texture.generateMipMaps = fullOptions.generateMipMaps;
  16458. texture.samplingMode = fullOptions.samplingMode;
  16459. texture.type = fullOptions.type;
  16460. texture.format = fullOptions.format;
  16461. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16462. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16463. this._internalTexturesCache.push(texture);
  16464. return texture;
  16465. };
  16466. /**
  16467. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16468. * @param rootUrl defines the url where the file to load is located
  16469. * @param scene defines the current scene
  16470. * @param lodScale defines scale to apply to the mip map selection
  16471. * @param lodOffset defines offset to apply to the mip map selection
  16472. * @param onLoad defines an optional callback raised when the texture is loaded
  16473. * @param onError defines an optional callback raised if there is an issue to load the texture
  16474. * @param format defines the format of the data
  16475. * @param forcedExtension defines the extension to use to pick the right loader
  16476. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16477. * @returns the cube texture as an InternalTexture
  16478. */
  16479. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16480. var _this = this;
  16481. if (onLoad === void 0) { onLoad = null; }
  16482. if (onError === void 0) { onError = null; }
  16483. if (forcedExtension === void 0) { forcedExtension = null; }
  16484. if (createPolynomials === void 0) { createPolynomials = true; }
  16485. var callback = function (loadData) {
  16486. if (!loadData) {
  16487. if (onLoad) {
  16488. onLoad(null);
  16489. }
  16490. return;
  16491. }
  16492. var texture = loadData.texture;
  16493. if (!createPolynomials) {
  16494. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16495. }
  16496. else if (loadData.info.sphericalPolynomial) {
  16497. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16498. }
  16499. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16500. if (_this._caps.textureLOD) {
  16501. // Do not add extra process if texture lod is supported.
  16502. if (onLoad) {
  16503. onLoad(texture);
  16504. }
  16505. return;
  16506. }
  16507. var mipSlices = 3;
  16508. var gl = _this._gl;
  16509. var width = loadData.width;
  16510. if (!width) {
  16511. return;
  16512. }
  16513. var textures = [];
  16514. for (var i = 0; i < mipSlices; i++) {
  16515. //compute LOD from even spacing in smoothness (matching shader calculation)
  16516. var smoothness = i / (mipSlices - 1);
  16517. var roughness = 1 - smoothness;
  16518. var minLODIndex = lodOffset; // roughness = 0
  16519. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16520. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16521. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16522. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16523. glTextureFromLod.type = texture.type;
  16524. glTextureFromLod.format = texture.format;
  16525. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16526. glTextureFromLod.height = glTextureFromLod.width;
  16527. glTextureFromLod.isCube = true;
  16528. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16529. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16530. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16531. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16532. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16533. if (loadData.isDDS) {
  16534. var info = loadData.info;
  16535. var data = loadData.data;
  16536. _this._unpackFlipY(info.isCompressed);
  16537. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16538. }
  16539. else {
  16540. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16541. }
  16542. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16543. // Wrap in a base texture for easy binding.
  16544. var lodTexture = new BABYLON.BaseTexture(scene);
  16545. lodTexture.isCube = true;
  16546. lodTexture._texture = glTextureFromLod;
  16547. glTextureFromLod.isReady = true;
  16548. textures.push(lodTexture);
  16549. }
  16550. texture._lodTextureHigh = textures[2];
  16551. texture._lodTextureMid = textures[1];
  16552. texture._lodTextureLow = textures[0];
  16553. if (onLoad) {
  16554. onLoad(texture);
  16555. }
  16556. };
  16557. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16558. };
  16559. /**
  16560. * Creates a cube texture
  16561. * @param rootUrl defines the url where the files to load is located
  16562. * @param scene defines the current scene
  16563. * @param files defines the list of files to load (1 per face)
  16564. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16565. * @param onLoad defines an optional callback raised when the texture is loaded
  16566. * @param onError defines an optional callback raised if there is an issue to load the texture
  16567. * @param format defines the format of the data
  16568. * @param forcedExtension defines the extension to use to pick the right loader
  16569. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16570. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16571. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16572. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16573. * @returns the cube texture as an InternalTexture
  16574. */
  16575. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16576. var _this = this;
  16577. if (onLoad === void 0) { onLoad = null; }
  16578. if (onError === void 0) { onError = null; }
  16579. if (forcedExtension === void 0) { forcedExtension = null; }
  16580. if (createPolynomials === void 0) { createPolynomials = false; }
  16581. if (lodScale === void 0) { lodScale = 0; }
  16582. if (lodOffset === void 0) { lodOffset = 0; }
  16583. if (fallback === void 0) { fallback = null; }
  16584. var gl = this._gl;
  16585. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16586. texture.isCube = true;
  16587. texture.url = rootUrl;
  16588. texture.generateMipMaps = !noMipmap;
  16589. texture._lodGenerationScale = lodScale;
  16590. texture._lodGenerationOffset = lodOffset;
  16591. if (!this._doNotHandleContextLost) {
  16592. texture._extension = forcedExtension;
  16593. texture._files = files;
  16594. }
  16595. var lastDot = rootUrl.lastIndexOf('.');
  16596. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16597. var loader = null;
  16598. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16599. var availableLoader = _a[_i];
  16600. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16601. loader = availableLoader;
  16602. break;
  16603. }
  16604. }
  16605. var onInternalError = function (request, exception) {
  16606. if (loader) {
  16607. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16608. if (fallbackUrl) {
  16609. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16610. }
  16611. }
  16612. if (onError && request) {
  16613. onError(request.status + " " + request.statusText, exception);
  16614. }
  16615. };
  16616. if (loader) {
  16617. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16618. var onloaddata = function (data) {
  16619. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16620. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16621. };
  16622. if (files && files.length === 6) {
  16623. if (loader.supportCascades) {
  16624. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16625. }
  16626. else if (onError) {
  16627. onError("Textures type does not support cascades.");
  16628. }
  16629. }
  16630. else {
  16631. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16632. }
  16633. }
  16634. else {
  16635. if (!files) {
  16636. throw new Error("Cannot load cubemap because files were not defined");
  16637. }
  16638. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16639. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16640. var height = width;
  16641. _this._prepareWorkingCanvas();
  16642. if (!_this._workingCanvas || !_this._workingContext) {
  16643. return;
  16644. }
  16645. _this._workingCanvas.width = width;
  16646. _this._workingCanvas.height = height;
  16647. var faces = [
  16648. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16649. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16650. ];
  16651. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16652. _this._unpackFlipY(false);
  16653. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16654. for (var index = 0; index < faces.length; index++) {
  16655. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16656. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16657. }
  16658. if (!noMipmap) {
  16659. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16660. }
  16661. _this._setCubeMapTextureParams(!noMipmap);
  16662. texture.width = width;
  16663. texture.height = height;
  16664. texture.isReady = true;
  16665. if (format) {
  16666. texture.format = format;
  16667. }
  16668. texture.onLoadedObservable.notifyObservers(texture);
  16669. texture.onLoadedObservable.clear();
  16670. if (onLoad) {
  16671. onLoad();
  16672. }
  16673. }, files, onError);
  16674. }
  16675. this._internalTexturesCache.push(texture);
  16676. return texture;
  16677. };
  16678. /**
  16679. * @hidden
  16680. */
  16681. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16682. var gl = this._gl;
  16683. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16684. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16685. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16686. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16687. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16688. // this.resetTextureCache();
  16689. };
  16690. /**
  16691. * Update a raw cube texture
  16692. * @param texture defines the texture to udpdate
  16693. * @param data defines the data to store
  16694. * @param format defines the data format
  16695. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16696. * @param invertY defines if data must be stored with Y axis inverted
  16697. * @param compression defines the compression used (null by default)
  16698. * @param level defines which level of the texture to update
  16699. */
  16700. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16701. if (compression === void 0) { compression = null; }
  16702. if (level === void 0) { level = 0; }
  16703. texture._bufferViewArray = data;
  16704. texture.format = format;
  16705. texture.type = type;
  16706. texture.invertY = invertY;
  16707. texture._compression = compression;
  16708. var gl = this._gl;
  16709. var textureType = this._getWebGLTextureType(type);
  16710. var internalFormat = this._getInternalFormat(format);
  16711. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16712. var needConversion = false;
  16713. if (internalFormat === gl.RGB) {
  16714. internalFormat = gl.RGBA;
  16715. needConversion = true;
  16716. }
  16717. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16718. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16719. if (texture.width % 4 !== 0) {
  16720. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16721. }
  16722. // Data are known to be in +X +Y +Z -X -Y -Z
  16723. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16724. var faceData = data[faceIndex];
  16725. if (compression) {
  16726. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16727. }
  16728. else {
  16729. if (needConversion) {
  16730. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16731. }
  16732. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16733. }
  16734. }
  16735. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16736. if (isPot && texture.generateMipMaps && level === 0) {
  16737. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16738. }
  16739. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16740. // this.resetTextureCache();
  16741. texture.isReady = true;
  16742. };
  16743. /**
  16744. * Creates a new raw cube texture
  16745. * @param data defines the array of data to use to create each face
  16746. * @param size defines the size of the textures
  16747. * @param format defines the format of the data
  16748. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16749. * @param generateMipMaps defines if the engine should generate the mip levels
  16750. * @param invertY defines if data must be stored with Y axis inverted
  16751. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16752. * @param compression defines the compression used (null by default)
  16753. * @returns the cube texture as an InternalTexture
  16754. */
  16755. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16756. if (compression === void 0) { compression = null; }
  16757. var gl = this._gl;
  16758. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16759. texture.isCube = true;
  16760. texture.format = format;
  16761. texture.type = type;
  16762. if (!this._doNotHandleContextLost) {
  16763. texture._bufferViewArray = data;
  16764. }
  16765. var textureType = this._getWebGLTextureType(type);
  16766. var internalFormat = this._getInternalFormat(format);
  16767. if (internalFormat === gl.RGB) {
  16768. internalFormat = gl.RGBA;
  16769. }
  16770. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16771. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16772. generateMipMaps = false;
  16773. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16774. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16775. }
  16776. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16777. generateMipMaps = false;
  16778. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16779. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16780. }
  16781. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16782. generateMipMaps = false;
  16783. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16784. }
  16785. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16786. generateMipMaps = false;
  16787. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16788. }
  16789. var width = size;
  16790. var height = width;
  16791. texture.width = width;
  16792. texture.height = height;
  16793. // Double check on POT to generate Mips.
  16794. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16795. if (!isPot) {
  16796. generateMipMaps = false;
  16797. }
  16798. // Upload data if needed. The texture won't be ready until then.
  16799. if (data) {
  16800. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16801. }
  16802. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16803. // Filters
  16804. if (data && generateMipMaps) {
  16805. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16806. }
  16807. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16808. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16809. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16810. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16811. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16812. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16813. texture.generateMipMaps = generateMipMaps;
  16814. return texture;
  16815. };
  16816. /**
  16817. * Creates a new raw cube texture from a specified url
  16818. * @param url defines the url where the data is located
  16819. * @param scene defines the current scene
  16820. * @param size defines the size of the textures
  16821. * @param format defines the format of the data
  16822. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16823. * @param noMipmap defines if the engine should avoid generating the mip levels
  16824. * @param callback defines a callback used to extract texture data from loaded data
  16825. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  16826. * @param onLoad defines a callback called when texture is loaded
  16827. * @param onError defines a callback called if there is an error
  16828. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16829. * @param invertY defines if data must be stored with Y axis inverted
  16830. * @returns the cube texture as an InternalTexture
  16831. */
  16832. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  16833. var _this = this;
  16834. if (onLoad === void 0) { onLoad = null; }
  16835. if (onError === void 0) { onError = null; }
  16836. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  16837. if (invertY === void 0) { invertY = false; }
  16838. var gl = this._gl;
  16839. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  16840. scene._addPendingData(texture);
  16841. texture.url = url;
  16842. this._internalTexturesCache.push(texture);
  16843. var onerror = function (request, exception) {
  16844. scene._removePendingData(texture);
  16845. if (onError && request) {
  16846. onError(request.status + " " + request.statusText, exception);
  16847. }
  16848. };
  16849. var internalCallback = function (data) {
  16850. var width = texture.width;
  16851. var faceDataArrays = callback(data);
  16852. if (!faceDataArrays) {
  16853. return;
  16854. }
  16855. if (mipmapGenerator) {
  16856. var textureType = _this._getWebGLTextureType(type);
  16857. var internalFormat = _this._getInternalFormat(format);
  16858. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  16859. var needConversion = false;
  16860. if (internalFormat === gl.RGB) {
  16861. internalFormat = gl.RGBA;
  16862. needConversion = true;
  16863. }
  16864. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16865. _this._unpackFlipY(false);
  16866. var mipData = mipmapGenerator(faceDataArrays);
  16867. for (var level = 0; level < mipData.length; level++) {
  16868. var mipSize = width >> level;
  16869. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16870. var mipFaceData = mipData[level][faceIndex];
  16871. if (needConversion) {
  16872. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  16873. }
  16874. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  16875. }
  16876. }
  16877. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16878. }
  16879. else {
  16880. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  16881. }
  16882. texture.isReady = true;
  16883. // this.resetTextureCache();
  16884. scene._removePendingData(texture);
  16885. if (onLoad) {
  16886. onLoad();
  16887. }
  16888. };
  16889. this._loadFile(url, function (data) {
  16890. internalCallback(data);
  16891. }, undefined, scene.database, true, onerror);
  16892. return texture;
  16893. };
  16894. /**
  16895. * Update a raw 3D texture
  16896. * @param texture defines the texture to update
  16897. * @param data defines the data to store
  16898. * @param format defines the data format
  16899. * @param invertY defines if data must be stored with Y axis inverted
  16900. * @param compression defines the used compression (can be null)
  16901. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  16902. */
  16903. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  16904. if (compression === void 0) { compression = null; }
  16905. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16906. var internalType = this._getWebGLTextureType(textureType);
  16907. var internalFormat = this._getInternalFormat(format);
  16908. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  16909. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16910. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16911. if (!this._doNotHandleContextLost) {
  16912. texture._bufferView = data;
  16913. texture.format = format;
  16914. texture.invertY = invertY;
  16915. texture._compression = compression;
  16916. }
  16917. if (texture.width % 4 !== 0) {
  16918. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  16919. }
  16920. if (compression && data) {
  16921. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  16922. }
  16923. else {
  16924. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  16925. }
  16926. if (texture.generateMipMaps) {
  16927. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16928. }
  16929. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16930. // this.resetTextureCache();
  16931. texture.isReady = true;
  16932. };
  16933. /**
  16934. * Creates a new raw 3D texture
  16935. * @param data defines the data used to create the texture
  16936. * @param width defines the width of the texture
  16937. * @param height defines the height of the texture
  16938. * @param depth defines the depth of the texture
  16939. * @param format defines the format of the texture
  16940. * @param generateMipMaps defines if the engine must generate mip levels
  16941. * @param invertY defines if data must be stored with Y axis inverted
  16942. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16943. * @param compression defines the compressed used (can be null)
  16944. * @param textureType defines the compressed used (can be null)
  16945. * @returns a new raw 3D texture (stored in an InternalTexture)
  16946. */
  16947. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  16948. if (compression === void 0) { compression = null; }
  16949. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16950. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  16951. texture.baseWidth = width;
  16952. texture.baseHeight = height;
  16953. texture.baseDepth = depth;
  16954. texture.width = width;
  16955. texture.height = height;
  16956. texture.depth = depth;
  16957. texture.format = format;
  16958. texture.type = textureType;
  16959. texture.generateMipMaps = generateMipMaps;
  16960. texture.samplingMode = samplingMode;
  16961. texture.is3D = true;
  16962. if (!this._doNotHandleContextLost) {
  16963. texture._bufferView = data;
  16964. }
  16965. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  16966. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16967. // Filters
  16968. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16969. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  16970. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16971. if (generateMipMaps) {
  16972. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16973. }
  16974. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16975. this._internalTexturesCache.push(texture);
  16976. return texture;
  16977. };
  16978. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  16979. var gl = this._gl;
  16980. if (!gl) {
  16981. return;
  16982. }
  16983. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  16984. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16985. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16986. if (!noMipmap && !isCompressed) {
  16987. gl.generateMipmap(gl.TEXTURE_2D);
  16988. }
  16989. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16990. // this.resetTextureCache();
  16991. if (scene) {
  16992. scene._removePendingData(texture);
  16993. }
  16994. texture.onLoadedObservable.notifyObservers(texture);
  16995. texture.onLoadedObservable.clear();
  16996. };
  16997. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  16998. var _this = this;
  16999. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17000. var maxTextureSize = this.getCaps().maxTextureSize;
  17001. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17002. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17003. var gl = this._gl;
  17004. if (!gl) {
  17005. return;
  17006. }
  17007. if (!texture._webGLTexture) {
  17008. // this.resetTextureCache();
  17009. if (scene) {
  17010. scene._removePendingData(texture);
  17011. }
  17012. return;
  17013. }
  17014. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17015. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17016. texture.baseWidth = width;
  17017. texture.baseHeight = height;
  17018. texture.width = potWidth;
  17019. texture.height = potHeight;
  17020. texture.isReady = true;
  17021. if (processFunction(potWidth, potHeight, function () {
  17022. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17023. })) {
  17024. // Returning as texture needs extra async steps
  17025. return;
  17026. }
  17027. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17028. };
  17029. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17030. // Create new RGBA data container.
  17031. var rgbaData;
  17032. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17033. rgbaData = new Float32Array(width * height * 4);
  17034. }
  17035. else {
  17036. rgbaData = new Uint32Array(width * height * 4);
  17037. }
  17038. // Convert each pixel.
  17039. for (var x = 0; x < width; x++) {
  17040. for (var y = 0; y < height; y++) {
  17041. var index = (y * width + x) * 3;
  17042. var newIndex = (y * width + x) * 4;
  17043. // Map Old Value to new value.
  17044. rgbaData[newIndex + 0] = rgbData[index + 0];
  17045. rgbaData[newIndex + 1] = rgbData[index + 1];
  17046. rgbaData[newIndex + 2] = rgbData[index + 2];
  17047. // Add fully opaque alpha channel.
  17048. rgbaData[newIndex + 3] = 1;
  17049. }
  17050. }
  17051. return rgbaData;
  17052. };
  17053. /** @hidden */
  17054. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17055. var gl = this._gl;
  17056. if (texture._framebuffer) {
  17057. gl.deleteFramebuffer(texture._framebuffer);
  17058. texture._framebuffer = null;
  17059. }
  17060. if (texture._depthStencilBuffer) {
  17061. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17062. texture._depthStencilBuffer = null;
  17063. }
  17064. if (texture._MSAAFramebuffer) {
  17065. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17066. texture._MSAAFramebuffer = null;
  17067. }
  17068. if (texture._MSAARenderBuffer) {
  17069. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17070. texture._MSAARenderBuffer = null;
  17071. }
  17072. };
  17073. /** @hidden */
  17074. Engine.prototype._releaseTexture = function (texture) {
  17075. var gl = this._gl;
  17076. this._releaseFramebufferObjects(texture);
  17077. gl.deleteTexture(texture._webGLTexture);
  17078. // Unbind channels
  17079. this.unbindAllTextures();
  17080. var index = this._internalTexturesCache.indexOf(texture);
  17081. if (index !== -1) {
  17082. this._internalTexturesCache.splice(index, 1);
  17083. }
  17084. // Integrated fixed lod samplers.
  17085. if (texture._lodTextureHigh) {
  17086. texture._lodTextureHigh.dispose();
  17087. }
  17088. if (texture._lodTextureMid) {
  17089. texture._lodTextureMid.dispose();
  17090. }
  17091. if (texture._lodTextureLow) {
  17092. texture._lodTextureLow.dispose();
  17093. }
  17094. // Set output texture of post process to null if the texture has been released/disposed
  17095. this.scenes.forEach(function (scene) {
  17096. scene.postProcesses.forEach(function (postProcess) {
  17097. if (postProcess._outputTexture == texture) {
  17098. postProcess._outputTexture = null;
  17099. }
  17100. });
  17101. scene.cameras.forEach(function (camera) {
  17102. camera._postProcesses.forEach(function (postProcess) {
  17103. if (postProcess) {
  17104. if (postProcess._outputTexture == texture) {
  17105. postProcess._outputTexture = null;
  17106. }
  17107. }
  17108. });
  17109. });
  17110. });
  17111. };
  17112. Engine.prototype.setProgram = function (program) {
  17113. if (this._currentProgram !== program) {
  17114. this._gl.useProgram(program);
  17115. this._currentProgram = program;
  17116. }
  17117. };
  17118. /**
  17119. * Binds an effect to the webGL context
  17120. * @param effect defines the effect to bind
  17121. */
  17122. Engine.prototype.bindSamplers = function (effect) {
  17123. this.setProgram(effect.getProgram());
  17124. var samplers = effect.getSamplers();
  17125. for (var index = 0; index < samplers.length; index++) {
  17126. var uniform = effect.getUniform(samplers[index]);
  17127. if (uniform) {
  17128. this._boundUniforms[index] = uniform;
  17129. }
  17130. }
  17131. this._currentEffect = null;
  17132. };
  17133. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17134. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17135. return;
  17136. }
  17137. // Remove
  17138. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17139. // Bind last to it
  17140. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17141. // Bind to dummy
  17142. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17143. };
  17144. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17145. if (!internalTexture) {
  17146. return -1;
  17147. }
  17148. internalTexture._initialSlot = channel;
  17149. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17150. if (channel !== internalTexture._designatedSlot) {
  17151. this._textureCollisions.addCount(1, false);
  17152. }
  17153. }
  17154. else {
  17155. if (channel !== internalTexture._designatedSlot) {
  17156. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17157. return internalTexture._designatedSlot;
  17158. }
  17159. else {
  17160. // No slot for this texture, let's pick a new one (if we find a free slot)
  17161. if (this._nextFreeTextureSlots.length) {
  17162. return this._nextFreeTextureSlots[0];
  17163. }
  17164. // We need to recycle the oldest bound texture, sorry.
  17165. this._textureCollisions.addCount(1, false);
  17166. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17167. }
  17168. }
  17169. }
  17170. return channel;
  17171. };
  17172. Engine.prototype._linkTrackers = function (previous, next) {
  17173. previous.next = next;
  17174. next.previous = previous;
  17175. };
  17176. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17177. var currentSlot = internalTexture._designatedSlot;
  17178. if (currentSlot === -1) {
  17179. return -1;
  17180. }
  17181. internalTexture._designatedSlot = -1;
  17182. if (this.disableTextureBindingOptimization) {
  17183. return -1;
  17184. }
  17185. // Remove from bound list
  17186. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17187. // Free the slot
  17188. this._boundTexturesCache[currentSlot] = null;
  17189. this._nextFreeTextureSlots.push(currentSlot);
  17190. return currentSlot;
  17191. };
  17192. Engine.prototype._activateCurrentTexture = function () {
  17193. if (this._currentTextureChannel !== this._activeChannel) {
  17194. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17195. this._currentTextureChannel = this._activeChannel;
  17196. }
  17197. };
  17198. /** @hidden */
  17199. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17200. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17201. if (force === void 0) { force = false; }
  17202. var wasPreviouslyBound = false;
  17203. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17204. this._activeChannel = texture._designatedSlot;
  17205. }
  17206. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17207. var isTextureForRendering = texture && texture._initialSlot > -1;
  17208. if (currentTextureBound !== texture || force) {
  17209. if (currentTextureBound) {
  17210. this._removeDesignatedSlot(currentTextureBound);
  17211. }
  17212. this._activateCurrentTexture();
  17213. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17214. this._boundTexturesCache[this._activeChannel] = texture;
  17215. if (texture) {
  17216. if (!this.disableTextureBindingOptimization) {
  17217. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17218. if (slotIndex > -1) {
  17219. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17220. }
  17221. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17222. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17223. }
  17224. texture._designatedSlot = this._activeChannel;
  17225. }
  17226. }
  17227. else if (forTextureDataUpdate) {
  17228. wasPreviouslyBound = true;
  17229. this._activateCurrentTexture();
  17230. }
  17231. if (isTextureForRendering && !forTextureDataUpdate) {
  17232. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17233. }
  17234. return wasPreviouslyBound;
  17235. };
  17236. /** @hidden */
  17237. Engine.prototype._bindTexture = function (channel, texture) {
  17238. if (channel < 0) {
  17239. return;
  17240. }
  17241. if (texture) {
  17242. channel = this._getCorrectTextureChannel(channel, texture);
  17243. }
  17244. this._activeChannel = channel;
  17245. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17246. };
  17247. /**
  17248. * Sets a texture to the webGL context from a postprocess
  17249. * @param channel defines the channel to use
  17250. * @param postProcess defines the source postprocess
  17251. */
  17252. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17253. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17254. };
  17255. /**
  17256. * Binds the output of the passed in post process to the texture channel specified
  17257. * @param channel The channel the texture should be bound to
  17258. * @param postProcess The post process which's output should be bound
  17259. */
  17260. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17261. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17262. };
  17263. /**
  17264. * Unbind all textures from the webGL context
  17265. */
  17266. Engine.prototype.unbindAllTextures = function () {
  17267. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17268. this._activeChannel = channel;
  17269. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17270. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17271. if (this.webGLVersion > 1) {
  17272. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17273. }
  17274. }
  17275. };
  17276. /**
  17277. * Sets a texture to the according uniform.
  17278. * @param channel The texture channel
  17279. * @param uniform The uniform to set
  17280. * @param texture The texture to apply
  17281. */
  17282. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17283. if (channel < 0) {
  17284. return;
  17285. }
  17286. if (uniform) {
  17287. this._boundUniforms[channel] = uniform;
  17288. }
  17289. this._setTexture(channel, texture);
  17290. };
  17291. /**
  17292. * Sets a depth stencil texture from a render target to the according uniform.
  17293. * @param channel The texture channel
  17294. * @param uniform The uniform to set
  17295. * @param texture The render target texture containing the depth stencil texture to apply
  17296. */
  17297. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17298. if (channel < 0) {
  17299. return;
  17300. }
  17301. if (uniform) {
  17302. this._boundUniforms[channel] = uniform;
  17303. }
  17304. if (!texture || !texture.depthStencilTexture) {
  17305. this._setTexture(channel, null);
  17306. }
  17307. else {
  17308. this._setTexture(channel, texture, false, true);
  17309. }
  17310. };
  17311. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17312. var uniform = this._boundUniforms[sourceSlot];
  17313. if (uniform._currentState === destination) {
  17314. return;
  17315. }
  17316. this._gl.uniform1i(uniform, destination);
  17317. uniform._currentState = destination;
  17318. };
  17319. Engine.prototype._getTextureWrapMode = function (mode) {
  17320. switch (mode) {
  17321. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17322. return this._gl.REPEAT;
  17323. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17324. return this._gl.CLAMP_TO_EDGE;
  17325. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17326. return this._gl.MIRRORED_REPEAT;
  17327. }
  17328. return this._gl.REPEAT;
  17329. };
  17330. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17331. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17332. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17333. // Not ready?
  17334. if (!texture) {
  17335. if (this._boundTexturesCache[channel] != null) {
  17336. this._activeChannel = channel;
  17337. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17338. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17339. if (this.webGLVersion > 1) {
  17340. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17341. }
  17342. }
  17343. return false;
  17344. }
  17345. // Video
  17346. if (texture.video) {
  17347. this._activeChannel = channel;
  17348. texture.update();
  17349. }
  17350. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17351. texture.delayLoad();
  17352. return false;
  17353. }
  17354. var internalTexture;
  17355. if (depthStencilTexture) {
  17356. internalTexture = texture.depthStencilTexture;
  17357. }
  17358. else if (texture.isReady()) {
  17359. internalTexture = texture.getInternalTexture();
  17360. }
  17361. else if (texture.isCube) {
  17362. internalTexture = this.emptyCubeTexture;
  17363. }
  17364. else if (texture.is3D) {
  17365. internalTexture = this.emptyTexture3D;
  17366. }
  17367. else {
  17368. internalTexture = this.emptyTexture;
  17369. }
  17370. if (!isPartOfTextureArray) {
  17371. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17372. }
  17373. var needToBind = true;
  17374. if (this._boundTexturesCache[channel] === internalTexture) {
  17375. this._moveBoundTextureOnTop(internalTexture);
  17376. if (!isPartOfTextureArray) {
  17377. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17378. }
  17379. needToBind = false;
  17380. }
  17381. this._activeChannel = channel;
  17382. if (internalTexture && internalTexture.is3D) {
  17383. if (needToBind) {
  17384. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17385. }
  17386. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17387. internalTexture._cachedWrapU = texture.wrapU;
  17388. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17389. }
  17390. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17391. internalTexture._cachedWrapV = texture.wrapV;
  17392. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17393. }
  17394. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17395. internalTexture._cachedWrapR = texture.wrapR;
  17396. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17397. }
  17398. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17399. }
  17400. else if (internalTexture && internalTexture.isCube) {
  17401. if (needToBind) {
  17402. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17403. }
  17404. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17405. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17406. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17407. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17408. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17409. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17410. }
  17411. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17412. }
  17413. else {
  17414. if (needToBind) {
  17415. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17416. }
  17417. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17418. internalTexture._cachedWrapU = texture.wrapU;
  17419. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17420. }
  17421. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17422. internalTexture._cachedWrapV = texture.wrapV;
  17423. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17424. }
  17425. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17426. }
  17427. return true;
  17428. };
  17429. /**
  17430. * Sets an array of texture to the webGL context
  17431. * @param channel defines the channel where the texture array must be set
  17432. * @param uniform defines the associated uniform location
  17433. * @param textures defines the array of textures to bind
  17434. */
  17435. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17436. if (channel < 0 || !uniform) {
  17437. return;
  17438. }
  17439. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17440. this._textureUnits = new Int32Array(textures.length);
  17441. }
  17442. for (var i = 0; i < textures.length; i++) {
  17443. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17444. }
  17445. this._gl.uniform1iv(uniform, this._textureUnits);
  17446. for (var index = 0; index < textures.length; index++) {
  17447. this._setTexture(this._textureUnits[index], textures[index], true);
  17448. }
  17449. };
  17450. /** @hidden */
  17451. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17452. var internalTexture = texture.getInternalTexture();
  17453. if (!internalTexture) {
  17454. return;
  17455. }
  17456. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17457. var value = texture.anisotropicFilteringLevel;
  17458. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17459. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17460. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17461. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17462. }
  17463. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17464. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17465. internalTexture._cachedAnisotropicFilteringLevel = value;
  17466. }
  17467. };
  17468. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17469. this._bindTextureDirectly(target, texture, true, true);
  17470. this._gl.texParameterf(target, parameter, value);
  17471. };
  17472. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17473. if (texture) {
  17474. this._bindTextureDirectly(target, texture, true, true);
  17475. }
  17476. this._gl.texParameteri(target, parameter, value);
  17477. };
  17478. /**
  17479. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17480. * @param x defines the x coordinate of the rectangle where pixels must be read
  17481. * @param y defines the y coordinate of the rectangle where pixels must be read
  17482. * @param width defines the width of the rectangle where pixels must be read
  17483. * @param height defines the height of the rectangle where pixels must be read
  17484. * @returns a Uint8Array containing RGBA colors
  17485. */
  17486. Engine.prototype.readPixels = function (x, y, width, height) {
  17487. var data = new Uint8Array(height * width * 4);
  17488. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17489. return data;
  17490. };
  17491. /**
  17492. * Add an externaly attached data from its key.
  17493. * This method call will fail and return false, if such key already exists.
  17494. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17495. * @param key the unique key that identifies the data
  17496. * @param data the data object to associate to the key for this Engine instance
  17497. * @return true if no such key were already present and the data was added successfully, false otherwise
  17498. */
  17499. Engine.prototype.addExternalData = function (key, data) {
  17500. if (!this._externalData) {
  17501. this._externalData = new BABYLON.StringDictionary();
  17502. }
  17503. return this._externalData.add(key, data);
  17504. };
  17505. /**
  17506. * Get an externaly attached data from its key
  17507. * @param key the unique key that identifies the data
  17508. * @return the associated data, if present (can be null), or undefined if not present
  17509. */
  17510. Engine.prototype.getExternalData = function (key) {
  17511. if (!this._externalData) {
  17512. this._externalData = new BABYLON.StringDictionary();
  17513. }
  17514. return this._externalData.get(key);
  17515. };
  17516. /**
  17517. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17518. * @param key the unique key that identifies the data
  17519. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17520. * @return the associated data, can be null if the factory returned null.
  17521. */
  17522. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17523. if (!this._externalData) {
  17524. this._externalData = new BABYLON.StringDictionary();
  17525. }
  17526. return this._externalData.getOrAddWithFactory(key, factory);
  17527. };
  17528. /**
  17529. * Remove an externaly attached data from the Engine instance
  17530. * @param key the unique key that identifies the data
  17531. * @return true if the data was successfully removed, false if it doesn't exist
  17532. */
  17533. Engine.prototype.removeExternalData = function (key) {
  17534. if (!this._externalData) {
  17535. this._externalData = new BABYLON.StringDictionary();
  17536. }
  17537. return this._externalData.remove(key);
  17538. };
  17539. /**
  17540. * Unbind all vertex attributes from the webGL context
  17541. */
  17542. Engine.prototype.unbindAllAttributes = function () {
  17543. if (this._mustWipeVertexAttributes) {
  17544. this._mustWipeVertexAttributes = false;
  17545. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17546. this._gl.disableVertexAttribArray(i);
  17547. this._vertexAttribArraysEnabled[i] = false;
  17548. this._currentBufferPointers[i].active = false;
  17549. }
  17550. return;
  17551. }
  17552. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17553. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17554. continue;
  17555. }
  17556. this._gl.disableVertexAttribArray(i);
  17557. this._vertexAttribArraysEnabled[i] = false;
  17558. this._currentBufferPointers[i].active = false;
  17559. }
  17560. };
  17561. /**
  17562. * 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
  17563. */
  17564. Engine.prototype.releaseEffects = function () {
  17565. for (var name in this._compiledEffects) {
  17566. this._deleteProgram(this._compiledEffects[name]._program);
  17567. }
  17568. this._compiledEffects = {};
  17569. };
  17570. /**
  17571. * Dispose and release all associated resources
  17572. */
  17573. Engine.prototype.dispose = function () {
  17574. this.hideLoadingUI();
  17575. this.stopRenderLoop();
  17576. // Release postProcesses
  17577. while (this.postProcesses.length) {
  17578. this.postProcesses[0].dispose();
  17579. }
  17580. // Empty texture
  17581. if (this._emptyTexture) {
  17582. this._releaseTexture(this._emptyTexture);
  17583. this._emptyTexture = null;
  17584. }
  17585. if (this._emptyCubeTexture) {
  17586. this._releaseTexture(this._emptyCubeTexture);
  17587. this._emptyCubeTexture = null;
  17588. }
  17589. // Rescale PP
  17590. if (this._rescalePostProcess) {
  17591. this._rescalePostProcess.dispose();
  17592. }
  17593. // Release scenes
  17594. while (this.scenes.length) {
  17595. this.scenes[0].dispose();
  17596. }
  17597. // Release audio engine
  17598. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17599. Engine.audioEngine.dispose();
  17600. }
  17601. // Release effects
  17602. this.releaseEffects();
  17603. // Unbind
  17604. this.unbindAllAttributes();
  17605. this._boundUniforms = [];
  17606. if (this._dummyFramebuffer) {
  17607. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17608. }
  17609. //WebVR
  17610. this.disableVR();
  17611. // Events
  17612. if (BABYLON.Tools.IsWindowObjectExist()) {
  17613. window.removeEventListener("blur", this._onBlur);
  17614. window.removeEventListener("focus", this._onFocus);
  17615. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17616. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17617. if (this._renderingCanvas) {
  17618. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17619. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17620. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17621. if (!this._doNotHandleContextLost) {
  17622. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17623. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17624. }
  17625. }
  17626. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17627. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17628. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17629. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17630. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17631. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17632. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17633. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17634. if (this._onVrDisplayConnect) {
  17635. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17636. if (this._onVrDisplayDisconnect) {
  17637. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17638. }
  17639. if (this._onVrDisplayPresentChange) {
  17640. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17641. }
  17642. this._onVrDisplayConnect = null;
  17643. this._onVrDisplayDisconnect = null;
  17644. }
  17645. }
  17646. // Remove from Instances
  17647. var index = Engine.Instances.indexOf(this);
  17648. if (index >= 0) {
  17649. Engine.Instances.splice(index, 1);
  17650. }
  17651. this._workingCanvas = null;
  17652. this._workingContext = null;
  17653. this._currentBufferPointers = [];
  17654. this._renderingCanvas = null;
  17655. this._currentProgram = null;
  17656. this._bindedRenderFunction = null;
  17657. this.onResizeObservable.clear();
  17658. this.onCanvasBlurObservable.clear();
  17659. this.onCanvasFocusObservable.clear();
  17660. this.onCanvasPointerOutObservable.clear();
  17661. this.onBeginFrameObservable.clear();
  17662. this.onEndFrameObservable.clear();
  17663. BABYLON.Effect.ResetCache();
  17664. // Abort active requests
  17665. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17666. var request = _a[_i];
  17667. request.abort();
  17668. }
  17669. };
  17670. // Loading screen
  17671. /**
  17672. * Display the loading screen
  17673. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17674. */
  17675. Engine.prototype.displayLoadingUI = function () {
  17676. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17677. return;
  17678. }
  17679. var loadingScreen = this.loadingScreen;
  17680. if (loadingScreen) {
  17681. loadingScreen.displayLoadingUI();
  17682. }
  17683. };
  17684. /**
  17685. * Hide the loading screen
  17686. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17687. */
  17688. Engine.prototype.hideLoadingUI = function () {
  17689. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17690. return;
  17691. }
  17692. var loadingScreen = this.loadingScreen;
  17693. if (loadingScreen) {
  17694. loadingScreen.hideLoadingUI();
  17695. }
  17696. };
  17697. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17698. /**
  17699. * Gets the current loading screen object
  17700. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17701. */
  17702. get: function () {
  17703. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17704. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17705. }
  17706. return this._loadingScreen;
  17707. },
  17708. /**
  17709. * Sets the current loading screen object
  17710. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17711. */
  17712. set: function (loadingScreen) {
  17713. this._loadingScreen = loadingScreen;
  17714. },
  17715. enumerable: true,
  17716. configurable: true
  17717. });
  17718. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17719. /**
  17720. * Sets the current loading screen text
  17721. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17722. */
  17723. set: function (text) {
  17724. this.loadingScreen.loadingUIText = text;
  17725. },
  17726. enumerable: true,
  17727. configurable: true
  17728. });
  17729. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17730. /**
  17731. * Sets the current loading screen background color
  17732. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17733. */
  17734. set: function (color) {
  17735. this.loadingScreen.loadingUIBackgroundColor = color;
  17736. },
  17737. enumerable: true,
  17738. configurable: true
  17739. });
  17740. /**
  17741. * Attach a new callback raised when context lost event is fired
  17742. * @param callback defines the callback to call
  17743. */
  17744. Engine.prototype.attachContextLostEvent = function (callback) {
  17745. if (this._renderingCanvas) {
  17746. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17747. }
  17748. };
  17749. /**
  17750. * Attach a new callback raised when context restored event is fired
  17751. * @param callback defines the callback to call
  17752. */
  17753. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17754. if (this._renderingCanvas) {
  17755. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17756. }
  17757. };
  17758. /**
  17759. * Gets the source code of the vertex shader associated with a specific webGL program
  17760. * @param program defines the program to use
  17761. * @returns a string containing the source code of the vertex shader associated with the program
  17762. */
  17763. Engine.prototype.getVertexShaderSource = function (program) {
  17764. var shaders = this._gl.getAttachedShaders(program);
  17765. if (!shaders) {
  17766. return null;
  17767. }
  17768. return this._gl.getShaderSource(shaders[0]);
  17769. };
  17770. /**
  17771. * Gets the source code of the fragment shader associated with a specific webGL program
  17772. * @param program defines the program to use
  17773. * @returns a string containing the source code of the fragment shader associated with the program
  17774. */
  17775. Engine.prototype.getFragmentShaderSource = function (program) {
  17776. var shaders = this._gl.getAttachedShaders(program);
  17777. if (!shaders) {
  17778. return null;
  17779. }
  17780. return this._gl.getShaderSource(shaders[1]);
  17781. };
  17782. /**
  17783. * Get the current error code of the webGL context
  17784. * @returns the error code
  17785. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17786. */
  17787. Engine.prototype.getError = function () {
  17788. return this._gl.getError();
  17789. };
  17790. // FPS
  17791. /**
  17792. * Gets the current framerate
  17793. * @returns a number representing the framerate
  17794. */
  17795. Engine.prototype.getFps = function () {
  17796. return this._fps;
  17797. };
  17798. /**
  17799. * Gets the time spent between current and previous frame
  17800. * @returns a number representing the delta time in ms
  17801. */
  17802. Engine.prototype.getDeltaTime = function () {
  17803. return this._deltaTime;
  17804. };
  17805. Engine.prototype._measureFps = function () {
  17806. this._performanceMonitor.sampleFrame();
  17807. this._fps = this._performanceMonitor.averageFPS;
  17808. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17809. };
  17810. /** @hidden */
  17811. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  17812. if (faceIndex === void 0) { faceIndex = -1; }
  17813. if (level === void 0) { level = 0; }
  17814. if (buffer === void 0) { buffer = null; }
  17815. var gl = this._gl;
  17816. if (!this._dummyFramebuffer) {
  17817. var dummy = gl.createFramebuffer();
  17818. if (!dummy) {
  17819. throw new Error("Unable to create dummy framebuffer");
  17820. }
  17821. this._dummyFramebuffer = dummy;
  17822. }
  17823. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  17824. if (faceIndex > -1) {
  17825. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  17826. }
  17827. else {
  17828. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  17829. }
  17830. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  17831. switch (readType) {
  17832. case gl.UNSIGNED_BYTE:
  17833. if (!buffer) {
  17834. buffer = new Uint8Array(4 * width * height);
  17835. }
  17836. readType = gl.UNSIGNED_BYTE;
  17837. break;
  17838. default:
  17839. if (!buffer) {
  17840. buffer = new Float32Array(4 * width * height);
  17841. }
  17842. readType = gl.FLOAT;
  17843. break;
  17844. }
  17845. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  17846. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  17847. return buffer;
  17848. };
  17849. Engine.prototype._canRenderToFloatFramebuffer = function () {
  17850. if (this._webGLVersion > 1) {
  17851. return this._caps.colorBufferFloat;
  17852. }
  17853. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  17854. };
  17855. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  17856. if (this._webGLVersion > 1) {
  17857. return this._caps.colorBufferFloat;
  17858. }
  17859. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  17860. };
  17861. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  17862. Engine.prototype._canRenderToFramebuffer = function (type) {
  17863. var gl = this._gl;
  17864. //clear existing errors
  17865. while (gl.getError() !== gl.NO_ERROR) { }
  17866. var successful = true;
  17867. var texture = gl.createTexture();
  17868. gl.bindTexture(gl.TEXTURE_2D, texture);
  17869. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  17870. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  17871. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  17872. var fb = gl.createFramebuffer();
  17873. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  17874. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  17875. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  17876. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  17877. successful = successful && (gl.getError() === gl.NO_ERROR);
  17878. //try render by clearing frame buffer's color buffer
  17879. if (successful) {
  17880. gl.clear(gl.COLOR_BUFFER_BIT);
  17881. successful = successful && (gl.getError() === gl.NO_ERROR);
  17882. }
  17883. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  17884. if (successful) {
  17885. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  17886. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17887. var readFormat = gl.RGBA;
  17888. var readType = gl.UNSIGNED_BYTE;
  17889. var buffer = new Uint8Array(4);
  17890. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  17891. successful = successful && (gl.getError() === gl.NO_ERROR);
  17892. }
  17893. //clean up
  17894. gl.deleteTexture(texture);
  17895. gl.deleteFramebuffer(fb);
  17896. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17897. //clear accumulated errors
  17898. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  17899. return successful;
  17900. };
  17901. /** @hidden */
  17902. Engine.prototype._getWebGLTextureType = function (type) {
  17903. if (this._webGLVersion === 1) {
  17904. switch (type) {
  17905. case Engine.TEXTURETYPE_FLOAT:
  17906. return this._gl.FLOAT;
  17907. case Engine.TEXTURETYPE_HALF_FLOAT:
  17908. return this._gl.HALF_FLOAT_OES;
  17909. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17910. return this._gl.UNSIGNED_BYTE;
  17911. }
  17912. return this._gl.UNSIGNED_BYTE;
  17913. }
  17914. switch (type) {
  17915. case Engine.TEXTURETYPE_BYTE:
  17916. return this._gl.BYTE;
  17917. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17918. return this._gl.UNSIGNED_BYTE;
  17919. case Engine.TEXTURETYPE_SHORT:
  17920. return this._gl.SHORT;
  17921. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  17922. return this._gl.UNSIGNED_SHORT;
  17923. case Engine.TEXTURETYPE_INT:
  17924. return this._gl.INT;
  17925. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  17926. return this._gl.UNSIGNED_INT;
  17927. case Engine.TEXTURETYPE_FLOAT:
  17928. return this._gl.FLOAT;
  17929. case Engine.TEXTURETYPE_HALF_FLOAT:
  17930. return this._gl.HALF_FLOAT;
  17931. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  17932. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  17933. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  17934. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  17935. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  17936. return this._gl.UNSIGNED_SHORT_5_6_5;
  17937. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  17938. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  17939. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  17940. return this._gl.UNSIGNED_INT_24_8;
  17941. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  17942. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  17943. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  17944. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  17945. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  17946. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  17947. }
  17948. return this._gl.UNSIGNED_BYTE;
  17949. };
  17950. Engine.prototype._getInternalFormat = function (format) {
  17951. var internalFormat = this._gl.RGBA;
  17952. switch (format) {
  17953. case Engine.TEXTUREFORMAT_ALPHA:
  17954. internalFormat = this._gl.ALPHA;
  17955. break;
  17956. case Engine.TEXTUREFORMAT_LUMINANCE:
  17957. internalFormat = this._gl.LUMINANCE;
  17958. break;
  17959. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  17960. internalFormat = this._gl.LUMINANCE_ALPHA;
  17961. break;
  17962. case Engine.TEXTUREFORMAT_RED:
  17963. internalFormat = this._gl.RED;
  17964. break;
  17965. case Engine.TEXTUREFORMAT_RG:
  17966. internalFormat = this._gl.RG;
  17967. break;
  17968. case Engine.TEXTUREFORMAT_RGB:
  17969. internalFormat = this._gl.RGB;
  17970. break;
  17971. case Engine.TEXTUREFORMAT_RGBA:
  17972. internalFormat = this._gl.RGBA;
  17973. break;
  17974. }
  17975. if (this._webGLVersion > 1) {
  17976. switch (format) {
  17977. case Engine.TEXTUREFORMAT_RED_INTEGER:
  17978. internalFormat = this._gl.RED_INTEGER;
  17979. break;
  17980. case Engine.TEXTUREFORMAT_RG_INTEGER:
  17981. internalFormat = this._gl.RG_INTEGER;
  17982. break;
  17983. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  17984. internalFormat = this._gl.RGB_INTEGER;
  17985. break;
  17986. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  17987. internalFormat = this._gl.RGBA_INTEGER;
  17988. break;
  17989. }
  17990. }
  17991. return internalFormat;
  17992. };
  17993. /** @hidden */
  17994. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  17995. if (this._webGLVersion === 1) {
  17996. if (format !== undefined) {
  17997. switch (format) {
  17998. case Engine.TEXTUREFORMAT_ALPHA:
  17999. return this._gl.ALPHA;
  18000. case Engine.TEXTUREFORMAT_LUMINANCE:
  18001. return this._gl.LUMINANCE;
  18002. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18003. return this._gl.LUMINANCE_ALPHA;
  18004. }
  18005. }
  18006. return this._gl.RGBA;
  18007. }
  18008. switch (type) {
  18009. case Engine.TEXTURETYPE_BYTE:
  18010. switch (format) {
  18011. case Engine.TEXTUREFORMAT_RED:
  18012. return this._gl.R8_SNORM;
  18013. case Engine.TEXTUREFORMAT_RG:
  18014. return this._gl.RG8_SNORM;
  18015. case Engine.TEXTUREFORMAT_RGB:
  18016. return this._gl.RGB8_SNORM;
  18017. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18018. return this._gl.R8I;
  18019. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18020. return this._gl.RG8I;
  18021. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18022. return this._gl.RGB8I;
  18023. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18024. return this._gl.RGBA8I;
  18025. default:
  18026. return this._gl.RGBA8_SNORM;
  18027. }
  18028. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18029. switch (format) {
  18030. case Engine.TEXTUREFORMAT_RED:
  18031. return this._gl.R8;
  18032. case Engine.TEXTUREFORMAT_RG:
  18033. return this._gl.RG8;
  18034. case Engine.TEXTUREFORMAT_RGB:
  18035. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18036. case Engine.TEXTUREFORMAT_RGBA:
  18037. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18038. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18039. return this._gl.R8UI;
  18040. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18041. return this._gl.RG8UI;
  18042. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18043. return this._gl.RGB8UI;
  18044. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18045. return this._gl.RGBA8UI;
  18046. default:
  18047. return this._gl.RGBA8;
  18048. }
  18049. case Engine.TEXTURETYPE_SHORT:
  18050. switch (format) {
  18051. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18052. return this._gl.R16I;
  18053. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18054. return this._gl.RG16I;
  18055. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18056. return this._gl.RGB16I;
  18057. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18058. return this._gl.RGBA16I;
  18059. default:
  18060. return this._gl.RGBA16I;
  18061. }
  18062. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18063. switch (format) {
  18064. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18065. return this._gl.R16UI;
  18066. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18067. return this._gl.RG16UI;
  18068. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18069. return this._gl.RGB16UI;
  18070. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18071. return this._gl.RGBA16UI;
  18072. default:
  18073. return this._gl.RGBA16UI;
  18074. }
  18075. case Engine.TEXTURETYPE_INT:
  18076. switch (format) {
  18077. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18078. return this._gl.R32I;
  18079. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18080. return this._gl.RG32I;
  18081. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18082. return this._gl.RGB32I;
  18083. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18084. return this._gl.RGBA32I;
  18085. default:
  18086. return this._gl.RGBA32I;
  18087. }
  18088. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18089. switch (format) {
  18090. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18091. return this._gl.R32UI;
  18092. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18093. return this._gl.RG32UI;
  18094. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18095. return this._gl.RGB32UI;
  18096. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18097. return this._gl.RGBA32UI;
  18098. default:
  18099. return this._gl.RGBA32UI;
  18100. }
  18101. case Engine.TEXTURETYPE_FLOAT:
  18102. switch (format) {
  18103. case Engine.TEXTUREFORMAT_RED:
  18104. return this._gl.R32F; // By default. Other possibility is R16F.
  18105. case Engine.TEXTUREFORMAT_RG:
  18106. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18107. case Engine.TEXTUREFORMAT_RGB:
  18108. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18109. case Engine.TEXTUREFORMAT_RGBA:
  18110. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18111. default:
  18112. return this._gl.RGBA32F;
  18113. }
  18114. case Engine.TEXTURETYPE_HALF_FLOAT:
  18115. switch (format) {
  18116. case Engine.TEXTUREFORMAT_RED:
  18117. return this._gl.R16F;
  18118. case Engine.TEXTUREFORMAT_RG:
  18119. return this._gl.RG16F;
  18120. case Engine.TEXTUREFORMAT_RGB:
  18121. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18122. case Engine.TEXTUREFORMAT_RGBA:
  18123. return this._gl.RGBA16F;
  18124. default:
  18125. return this._gl.RGBA16F;
  18126. }
  18127. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18128. return this._gl.RGB565;
  18129. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18130. return this._gl.R11F_G11F_B10F;
  18131. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18132. return this._gl.RGB9_E5;
  18133. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18134. return this._gl.RGBA4;
  18135. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18136. return this._gl.RGB5_A1;
  18137. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18138. switch (format) {
  18139. case Engine.TEXTUREFORMAT_RGBA:
  18140. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18141. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18142. return this._gl.RGB10_A2UI;
  18143. default:
  18144. return this._gl.RGB10_A2;
  18145. }
  18146. }
  18147. return this._gl.RGBA8;
  18148. };
  18149. /** @hidden */
  18150. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18151. if (type === Engine.TEXTURETYPE_FLOAT) {
  18152. return this._gl.RGBA32F;
  18153. }
  18154. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18155. return this._gl.RGBA16F;
  18156. }
  18157. return this._gl.RGBA8;
  18158. };
  18159. /** @hidden */
  18160. Engine.prototype._loadFile = function (url, onSuccess, onProgress, database, useArrayBuffer, onError) {
  18161. var _this = this;
  18162. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, database, useArrayBuffer, onError);
  18163. this._activeRequests.push(request);
  18164. request.onCompleteObservable.add(function (request) {
  18165. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18166. });
  18167. return request;
  18168. };
  18169. /** @hidden */
  18170. Engine.prototype._loadFileAsync = function (url, database, useArrayBuffer) {
  18171. var _this = this;
  18172. return new Promise(function (resolve, reject) {
  18173. _this._loadFile(url, function (data) {
  18174. resolve(data);
  18175. }, undefined, database, useArrayBuffer, function (request, exception) {
  18176. reject(exception);
  18177. });
  18178. });
  18179. };
  18180. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18181. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18182. var onload = function (data) {
  18183. loadedFiles[index] = data;
  18184. loadedFiles._internalCount++;
  18185. if (loadedFiles._internalCount === 6) {
  18186. onfinish(loadedFiles);
  18187. }
  18188. };
  18189. var onerror = function (request, exception) {
  18190. if (onErrorCallBack && request) {
  18191. onErrorCallBack(request.status + " " + request.statusText, exception);
  18192. }
  18193. };
  18194. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18195. };
  18196. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18197. if (onError === void 0) { onError = null; }
  18198. var loadedFiles = [];
  18199. loadedFiles._internalCount = 0;
  18200. for (var index = 0; index < 6; index++) {
  18201. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18202. }
  18203. };
  18204. // Statics
  18205. /**
  18206. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18207. * @returns true if the engine can be created
  18208. * @ignorenaming
  18209. */
  18210. Engine.isSupported = function () {
  18211. try {
  18212. var tempcanvas = document.createElement("canvas");
  18213. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18214. return gl != null && !!window.WebGLRenderingContext;
  18215. }
  18216. catch (e) {
  18217. return false;
  18218. }
  18219. };
  18220. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18221. Engine.ExceptionList = [
  18222. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18223. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18224. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18225. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18226. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18227. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18228. ];
  18229. /** Gets the list of created engines */
  18230. Engine.Instances = new Array();
  18231. /**
  18232. * Hidden
  18233. */
  18234. Engine._TextureLoaders = [];
  18235. // Const statics
  18236. /** Defines that alpha blending is disabled */
  18237. Engine.ALPHA_DISABLE = 0;
  18238. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18239. Engine.ALPHA_ADD = 1;
  18240. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18241. Engine.ALPHA_COMBINE = 2;
  18242. /** Defines that alpha blending to DEST - SRC * DEST */
  18243. Engine.ALPHA_SUBTRACT = 3;
  18244. /** Defines that alpha blending to SRC * DEST */
  18245. Engine.ALPHA_MULTIPLY = 4;
  18246. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18247. Engine.ALPHA_MAXIMIZED = 5;
  18248. /** Defines that alpha blending to SRC + DEST */
  18249. Engine.ALPHA_ONEONE = 6;
  18250. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18251. Engine.ALPHA_PREMULTIPLIED = 7;
  18252. /**
  18253. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18254. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18255. */
  18256. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18257. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18258. Engine.ALPHA_INTERPOLATE = 9;
  18259. /**
  18260. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18261. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18262. */
  18263. Engine.ALPHA_SCREENMODE = 10;
  18264. /** Defines that the ressource is not delayed*/
  18265. Engine.DELAYLOADSTATE_NONE = 0;
  18266. /** Defines that the ressource was successfully delay loaded */
  18267. Engine.DELAYLOADSTATE_LOADED = 1;
  18268. /** Defines that the ressource is currently delay loading */
  18269. Engine.DELAYLOADSTATE_LOADING = 2;
  18270. /** Defines that the ressource is delayed and has not started loading */
  18271. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18272. // Depht or Stencil test Constants.
  18273. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18274. Engine.NEVER = 0x0200;
  18275. /** 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 */
  18276. Engine.ALWAYS = 0x0207;
  18277. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18278. Engine.LESS = 0x0201;
  18279. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18280. Engine.EQUAL = 0x0202;
  18281. /** 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 */
  18282. Engine.LEQUAL = 0x0203;
  18283. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18284. Engine.GREATER = 0x0204;
  18285. /** 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 */
  18286. Engine.GEQUAL = 0x0206;
  18287. /** 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 */
  18288. Engine.NOTEQUAL = 0x0205;
  18289. // Stencil Actions Constants.
  18290. /** Passed to stencilOperation to specify that stencil value must be kept */
  18291. Engine.KEEP = 0x1E00;
  18292. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18293. Engine.REPLACE = 0x1E01;
  18294. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18295. Engine.INCR = 0x1E02;
  18296. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18297. Engine.DECR = 0x1E03;
  18298. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18299. Engine.INVERT = 0x150A;
  18300. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18301. Engine.INCR_WRAP = 0x8507;
  18302. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18303. Engine.DECR_WRAP = 0x8508;
  18304. /** Texture is not repeating outside of 0..1 UVs */
  18305. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18306. /** Texture is repeating outside of 0..1 UVs */
  18307. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18308. /** Texture is repeating and mirrored */
  18309. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18310. /** ALPHA */
  18311. Engine.TEXTUREFORMAT_ALPHA = 0;
  18312. /** LUMINANCE */
  18313. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18314. /** LUMINANCE_ALPHA */
  18315. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18316. /** RGB */
  18317. Engine.TEXTUREFORMAT_RGB = 4;
  18318. /** RGBA */
  18319. Engine.TEXTUREFORMAT_RGBA = 5;
  18320. /** RED */
  18321. Engine.TEXTUREFORMAT_RED = 6;
  18322. /** RED (2nd reference) */
  18323. Engine.TEXTUREFORMAT_R = 6;
  18324. /** RG */
  18325. Engine.TEXTUREFORMAT_RG = 7;
  18326. /** RED_INTEGER */
  18327. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18328. /** RED_INTEGER (2nd reference) */
  18329. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18330. /** RG_INTEGER */
  18331. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18332. /** RGB_INTEGER */
  18333. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18334. /** RGBA_INTEGER */
  18335. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18336. /** UNSIGNED_BYTE */
  18337. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18338. /** UNSIGNED_BYTE (2nd reference) */
  18339. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18340. /** FLOAT */
  18341. Engine.TEXTURETYPE_FLOAT = 1;
  18342. /** HALF_FLOAT */
  18343. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18344. /** BYTE */
  18345. Engine.TEXTURETYPE_BYTE = 3;
  18346. /** SHORT */
  18347. Engine.TEXTURETYPE_SHORT = 4;
  18348. /** UNSIGNED_SHORT */
  18349. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18350. /** INT */
  18351. Engine.TEXTURETYPE_INT = 6;
  18352. /** UNSIGNED_INT */
  18353. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18354. /** UNSIGNED_SHORT_4_4_4_4 */
  18355. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18356. /** UNSIGNED_SHORT_5_5_5_1 */
  18357. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18358. /** UNSIGNED_SHORT_5_6_5 */
  18359. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18360. /** UNSIGNED_INT_2_10_10_10_REV */
  18361. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18362. /** UNSIGNED_INT_24_8 */
  18363. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18364. /** UNSIGNED_INT_10F_11F_11F_REV */
  18365. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18366. /** UNSIGNED_INT_5_9_9_9_REV */
  18367. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18368. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18369. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18370. /** nearest is mag = nearest and min = nearest and mip = linear */
  18371. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18372. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18373. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18374. /** Trilinear is mag = linear and min = linear and mip = linear */
  18375. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18376. /** nearest is mag = nearest and min = nearest and mip = linear */
  18377. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18378. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18379. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18380. /** Trilinear is mag = linear and min = linear and mip = linear */
  18381. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18382. /** mag = nearest and min = nearest and mip = nearest */
  18383. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18384. /** mag = nearest and min = linear and mip = nearest */
  18385. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18386. /** mag = nearest and min = linear and mip = linear */
  18387. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18388. /** mag = nearest and min = linear and mip = none */
  18389. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18390. /** mag = nearest and min = nearest and mip = none */
  18391. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18392. /** mag = linear and min = nearest and mip = nearest */
  18393. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18394. /** mag = linear and min = nearest and mip = linear */
  18395. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18396. /** mag = linear and min = linear and mip = none */
  18397. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18398. /** mag = linear and min = nearest and mip = none */
  18399. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18400. /** Explicit coordinates mode */
  18401. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18402. /** Spherical coordinates mode */
  18403. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18404. /** Planar coordinates mode */
  18405. Engine.TEXTURE_PLANAR_MODE = 2;
  18406. /** Cubic coordinates mode */
  18407. Engine.TEXTURE_CUBIC_MODE = 3;
  18408. /** Projection coordinates mode */
  18409. Engine.TEXTURE_PROJECTION_MODE = 4;
  18410. /** Skybox coordinates mode */
  18411. Engine.TEXTURE_SKYBOX_MODE = 5;
  18412. /** Inverse Cubic coordinates mode */
  18413. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18414. /** Equirectangular coordinates mode */
  18415. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18416. /** Equirectangular Fixed coordinates mode */
  18417. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18418. /** Equirectangular Fixed Mirrored coordinates mode */
  18419. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18420. // Texture rescaling mode
  18421. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18422. Engine.SCALEMODE_FLOOR = 1;
  18423. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18424. Engine.SCALEMODE_NEAREST = 2;
  18425. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18426. Engine.SCALEMODE_CEILING = 3;
  18427. // Updatable statics so stick with vars here
  18428. /**
  18429. * Gets or sets the epsilon value used by collision engine
  18430. */
  18431. Engine.CollisionsEpsilon = 0.001;
  18432. /**
  18433. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18434. */
  18435. Engine.CodeRepository = "src/";
  18436. /**
  18437. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18438. */
  18439. Engine.ShadersRepository = "src/Shaders/";
  18440. return Engine;
  18441. }());
  18442. BABYLON.Engine = Engine;
  18443. })(BABYLON || (BABYLON = {}));
  18444. //# sourceMappingURL=babylon.engine.js.map
  18445. var BABYLON;
  18446. (function (BABYLON) {
  18447. /**
  18448. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18449. */
  18450. var Node = /** @class */ (function () {
  18451. /**
  18452. * Creates a new Node
  18453. * @param name the name and id to be given to this node
  18454. * @param scene the scene this node will be added to
  18455. */
  18456. function Node(name, scene) {
  18457. if (scene === void 0) { scene = null; }
  18458. /**
  18459. * Gets or sets a string used to store user defined state for the node
  18460. */
  18461. this.state = "";
  18462. /**
  18463. * Gets or sets an object used to store user defined information for the node
  18464. */
  18465. this.metadata = null;
  18466. /**
  18467. * Gets or sets a boolean used to define if the node must be serialized
  18468. */
  18469. this.doNotSerialize = false;
  18470. /** @hidden */
  18471. this._isDisposed = false;
  18472. /**
  18473. * Gets a list of Animations associated with the node
  18474. */
  18475. this.animations = new Array();
  18476. this._ranges = {};
  18477. this._isEnabled = true;
  18478. this._isParentEnabled = true;
  18479. this._isReady = true;
  18480. /** @hidden */
  18481. this._currentRenderId = -1;
  18482. this._parentRenderId = -1;
  18483. this._childRenderId = -1;
  18484. /** @hidden */
  18485. this._worldMatrix = BABYLON.Matrix.Identity();
  18486. /** @hidden */
  18487. this._worldMatrixDeterminant = 0;
  18488. /** @hidden */
  18489. this._sceneRootNodesIndex = -1;
  18490. this._animationPropertiesOverride = null;
  18491. /**
  18492. * An event triggered when the mesh is disposed
  18493. */
  18494. this.onDisposeObservable = new BABYLON.Observable();
  18495. // Behaviors
  18496. this._behaviors = new Array();
  18497. this.name = name;
  18498. this.id = name;
  18499. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18500. this.uniqueId = this._scene.getUniqueId();
  18501. this._initCache();
  18502. this.addToSceneRootNodes();
  18503. }
  18504. /**
  18505. * Add a new node constructor
  18506. * @param type defines the type name of the node to construct
  18507. * @param constructorFunc defines the constructor function
  18508. */
  18509. Node.AddNodeConstructor = function (type, constructorFunc) {
  18510. this._NodeConstructors[type] = constructorFunc;
  18511. };
  18512. /**
  18513. * Returns a node constructor based on type name
  18514. * @param type defines the type name
  18515. * @param name defines the new node name
  18516. * @param scene defines the hosting scene
  18517. * @param options defines optional options to transmit to constructors
  18518. * @returns the new constructor or null
  18519. */
  18520. Node.Construct = function (type, name, scene, options) {
  18521. var constructorFunc = this._NodeConstructors[type];
  18522. if (!constructorFunc) {
  18523. return null;
  18524. }
  18525. return constructorFunc(name, scene, options);
  18526. };
  18527. /**
  18528. * Gets a boolean indicating if the node has been disposed
  18529. * @returns true if the node was disposed
  18530. */
  18531. Node.prototype.isDisposed = function () {
  18532. return this._isDisposed;
  18533. };
  18534. Object.defineProperty(Node.prototype, "parent", {
  18535. get: function () {
  18536. return this._parentNode;
  18537. },
  18538. /**
  18539. * Gets or sets the parent of the node
  18540. */
  18541. set: function (parent) {
  18542. if (this._parentNode === parent) {
  18543. return;
  18544. }
  18545. var previousParentNode = this._parentNode;
  18546. // Remove self from list of children of parent
  18547. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18548. var index = this._parentNode._children.indexOf(this);
  18549. if (index !== -1) {
  18550. this._parentNode._children.splice(index, 1);
  18551. }
  18552. if (!parent) {
  18553. this.addToSceneRootNodes();
  18554. }
  18555. }
  18556. // Store new parent
  18557. this._parentNode = parent;
  18558. // Add as child to new parent
  18559. if (this._parentNode) {
  18560. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18561. this._parentNode._children = new Array();
  18562. }
  18563. this._parentNode._children.push(this);
  18564. if (!previousParentNode) {
  18565. this.removeFromSceneRootNodes();
  18566. }
  18567. }
  18568. // Enabled state
  18569. this._syncParentEnabledState();
  18570. },
  18571. enumerable: true,
  18572. configurable: true
  18573. });
  18574. Node.prototype.addToSceneRootNodes = function () {
  18575. if (this._sceneRootNodesIndex === -1) {
  18576. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18577. this._scene.rootNodes.push(this);
  18578. }
  18579. };
  18580. Node.prototype.removeFromSceneRootNodes = function () {
  18581. if (this._sceneRootNodesIndex !== -1) {
  18582. var rootNodes = this._scene.rootNodes;
  18583. var lastIdx = rootNodes.length - 1;
  18584. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18585. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18586. this._scene.rootNodes.pop();
  18587. this._sceneRootNodesIndex = -1;
  18588. }
  18589. };
  18590. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18591. /**
  18592. * Gets or sets the animation properties override
  18593. */
  18594. get: function () {
  18595. if (!this._animationPropertiesOverride) {
  18596. return this._scene.animationPropertiesOverride;
  18597. }
  18598. return this._animationPropertiesOverride;
  18599. },
  18600. set: function (value) {
  18601. this._animationPropertiesOverride = value;
  18602. },
  18603. enumerable: true,
  18604. configurable: true
  18605. });
  18606. /**
  18607. * Gets a string idenfifying the name of the class
  18608. * @returns "Node" string
  18609. */
  18610. Node.prototype.getClassName = function () {
  18611. return "Node";
  18612. };
  18613. Object.defineProperty(Node.prototype, "onDispose", {
  18614. /**
  18615. * Sets a callback that will be raised when the node will be disposed
  18616. */
  18617. set: function (callback) {
  18618. if (this._onDisposeObserver) {
  18619. this.onDisposeObservable.remove(this._onDisposeObserver);
  18620. }
  18621. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18622. },
  18623. enumerable: true,
  18624. configurable: true
  18625. });
  18626. /**
  18627. * Gets the scene of the node
  18628. * @returns a scene
  18629. */
  18630. Node.prototype.getScene = function () {
  18631. return this._scene;
  18632. };
  18633. /**
  18634. * Gets the engine of the node
  18635. * @returns a Engine
  18636. */
  18637. Node.prototype.getEngine = function () {
  18638. return this._scene.getEngine();
  18639. };
  18640. /**
  18641. * Attach a behavior to the node
  18642. * @see http://doc.babylonjs.com/features/behaviour
  18643. * @param behavior defines the behavior to attach
  18644. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18645. * @returns the current Node
  18646. */
  18647. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18648. var _this = this;
  18649. if (attachImmediately === void 0) { attachImmediately = false; }
  18650. var index = this._behaviors.indexOf(behavior);
  18651. if (index !== -1) {
  18652. return this;
  18653. }
  18654. behavior.init();
  18655. if (this._scene.isLoading && !attachImmediately) {
  18656. // We defer the attach when the scene will be loaded
  18657. this._scene.onDataLoadedObservable.addOnce(function () {
  18658. behavior.attach(_this);
  18659. });
  18660. }
  18661. else {
  18662. behavior.attach(this);
  18663. }
  18664. this._behaviors.push(behavior);
  18665. return this;
  18666. };
  18667. /**
  18668. * Remove an attached behavior
  18669. * @see http://doc.babylonjs.com/features/behaviour
  18670. * @param behavior defines the behavior to attach
  18671. * @returns the current Node
  18672. */
  18673. Node.prototype.removeBehavior = function (behavior) {
  18674. var index = this._behaviors.indexOf(behavior);
  18675. if (index === -1) {
  18676. return this;
  18677. }
  18678. this._behaviors[index].detach();
  18679. this._behaviors.splice(index, 1);
  18680. return this;
  18681. };
  18682. Object.defineProperty(Node.prototype, "behaviors", {
  18683. /**
  18684. * Gets the list of attached behaviors
  18685. * @see http://doc.babylonjs.com/features/behaviour
  18686. */
  18687. get: function () {
  18688. return this._behaviors;
  18689. },
  18690. enumerable: true,
  18691. configurable: true
  18692. });
  18693. /**
  18694. * Gets an attached behavior by name
  18695. * @param name defines the name of the behavior to look for
  18696. * @see http://doc.babylonjs.com/features/behaviour
  18697. * @returns null if behavior was not found else the requested behavior
  18698. */
  18699. Node.prototype.getBehaviorByName = function (name) {
  18700. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18701. var behavior = _a[_i];
  18702. if (behavior.name === name) {
  18703. return behavior;
  18704. }
  18705. }
  18706. return null;
  18707. };
  18708. /**
  18709. * Returns the latest update of the World matrix
  18710. * @returns a Matrix
  18711. */
  18712. Node.prototype.getWorldMatrix = function () {
  18713. if (this._currentRenderId !== this._scene.getRenderId()) {
  18714. this.computeWorldMatrix();
  18715. }
  18716. return this._worldMatrix;
  18717. };
  18718. /** @hidden */
  18719. Node.prototype._getWorldMatrixDeterminant = function () {
  18720. return this._worldMatrixDeterminant;
  18721. };
  18722. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18723. /**
  18724. * Returns directly the latest state of the mesh World matrix.
  18725. * A Matrix is returned.
  18726. */
  18727. get: function () {
  18728. return this._worldMatrix;
  18729. },
  18730. enumerable: true,
  18731. configurable: true
  18732. });
  18733. // override it in derived class if you add new variables to the cache
  18734. // and call the parent class method
  18735. /** @hidden */
  18736. Node.prototype._initCache = function () {
  18737. this._cache = {};
  18738. this._cache.parent = undefined;
  18739. };
  18740. /** @hidden */
  18741. Node.prototype.updateCache = function (force) {
  18742. if (!force && this.isSynchronized()) {
  18743. return;
  18744. }
  18745. this._cache.parent = this.parent;
  18746. this._updateCache();
  18747. };
  18748. // override it in derived class if you add new variables to the cache
  18749. // and call the parent class method if !ignoreParentClass
  18750. /** @hidden */
  18751. Node.prototype._updateCache = function (ignoreParentClass) {
  18752. };
  18753. // override it in derived class if you add new variables to the cache
  18754. /** @hidden */
  18755. Node.prototype._isSynchronized = function () {
  18756. return true;
  18757. };
  18758. /** @hidden */
  18759. Node.prototype._markSyncedWithParent = function () {
  18760. if (this._parentNode) {
  18761. this._parentRenderId = this._parentNode._childRenderId;
  18762. }
  18763. };
  18764. /** @hidden */
  18765. Node.prototype.isSynchronizedWithParent = function () {
  18766. if (!this._parentNode) {
  18767. return true;
  18768. }
  18769. if (this._parentRenderId !== this._parentNode._childRenderId) {
  18770. return false;
  18771. }
  18772. return this._parentNode.isSynchronized();
  18773. };
  18774. /** @hidden */
  18775. Node.prototype.isSynchronized = function () {
  18776. if (this._cache.parent != this._parentNode) {
  18777. this._cache.parent = this._parentNode;
  18778. return false;
  18779. }
  18780. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18781. return false;
  18782. }
  18783. return this._isSynchronized();
  18784. };
  18785. /**
  18786. * Is this node ready to be used/rendered
  18787. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18788. * @return true if the node is ready
  18789. */
  18790. Node.prototype.isReady = function (completeCheck) {
  18791. if (completeCheck === void 0) { completeCheck = false; }
  18792. return this._isReady;
  18793. };
  18794. /**
  18795. * Is this node enabled?
  18796. * 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
  18797. * @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
  18798. * @return whether this node (and its parent) is enabled
  18799. */
  18800. Node.prototype.isEnabled = function (checkAncestors) {
  18801. if (checkAncestors === void 0) { checkAncestors = true; }
  18802. if (checkAncestors === false) {
  18803. return this._isEnabled;
  18804. }
  18805. if (!this._isEnabled) {
  18806. return false;
  18807. }
  18808. return this._isParentEnabled;
  18809. };
  18810. /** @hidden */
  18811. Node.prototype._syncParentEnabledState = function () {
  18812. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  18813. if (this._children) {
  18814. this._children.forEach(function (c) {
  18815. c._syncParentEnabledState(); // Force children to update accordingly
  18816. });
  18817. }
  18818. };
  18819. /**
  18820. * Set the enabled state of this node
  18821. * @param value defines the new enabled state
  18822. */
  18823. Node.prototype.setEnabled = function (value) {
  18824. this._isEnabled = value;
  18825. this._syncParentEnabledState();
  18826. };
  18827. /**
  18828. * Is this node a descendant of the given node?
  18829. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  18830. * @param ancestor defines the parent node to inspect
  18831. * @returns a boolean indicating if this node is a descendant of the given node
  18832. */
  18833. Node.prototype.isDescendantOf = function (ancestor) {
  18834. if (this.parent) {
  18835. if (this.parent === ancestor) {
  18836. return true;
  18837. }
  18838. return this.parent.isDescendantOf(ancestor);
  18839. }
  18840. return false;
  18841. };
  18842. /** @hidden */
  18843. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  18844. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  18845. if (!this._children) {
  18846. return;
  18847. }
  18848. for (var index = 0; index < this._children.length; index++) {
  18849. var item = this._children[index];
  18850. if (!predicate || predicate(item)) {
  18851. results.push(item);
  18852. }
  18853. if (!directDescendantsOnly) {
  18854. item._getDescendants(results, false, predicate);
  18855. }
  18856. }
  18857. };
  18858. /**
  18859. * Will return all nodes that have this node as ascendant
  18860. * @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
  18861. * @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
  18862. * @return all children nodes of all types
  18863. */
  18864. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  18865. var results = new Array();
  18866. this._getDescendants(results, directDescendantsOnly, predicate);
  18867. return results;
  18868. };
  18869. /**
  18870. * Get all child-meshes of this node
  18871. * @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
  18872. * @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
  18873. * @returns an array of AbstractMesh
  18874. */
  18875. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  18876. var results = [];
  18877. this._getDescendants(results, directDescendantsOnly, function (node) {
  18878. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  18879. });
  18880. return results;
  18881. };
  18882. /**
  18883. * Get all child-transformNodes of this node
  18884. * @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
  18885. * @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
  18886. * @returns an array of TransformNode
  18887. */
  18888. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  18889. var results = [];
  18890. this._getDescendants(results, directDescendantsOnly, function (node) {
  18891. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  18892. });
  18893. return results;
  18894. };
  18895. /**
  18896. * Get all direct children of this node
  18897. * @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
  18898. * @returns an array of Node
  18899. */
  18900. Node.prototype.getChildren = function (predicate) {
  18901. return this.getDescendants(true, predicate);
  18902. };
  18903. /** @hidden */
  18904. Node.prototype._setReady = function (state) {
  18905. if (state === this._isReady) {
  18906. return;
  18907. }
  18908. if (!state) {
  18909. this._isReady = false;
  18910. return;
  18911. }
  18912. if (this.onReady) {
  18913. this.onReady(this);
  18914. }
  18915. this._isReady = true;
  18916. };
  18917. /**
  18918. * Get an animation by name
  18919. * @param name defines the name of the animation to look for
  18920. * @returns null if not found else the requested animation
  18921. */
  18922. Node.prototype.getAnimationByName = function (name) {
  18923. for (var i = 0; i < this.animations.length; i++) {
  18924. var animation = this.animations[i];
  18925. if (animation.name === name) {
  18926. return animation;
  18927. }
  18928. }
  18929. return null;
  18930. };
  18931. /**
  18932. * Creates an animation range for this node
  18933. * @param name defines the name of the range
  18934. * @param from defines the starting key
  18935. * @param to defines the end key
  18936. */
  18937. Node.prototype.createAnimationRange = function (name, from, to) {
  18938. // check name not already in use
  18939. if (!this._ranges[name]) {
  18940. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  18941. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18942. if (this.animations[i]) {
  18943. this.animations[i].createRange(name, from, to);
  18944. }
  18945. }
  18946. }
  18947. };
  18948. /**
  18949. * Delete a specific animation range
  18950. * @param name defines the name of the range to delete
  18951. * @param deleteFrames defines if animation frames from the range must be deleted as well
  18952. */
  18953. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  18954. if (deleteFrames === void 0) { deleteFrames = true; }
  18955. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18956. if (this.animations[i]) {
  18957. this.animations[i].deleteRange(name, deleteFrames);
  18958. }
  18959. }
  18960. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  18961. };
  18962. /**
  18963. * Get an animation range by name
  18964. * @param name defines the name of the animation range to look for
  18965. * @returns null if not found else the requested animation range
  18966. */
  18967. Node.prototype.getAnimationRange = function (name) {
  18968. return this._ranges[name];
  18969. };
  18970. /**
  18971. * Will start the animation sequence
  18972. * @param name defines the range frames for animation sequence
  18973. * @param loop defines if the animation should loop (false by default)
  18974. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  18975. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  18976. * @returns the object created for this animation. If range does not exist, it will return null
  18977. */
  18978. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  18979. var range = this.getAnimationRange(name);
  18980. if (!range) {
  18981. return null;
  18982. }
  18983. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  18984. };
  18985. /**
  18986. * Serialize animation ranges into a JSON compatible object
  18987. * @returns serialization object
  18988. */
  18989. Node.prototype.serializeAnimationRanges = function () {
  18990. var serializationRanges = [];
  18991. for (var name in this._ranges) {
  18992. var localRange = this._ranges[name];
  18993. if (!localRange) {
  18994. continue;
  18995. }
  18996. var range = {};
  18997. range.name = name;
  18998. range.from = localRange.from;
  18999. range.to = localRange.to;
  19000. serializationRanges.push(range);
  19001. }
  19002. return serializationRanges;
  19003. };
  19004. /**
  19005. * Computes the world matrix of the node
  19006. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19007. * @returns the world matrix
  19008. */
  19009. Node.prototype.computeWorldMatrix = function (force) {
  19010. if (!this._worldMatrix) {
  19011. this._worldMatrix = BABYLON.Matrix.Identity();
  19012. }
  19013. return this._worldMatrix;
  19014. };
  19015. /**
  19016. * Releases resources associated with this node.
  19017. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19018. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19019. */
  19020. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19021. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19022. if (!doNotRecurse) {
  19023. var nodes = this.getDescendants(true);
  19024. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19025. var node = nodes_1[_i];
  19026. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19027. }
  19028. }
  19029. else {
  19030. var transformNodes = this.getChildTransformNodes(true);
  19031. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19032. var transformNode = transformNodes_1[_a];
  19033. transformNode.parent = null;
  19034. transformNode.computeWorldMatrix(true);
  19035. }
  19036. }
  19037. if (!this.parent) {
  19038. this.removeFromSceneRootNodes();
  19039. }
  19040. else {
  19041. this.parent = null;
  19042. }
  19043. // Callback
  19044. this.onDisposeObservable.notifyObservers(this);
  19045. this.onDisposeObservable.clear();
  19046. // Behaviors
  19047. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19048. var behavior = _c[_b];
  19049. behavior.detach();
  19050. }
  19051. this._behaviors = [];
  19052. this._isDisposed = true;
  19053. };
  19054. /**
  19055. * Parse animation range data from a serialization object and store them into a given node
  19056. * @param node defines where to store the animation ranges
  19057. * @param parsedNode defines the serialization object to read data from
  19058. * @param scene defines the hosting scene
  19059. */
  19060. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19061. if (parsedNode.ranges) {
  19062. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19063. var data = parsedNode.ranges[index];
  19064. node.createAnimationRange(data.name, data.from, data.to);
  19065. }
  19066. }
  19067. };
  19068. Node._NodeConstructors = {};
  19069. __decorate([
  19070. BABYLON.serialize()
  19071. ], Node.prototype, "name", void 0);
  19072. __decorate([
  19073. BABYLON.serialize()
  19074. ], Node.prototype, "id", void 0);
  19075. __decorate([
  19076. BABYLON.serialize()
  19077. ], Node.prototype, "uniqueId", void 0);
  19078. __decorate([
  19079. BABYLON.serialize()
  19080. ], Node.prototype, "state", void 0);
  19081. __decorate([
  19082. BABYLON.serialize()
  19083. ], Node.prototype, "metadata", void 0);
  19084. return Node;
  19085. }());
  19086. BABYLON.Node = Node;
  19087. })(BABYLON || (BABYLON = {}));
  19088. //# sourceMappingURL=babylon.node.js.map
  19089. var BABYLON;
  19090. (function (BABYLON) {
  19091. // This matrix is used as a value to reset the bounding box.
  19092. var _identityMatrix = BABYLON.Matrix.Identity();
  19093. /**
  19094. * Class used to store bounding sphere information
  19095. */
  19096. var BoundingSphere = /** @class */ (function () {
  19097. /**
  19098. * Creates a new bounding sphere
  19099. * @param min defines the minimum vector (in local space)
  19100. * @param max defines the maximum vector (in local space)
  19101. * @param worldMatrix defines the new world matrix
  19102. */
  19103. function BoundingSphere(min, max, worldMatrix) {
  19104. /**
  19105. * Gets the center of the bounding sphere in local space
  19106. */
  19107. this.center = BABYLON.Vector3.Zero();
  19108. /**
  19109. * Gets the center of the bounding sphere in world space
  19110. */
  19111. this.centerWorld = BABYLON.Vector3.Zero();
  19112. /**
  19113. * Gets the minimum vector in local space
  19114. */
  19115. this.minimum = BABYLON.Vector3.Zero();
  19116. /**
  19117. * Gets the maximum vector in local space
  19118. */
  19119. this.maximum = BABYLON.Vector3.Zero();
  19120. this.reConstruct(min, max, worldMatrix);
  19121. }
  19122. /**
  19123. * Recreates the entire bounding sphere from scratch
  19124. * @param min defines the new minimum vector (in local space)
  19125. * @param max defines the new maximum vector (in local space)
  19126. * @param worldMatrix defines the new world matrix
  19127. */
  19128. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19129. this.minimum.copyFrom(min);
  19130. this.maximum.copyFrom(max);
  19131. var distance = BABYLON.Vector3.Distance(min, max);
  19132. BABYLON.Vector3.LerpToRef(min, max, 0.5, this.center);
  19133. this.radius = distance * 0.5;
  19134. this._update(worldMatrix || _identityMatrix);
  19135. };
  19136. /**
  19137. * Scale the current bounding sphere by applying a scale factor
  19138. * @param factor defines the scale factor to apply
  19139. * @returns the current bounding box
  19140. */
  19141. BoundingSphere.prototype.scale = function (factor) {
  19142. var newRadius = this.radius * factor;
  19143. var tmpVectors = BABYLON.Tmp.Vector3;
  19144. var tempRadiusVector = tmpVectors[0].copyFromFloats(newRadius, newRadius, newRadius);
  19145. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19146. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19147. this.reConstruct(min, max);
  19148. return this;
  19149. };
  19150. // Methods
  19151. /** @hidden */
  19152. BoundingSphere.prototype._update = function (world) {
  19153. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  19154. var tempVector = BABYLON.Tmp.Vector3[0];
  19155. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, tempVector);
  19156. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19157. };
  19158. /**
  19159. * Tests if the bounding sphere is intersecting the frustum planes
  19160. * @param frustumPlanes defines the frustum planes to test
  19161. * @returns true if there is an intersection
  19162. */
  19163. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19164. for (var i = 0; i < 6; i++) {
  19165. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19166. return false;
  19167. }
  19168. }
  19169. return true;
  19170. };
  19171. /**
  19172. * Tests if a point is inside the bounding sphere
  19173. * @param point defines the point to test
  19174. * @returns true if the point is inside the bounding sphere
  19175. */
  19176. BoundingSphere.prototype.intersectsPoint = function (point) {
  19177. var x = this.centerWorld.x - point.x;
  19178. var y = this.centerWorld.y - point.y;
  19179. var z = this.centerWorld.z - point.z;
  19180. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  19181. if (this.radiusWorld < distance) {
  19182. return false;
  19183. }
  19184. return true;
  19185. };
  19186. // Statics
  19187. /**
  19188. * Checks if two sphere intersct
  19189. * @param sphere0 sphere 0
  19190. * @param sphere1 sphere 1
  19191. * @returns true if the speres intersect
  19192. */
  19193. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19194. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  19195. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  19196. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  19197. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  19198. if (sphere0.radiusWorld + sphere1.radiusWorld < distance) {
  19199. return false;
  19200. }
  19201. return true;
  19202. };
  19203. return BoundingSphere;
  19204. }());
  19205. BABYLON.BoundingSphere = BoundingSphere;
  19206. })(BABYLON || (BABYLON = {}));
  19207. //# sourceMappingURL=babylon.boundingSphere.js.map
  19208. var BABYLON;
  19209. (function (BABYLON) {
  19210. /**
  19211. * Class used to store bounding box information
  19212. */
  19213. var BoundingBox = /** @class */ (function () {
  19214. /**
  19215. * Creates a new bounding box
  19216. * @param min defines the minimum vector (in local space)
  19217. * @param max defines the maximum vector (in local space)
  19218. * @param worldMatrix defines the new world matrix
  19219. */
  19220. function BoundingBox(min, max, worldMatrix) {
  19221. /**
  19222. * Gets the 8 vectors representing the bounding box in local space
  19223. */
  19224. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19225. /**
  19226. * Gets the center of the bounding box in local space
  19227. */
  19228. this.center = BABYLON.Vector3.Zero();
  19229. /**
  19230. * Gets the center of the bounding box in world space
  19231. */
  19232. this.centerWorld = BABYLON.Vector3.Zero();
  19233. /**
  19234. * Gets the extend size in local space
  19235. */
  19236. this.extendSize = BABYLON.Vector3.Zero();
  19237. /**
  19238. * Gets the extend size in world space
  19239. */
  19240. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19241. /**
  19242. * Gets the OBB (object bounding box) directions
  19243. */
  19244. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19245. /**
  19246. * Gets the 8 vectors representing the bounding box in world space
  19247. */
  19248. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19249. /**
  19250. * Gets the minimum vector in world space
  19251. */
  19252. this.minimumWorld = BABYLON.Vector3.Zero();
  19253. /**
  19254. * Gets the maximum vector in world space
  19255. */
  19256. this.maximumWorld = BABYLON.Vector3.Zero();
  19257. /**
  19258. * Gets the minimum vector in local space
  19259. */
  19260. this.minimum = BABYLON.Vector3.Zero();
  19261. /**
  19262. * Gets the maximum vector in local space
  19263. */
  19264. this.maximum = BABYLON.Vector3.Zero();
  19265. this.reConstruct(min, max, worldMatrix);
  19266. }
  19267. // Methods
  19268. /**
  19269. * Recreates the entire bounding box from scratch
  19270. * @param min defines the new minimum vector (in local space)
  19271. * @param max defines the new maximum vector (in local space)
  19272. * @param worldMatrix defines the new world matrix
  19273. */
  19274. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19275. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19276. var vectors = this.vectors;
  19277. this.minimum.copyFromFloats(minX, minY, minZ);
  19278. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19279. vectors[0].copyFromFloats(minX, minY, minZ);
  19280. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19281. vectors[2].copyFromFloats(maxX, minY, minZ);
  19282. vectors[3].copyFromFloats(minX, maxY, minZ);
  19283. vectors[4].copyFromFloats(minX, minY, maxZ);
  19284. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19285. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19286. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19287. // OBB
  19288. this.maximum.addToRef(min, this.center).scaleInPlace(0.5);
  19289. this.maximum.subtractToRef(max, this.extendSize).scaleInPlace(0.5);
  19290. this._update(worldMatrix || this._worldMatrix || BABYLON.Matrix.Identity());
  19291. };
  19292. /**
  19293. * Scale the current bounding box by applying a scale factor
  19294. * @param factor defines the scale factor to apply
  19295. * @returns the current bounding box
  19296. */
  19297. BoundingBox.prototype.scale = function (factor) {
  19298. var tmpVectors = BABYLON.Tmp.Vector3;
  19299. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19300. var len = diff.length();
  19301. diff.normalizeFromLength(len);
  19302. var distance = len * factor;
  19303. var newRadius = diff.scaleInPlace(distance * 0.5);
  19304. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19305. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19306. this.reConstruct(min, max);
  19307. return this;
  19308. };
  19309. /**
  19310. * Gets the world matrix of the bounding box
  19311. * @returns a matrix
  19312. */
  19313. BoundingBox.prototype.getWorldMatrix = function () {
  19314. return this._worldMatrix;
  19315. };
  19316. /**
  19317. * Sets the world matrix stored in the bounding box
  19318. * @param matrix defines the matrix to store
  19319. * @returns current bounding box
  19320. */
  19321. BoundingBox.prototype.setWorldMatrix = function (matrix) {
  19322. this._worldMatrix.copyFrom(matrix);
  19323. return this;
  19324. };
  19325. /** @hidden */
  19326. BoundingBox.prototype._update = function (world) {
  19327. var minWorld = this.minimumWorld;
  19328. var maxWorld = this.maximumWorld;
  19329. var directions = this.directions;
  19330. minWorld.setAll(Number.MAX_VALUE);
  19331. maxWorld.setAll(-Number.MAX_VALUE);
  19332. var vectorsWorld = this.vectorsWorld;
  19333. var vectors = this.vectors;
  19334. for (var index = 0; index < 8; ++index) {
  19335. var v = vectorsWorld[index];
  19336. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19337. minWorld.minimizeInPlace(v);
  19338. maxWorld.maximizeInPlace(v);
  19339. }
  19340. // Extend
  19341. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19342. // OOBB
  19343. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19344. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19345. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19346. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19347. this._worldMatrix = world;
  19348. };
  19349. /**
  19350. * Tests if the bounding box is intersecting the frustum planes
  19351. * @param frustumPlanes defines the frustum planes to test
  19352. * @returns true if there is an intersection
  19353. */
  19354. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19355. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19356. };
  19357. /**
  19358. * Tests if the bounding box is entirely inside the frustum planes
  19359. * @param frustumPlanes defines the frustum planes to test
  19360. * @returns true if there is an inclusion
  19361. */
  19362. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19363. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19364. };
  19365. /**
  19366. * Tests if a point is inside the bounding box
  19367. * @param point defines the point to test
  19368. * @returns true if the point is inside the bounding box
  19369. */
  19370. BoundingBox.prototype.intersectsPoint = function (point) {
  19371. var min = this.minimumWorld;
  19372. var max = this.maximumWorld;
  19373. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19374. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19375. var delta = -BABYLON.Epsilon;
  19376. if (maxX - pointX < delta || delta > pointX - minX) {
  19377. return false;
  19378. }
  19379. if (maxY - pointY < delta || delta > pointY - minY) {
  19380. return false;
  19381. }
  19382. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19383. return false;
  19384. }
  19385. return true;
  19386. };
  19387. /**
  19388. * Tests if the bounding box intersects with a bounding sphere
  19389. * @param sphere defines the sphere to test
  19390. * @returns true if there is an intersection
  19391. */
  19392. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19393. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19394. };
  19395. /**
  19396. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19397. * @param min defines the min vector to use
  19398. * @param max defines the max vector to use
  19399. * @returns true if there is an intersection
  19400. */
  19401. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19402. var myMin = this.minimumWorld;
  19403. var myMax = this.maximumWorld;
  19404. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19405. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19406. if (myMaxX < minX || myMinX > maxX) {
  19407. return false;
  19408. }
  19409. if (myMaxY < minY || myMinY > maxY) {
  19410. return false;
  19411. }
  19412. if (myMaxZ < minZ || myMinZ > maxZ) {
  19413. return false;
  19414. }
  19415. return true;
  19416. };
  19417. // Statics
  19418. /**
  19419. * Tests if two bounding boxes are intersections
  19420. * @param box0 defines the first box to test
  19421. * @param box1 defines the second box to test
  19422. * @returns true if there is an intersection
  19423. */
  19424. BoundingBox.Intersects = function (box0, box1) {
  19425. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19426. };
  19427. /**
  19428. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19429. * @param minPoint defines the minimum vector of the bounding box
  19430. * @param maxPoint defines the maximum vector of the bounding box
  19431. * @param sphereCenter defines the sphere center
  19432. * @param sphereRadius defines the sphere radius
  19433. * @returns true if there is an intersection
  19434. */
  19435. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19436. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  19437. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19438. return (num <= (sphereRadius * sphereRadius));
  19439. };
  19440. /**
  19441. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19442. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19443. * @param frustumPlanes defines the frustum planes to test
  19444. * @return true if there is an inclusion
  19445. */
  19446. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19447. for (var p = 0; p < 6; ++p) {
  19448. var frustumPlane = frustumPlanes[p];
  19449. for (var i = 0; i < 8; ++i) {
  19450. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19451. return false;
  19452. }
  19453. }
  19454. }
  19455. return true;
  19456. };
  19457. /**
  19458. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19459. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19460. * @param frustumPlanes defines the frustum planes to test
  19461. * @return true if there is an intersection
  19462. */
  19463. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19464. for (var p = 0; p < 6; ++p) {
  19465. var canReturnFalse = true;
  19466. var frustumPlane = frustumPlanes[p];
  19467. for (var i = 0; i < 8; ++i) {
  19468. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19469. canReturnFalse = false;
  19470. break;
  19471. }
  19472. }
  19473. if (canReturnFalse) {
  19474. return false;
  19475. }
  19476. }
  19477. return true;
  19478. };
  19479. return BoundingBox;
  19480. }());
  19481. BABYLON.BoundingBox = BoundingBox;
  19482. })(BABYLON || (BABYLON = {}));
  19483. //# sourceMappingURL=babylon.boundingBox.js.map
  19484. var BABYLON;
  19485. (function (BABYLON) {
  19486. var computeBoxExtents = function (axis, box) {
  19487. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19488. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19489. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19490. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19491. var r = r0 + r1 + r2;
  19492. return {
  19493. min: p - r,
  19494. max: p + r
  19495. };
  19496. };
  19497. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  19498. var axisOverlap = function (axis, box0, box1) {
  19499. var result0 = computeBoxExtents(axis, box0);
  19500. var result1 = computeBoxExtents(axis, box1);
  19501. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  19502. };
  19503. /**
  19504. * Info for a bounding data of a mesh
  19505. */
  19506. var BoundingInfo = /** @class */ (function () {
  19507. /**
  19508. * Constructs bounding info
  19509. * @param minimum min vector of the bounding box/sphere
  19510. * @param maximum max vector of the bounding box/sphere
  19511. * @param worldMatrix defines the new world matrix
  19512. */
  19513. function BoundingInfo(minimum, maximum, worldMatrix) {
  19514. this._isLocked = false;
  19515. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19516. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19517. }
  19518. /**
  19519. * Recreates the entire bounding info from scratch
  19520. * @param min defines the new minimum vector (in local space)
  19521. * @param max defines the new maximum vector (in local space)
  19522. * @param worldMatrix defines the new world matrix
  19523. */
  19524. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19525. this.boundingBox.reConstruct(min, max, worldMatrix);
  19526. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19527. };
  19528. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19529. /**
  19530. * min vector of the bounding box/sphere
  19531. */
  19532. get: function () {
  19533. return this.boundingBox.minimum;
  19534. },
  19535. enumerable: true,
  19536. configurable: true
  19537. });
  19538. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19539. /**
  19540. * max vector of the bounding box/sphere
  19541. */
  19542. get: function () {
  19543. return this.boundingBox.maximum;
  19544. },
  19545. enumerable: true,
  19546. configurable: true
  19547. });
  19548. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19549. /**
  19550. * If the info is locked and won't be updated to avoid perf overhead
  19551. */
  19552. get: function () {
  19553. return this._isLocked;
  19554. },
  19555. set: function (value) {
  19556. this._isLocked = value;
  19557. },
  19558. enumerable: true,
  19559. configurable: true
  19560. });
  19561. // Methods
  19562. /**
  19563. * Updates the boudning sphere and box
  19564. * @param world world matrix to be used to update
  19565. */
  19566. BoundingInfo.prototype.update = function (world) {
  19567. if (this._isLocked) {
  19568. return;
  19569. }
  19570. this.boundingBox._update(world);
  19571. this.boundingSphere._update(world);
  19572. };
  19573. /**
  19574. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19575. * @param center New center of the bounding info
  19576. * @param extend New extend of the bounding info
  19577. * @returns the current bounding info
  19578. */
  19579. BoundingInfo.prototype.centerOn = function (center, extend) {
  19580. var minimum = BABYLON.Tmp.Vector3[0].copyFrom(center).subtractInPlace(extend);
  19581. var maximum = BABYLON.Tmp.Vector3[1].copyFrom(center).addInPlace(extend);
  19582. this.boundingBox.reConstruct(minimum, maximum);
  19583. this.boundingSphere.reConstruct(minimum, maximum);
  19584. return this;
  19585. };
  19586. /**
  19587. * Scale the current bounding info by applying a scale factor
  19588. * @param factor defines the scale factor to apply
  19589. * @returns the current bounding info
  19590. */
  19591. BoundingInfo.prototype.scale = function (factor) {
  19592. this.boundingBox.scale(factor);
  19593. this.boundingSphere.scale(factor);
  19594. return this;
  19595. };
  19596. /**
  19597. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19598. * @param frustumPlanes defines the frustum to test
  19599. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19600. * @returns true if the bounding info is in the frustum planes
  19601. */
  19602. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19603. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19604. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19605. return false;
  19606. }
  19607. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19608. return true;
  19609. }
  19610. return this.boundingBox.isInFrustum(frustumPlanes);
  19611. };
  19612. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19613. /**
  19614. * Gets the world distance between the min and max points of the bounding box
  19615. */
  19616. get: function () {
  19617. var boundingBox = this.boundingBox;
  19618. var size = boundingBox.maximumWorld.subtract(boundingBox.minimumWorld);
  19619. return size.length();
  19620. },
  19621. enumerable: true,
  19622. configurable: true
  19623. });
  19624. /**
  19625. * Checks if a cullable object (mesh...) is in the camera frustum
  19626. * Unlike isInFrustum this cheks the full bounding box
  19627. * @param frustumPlanes Camera near/planes
  19628. * @returns true if the object is in frustum otherwise false
  19629. */
  19630. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19631. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19632. };
  19633. /** @hidden */
  19634. BoundingInfo.prototype._checkCollision = function (collider) {
  19635. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19636. };
  19637. /**
  19638. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19639. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19640. * @param point the point to check intersection with
  19641. * @returns if the point intersects
  19642. */
  19643. BoundingInfo.prototype.intersectsPoint = function (point) {
  19644. if (!this.boundingSphere.centerWorld) {
  19645. return false;
  19646. }
  19647. if (!this.boundingSphere.intersectsPoint(point)) {
  19648. return false;
  19649. }
  19650. if (!this.boundingBox.intersectsPoint(point)) {
  19651. return false;
  19652. }
  19653. return true;
  19654. };
  19655. /**
  19656. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19657. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19658. * @param boundingInfo the bounding info to check intersection with
  19659. * @param precise if the intersection should be done using OBB
  19660. * @returns if the bounding info intersects
  19661. */
  19662. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19663. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  19664. return false;
  19665. }
  19666. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19667. return false;
  19668. }
  19669. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19670. return false;
  19671. }
  19672. if (!precise) {
  19673. return true;
  19674. }
  19675. var box0 = this.boundingBox;
  19676. var box1 = boundingInfo.boundingBox;
  19677. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19678. return false;
  19679. }
  19680. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19681. return false;
  19682. }
  19683. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19684. return false;
  19685. }
  19686. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19687. return false;
  19688. }
  19689. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19690. return false;
  19691. }
  19692. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19693. return false;
  19694. }
  19695. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19696. return false;
  19697. }
  19698. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19699. return false;
  19700. }
  19701. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19702. return false;
  19703. }
  19704. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19705. return false;
  19706. }
  19707. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19708. return false;
  19709. }
  19710. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19711. return false;
  19712. }
  19713. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19714. return false;
  19715. }
  19716. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19717. return false;
  19718. }
  19719. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19720. return false;
  19721. }
  19722. return true;
  19723. };
  19724. return BoundingInfo;
  19725. }());
  19726. BABYLON.BoundingInfo = BoundingInfo;
  19727. })(BABYLON || (BABYLON = {}));
  19728. //# sourceMappingURL=babylon.boundingInfo.js.map
  19729. var BABYLON;
  19730. (function (BABYLON) {
  19731. /**
  19732. * 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.
  19733. * @see https://doc.babylonjs.com/how_to/transformnode
  19734. */
  19735. var TransformNode = /** @class */ (function (_super) {
  19736. __extends(TransformNode, _super);
  19737. function TransformNode(name, scene, isPure) {
  19738. if (scene === void 0) { scene = null; }
  19739. if (isPure === void 0) { isPure = true; }
  19740. var _this = _super.call(this, name, scene) || this;
  19741. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19742. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19743. _this._up = new BABYLON.Vector3(0, 1, 0);
  19744. _this._right = new BABYLON.Vector3(1, 0, 0);
  19745. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19746. // Properties
  19747. _this._position = BABYLON.Vector3.Zero();
  19748. _this._rotation = BABYLON.Vector3.Zero();
  19749. _this._scaling = BABYLON.Vector3.One();
  19750. _this._isDirty = false;
  19751. /**
  19752. * Set the billboard mode. Default is 0.
  19753. *
  19754. * | Value | Type | Description |
  19755. * | --- | --- | --- |
  19756. * | 0 | BILLBOARDMODE_NONE | |
  19757. * | 1 | BILLBOARDMODE_X | |
  19758. * | 2 | BILLBOARDMODE_Y | |
  19759. * | 4 | BILLBOARDMODE_Z | |
  19760. * | 7 | BILLBOARDMODE_ALL | |
  19761. *
  19762. */
  19763. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  19764. /**
  19765. * 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
  19766. */
  19767. _this.scalingDeterminant = 1;
  19768. /**
  19769. * Sets the distance of the object to max, often used by skybox
  19770. */
  19771. _this.infiniteDistance = false;
  19772. /**
  19773. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  19774. * By default the system will update normals to compensate
  19775. */
  19776. _this.ignoreNonUniformScaling = false;
  19777. _this._localWorld = BABYLON.Matrix.Zero();
  19778. _this._absolutePosition = BABYLON.Vector3.Zero();
  19779. _this._pivotMatrix = BABYLON.Matrix.Identity();
  19780. _this._postMultiplyPivotMatrix = false;
  19781. _this._isWorldMatrixFrozen = false;
  19782. /**
  19783. * An event triggered after the world matrix is updated
  19784. */
  19785. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  19786. _this._nonUniformScaling = false;
  19787. if (isPure) {
  19788. _this.getScene().addTransformNode(_this);
  19789. }
  19790. return _this;
  19791. }
  19792. /**
  19793. * Gets a string identifying the name of the class
  19794. * @returns "TransformNode" string
  19795. */
  19796. TransformNode.prototype.getClassName = function () {
  19797. return "TransformNode";
  19798. };
  19799. Object.defineProperty(TransformNode.prototype, "position", {
  19800. /**
  19801. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  19802. */
  19803. get: function () {
  19804. return this._position;
  19805. },
  19806. set: function (newPosition) {
  19807. this._position = newPosition;
  19808. this._isDirty = true;
  19809. },
  19810. enumerable: true,
  19811. configurable: true
  19812. });
  19813. Object.defineProperty(TransformNode.prototype, "rotation", {
  19814. /**
  19815. * 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)).
  19816. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  19817. */
  19818. get: function () {
  19819. return this._rotation;
  19820. },
  19821. set: function (newRotation) {
  19822. this._rotation = newRotation;
  19823. this._isDirty = true;
  19824. },
  19825. enumerable: true,
  19826. configurable: true
  19827. });
  19828. Object.defineProperty(TransformNode.prototype, "scaling", {
  19829. /**
  19830. * 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)).
  19831. */
  19832. get: function () {
  19833. return this._scaling;
  19834. },
  19835. set: function (newScaling) {
  19836. this._scaling = newScaling;
  19837. this._isDirty = true;
  19838. },
  19839. enumerable: true,
  19840. configurable: true
  19841. });
  19842. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  19843. /**
  19844. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  19845. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  19846. */
  19847. get: function () {
  19848. return this._rotationQuaternion;
  19849. },
  19850. set: function (quaternion) {
  19851. this._rotationQuaternion = quaternion;
  19852. //reset the rotation vector.
  19853. if (quaternion && this.rotation.length()) {
  19854. this.rotation.copyFromFloats(0.0, 0.0, 0.0);
  19855. }
  19856. },
  19857. enumerable: true,
  19858. configurable: true
  19859. });
  19860. Object.defineProperty(TransformNode.prototype, "forward", {
  19861. /**
  19862. * The forward direction of that transform in world space.
  19863. */
  19864. get: function () {
  19865. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  19866. },
  19867. enumerable: true,
  19868. configurable: true
  19869. });
  19870. Object.defineProperty(TransformNode.prototype, "up", {
  19871. /**
  19872. * The up direction of that transform in world space.
  19873. */
  19874. get: function () {
  19875. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  19876. },
  19877. enumerable: true,
  19878. configurable: true
  19879. });
  19880. Object.defineProperty(TransformNode.prototype, "right", {
  19881. /**
  19882. * The right direction of that transform in world space.
  19883. */
  19884. get: function () {
  19885. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  19886. },
  19887. enumerable: true,
  19888. configurable: true
  19889. });
  19890. /**
  19891. * Copies the parameter passed Matrix into the mesh Pose matrix.
  19892. * @param matrix the matrix to copy the pose from
  19893. * @returns this TransformNode.
  19894. */
  19895. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  19896. this._poseMatrix.copyFrom(matrix);
  19897. return this;
  19898. };
  19899. /**
  19900. * Returns the mesh Pose matrix.
  19901. * @returns the pose matrix
  19902. */
  19903. TransformNode.prototype.getPoseMatrix = function () {
  19904. return this._poseMatrix;
  19905. };
  19906. /** @hidden */
  19907. TransformNode.prototype._isSynchronized = function () {
  19908. if (this._isDirty) {
  19909. return false;
  19910. }
  19911. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  19912. return false;
  19913. }
  19914. if (this._cache.pivotMatrixUpdated) {
  19915. return false;
  19916. }
  19917. if (this.infiniteDistance) {
  19918. return false;
  19919. }
  19920. if (!this._cache.position.equals(this._position)) {
  19921. return false;
  19922. }
  19923. if (this._rotationQuaternion) {
  19924. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  19925. return false;
  19926. }
  19927. }
  19928. if (!this._cache.rotation.equals(this._rotation)) {
  19929. return false;
  19930. }
  19931. if (!this._cache.scaling.equals(this._scaling)) {
  19932. return false;
  19933. }
  19934. return true;
  19935. };
  19936. /** @hidden */
  19937. TransformNode.prototype._initCache = function () {
  19938. _super.prototype._initCache.call(this);
  19939. this._cache.localMatrixUpdated = false;
  19940. this._cache.position = BABYLON.Vector3.Zero();
  19941. this._cache.scaling = BABYLON.Vector3.Zero();
  19942. this._cache.rotation = BABYLON.Vector3.Zero();
  19943. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  19944. this._cache.billboardMode = -1;
  19945. };
  19946. /**
  19947. * Flag the transform node as dirty (Forcing it to update everything)
  19948. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  19949. * @returns this transform node
  19950. */
  19951. TransformNode.prototype.markAsDirty = function (property) {
  19952. if (property === "rotation") {
  19953. this.rotationQuaternion = null;
  19954. }
  19955. this._currentRenderId = Number.MAX_VALUE;
  19956. this._isDirty = true;
  19957. return this;
  19958. };
  19959. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  19960. /**
  19961. * Returns the current mesh absolute position.
  19962. * Returns a Vector3.
  19963. */
  19964. get: function () {
  19965. return this._absolutePosition;
  19966. },
  19967. enumerable: true,
  19968. configurable: true
  19969. });
  19970. /**
  19971. * Sets a new matrix to apply before all other transformation
  19972. * @param matrix defines the transform matrix
  19973. * @returns the current TransformNode
  19974. */
  19975. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  19976. return this.setPivotMatrix(matrix, false);
  19977. };
  19978. /**
  19979. * Sets a new pivot matrix to the current node
  19980. * @param matrix defines the new pivot matrix to use
  19981. * @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
  19982. * @returns the current TransformNode
  19983. */
  19984. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  19985. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  19986. this._pivotMatrix = matrix.clone();
  19987. this._cache.pivotMatrixUpdated = true;
  19988. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  19989. if (this._postMultiplyPivotMatrix) {
  19990. if (!this._pivotMatrixInverse) {
  19991. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  19992. }
  19993. else {
  19994. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  19995. }
  19996. }
  19997. return this;
  19998. };
  19999. /**
  20000. * Returns the mesh pivot matrix.
  20001. * Default : Identity.
  20002. * @returns the matrix
  20003. */
  20004. TransformNode.prototype.getPivotMatrix = function () {
  20005. return this._pivotMatrix;
  20006. };
  20007. /**
  20008. * Prevents the World matrix to be computed any longer.
  20009. * @returns the TransformNode.
  20010. */
  20011. TransformNode.prototype.freezeWorldMatrix = function () {
  20012. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20013. this.computeWorldMatrix(true);
  20014. this._isWorldMatrixFrozen = true;
  20015. return this;
  20016. };
  20017. /**
  20018. * Allows back the World matrix computation.
  20019. * @returns the TransformNode.
  20020. */
  20021. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20022. this._isWorldMatrixFrozen = false;
  20023. this.computeWorldMatrix(true);
  20024. return this;
  20025. };
  20026. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20027. /**
  20028. * True if the World matrix has been frozen.
  20029. */
  20030. get: function () {
  20031. return this._isWorldMatrixFrozen;
  20032. },
  20033. enumerable: true,
  20034. configurable: true
  20035. });
  20036. /**
  20037. * Retuns the mesh absolute position in the World.
  20038. * @returns a Vector3.
  20039. */
  20040. TransformNode.prototype.getAbsolutePosition = function () {
  20041. this.computeWorldMatrix();
  20042. return this._absolutePosition;
  20043. };
  20044. /**
  20045. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20046. * @param absolutePosition the absolute position to set
  20047. * @returns the TransformNode.
  20048. */
  20049. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20050. if (!absolutePosition) {
  20051. return this;
  20052. }
  20053. var absolutePositionX;
  20054. var absolutePositionY;
  20055. var absolutePositionZ;
  20056. if (absolutePosition.x === undefined) {
  20057. if (arguments.length < 3) {
  20058. return this;
  20059. }
  20060. absolutePositionX = arguments[0];
  20061. absolutePositionY = arguments[1];
  20062. absolutePositionZ = arguments[2];
  20063. }
  20064. else {
  20065. absolutePositionX = absolutePosition.x;
  20066. absolutePositionY = absolutePosition.y;
  20067. absolutePositionZ = absolutePosition.z;
  20068. }
  20069. if (this.parent) {
  20070. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  20071. invertParentWorldMatrix.invert();
  20072. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  20073. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  20074. }
  20075. else {
  20076. this.position.x = absolutePositionX;
  20077. this.position.y = absolutePositionY;
  20078. this.position.z = absolutePositionZ;
  20079. }
  20080. return this;
  20081. };
  20082. /**
  20083. * Sets the mesh position in its local space.
  20084. * @param vector3 the position to set in localspace
  20085. * @returns the TransformNode.
  20086. */
  20087. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20088. this.computeWorldMatrix();
  20089. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20090. return this;
  20091. };
  20092. /**
  20093. * Returns the mesh position in the local space from the current World matrix values.
  20094. * @returns a new Vector3.
  20095. */
  20096. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20097. this.computeWorldMatrix();
  20098. var invLocalWorldMatrix = this._localWorld.clone();
  20099. invLocalWorldMatrix.invert();
  20100. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20101. };
  20102. /**
  20103. * Translates the mesh along the passed Vector3 in its local space.
  20104. * @param vector3 the distance to translate in localspace
  20105. * @returns the TransformNode.
  20106. */
  20107. TransformNode.prototype.locallyTranslate = function (vector3) {
  20108. this.computeWorldMatrix(true);
  20109. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20110. return this;
  20111. };
  20112. /**
  20113. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20114. * @param targetPoint the position (must be in same space as current mesh) to look at
  20115. * @param yawCor optional yaw (y-axis) correction in radians
  20116. * @param pitchCor optional pitch (x-axis) correction in radians
  20117. * @param rollCor optional roll (z-axis) correction in radians
  20118. * @param space the choosen space of the target
  20119. * @returns the TransformNode.
  20120. */
  20121. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20122. if (yawCor === void 0) { yawCor = 0; }
  20123. if (pitchCor === void 0) { pitchCor = 0; }
  20124. if (rollCor === void 0) { rollCor = 0; }
  20125. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20126. var dv = TransformNode._lookAtVectorCache;
  20127. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20128. targetPoint.subtractToRef(pos, dv);
  20129. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20130. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20131. var pitch = Math.atan2(dv.y, len);
  20132. if (this.rotationQuaternion) {
  20133. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20134. }
  20135. else {
  20136. this.rotation.x = pitch + pitchCor;
  20137. this.rotation.y = yaw + yawCor;
  20138. this.rotation.z = rollCor;
  20139. }
  20140. return this;
  20141. };
  20142. /**
  20143. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20144. * This Vector3 is expressed in the World space.
  20145. * @param localAxis axis to rotate
  20146. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20147. */
  20148. TransformNode.prototype.getDirection = function (localAxis) {
  20149. var result = BABYLON.Vector3.Zero();
  20150. this.getDirectionToRef(localAxis, result);
  20151. return result;
  20152. };
  20153. /**
  20154. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20155. * localAxis is expressed in the mesh local space.
  20156. * result is computed in the Wordl space from the mesh World matrix.
  20157. * @param localAxis axis to rotate
  20158. * @param result the resulting transformnode
  20159. * @returns this TransformNode.
  20160. */
  20161. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20162. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20163. return this;
  20164. };
  20165. /**
  20166. * Sets a new pivot point to the current node
  20167. * @param point defines the new pivot point to use
  20168. * @param space defines if the point is in world or local space (local by default)
  20169. * @returns the current TransformNode
  20170. */
  20171. TransformNode.prototype.setPivotPoint = function (point, space) {
  20172. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20173. if (this.getScene().getRenderId() == 0) {
  20174. this.computeWorldMatrix(true);
  20175. }
  20176. var wm = this.getWorldMatrix();
  20177. if (space == BABYLON.Space.WORLD) {
  20178. var tmat = BABYLON.Tmp.Matrix[0];
  20179. wm.invertToRef(tmat);
  20180. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20181. }
  20182. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20183. };
  20184. /**
  20185. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20186. * @returns the pivot point
  20187. */
  20188. TransformNode.prototype.getPivotPoint = function () {
  20189. var point = BABYLON.Vector3.Zero();
  20190. this.getPivotPointToRef(point);
  20191. return point;
  20192. };
  20193. /**
  20194. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20195. * @param result the vector3 to store the result
  20196. * @returns this TransformNode.
  20197. */
  20198. TransformNode.prototype.getPivotPointToRef = function (result) {
  20199. result.x = -this._pivotMatrix.m[12];
  20200. result.y = -this._pivotMatrix.m[13];
  20201. result.z = -this._pivotMatrix.m[14];
  20202. return this;
  20203. };
  20204. /**
  20205. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20206. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20207. */
  20208. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20209. var point = BABYLON.Vector3.Zero();
  20210. this.getAbsolutePivotPointToRef(point);
  20211. return point;
  20212. };
  20213. /**
  20214. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20215. * @param result vector3 to store the result
  20216. * @returns this TransformNode.
  20217. */
  20218. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20219. result.x = this._pivotMatrix.m[12];
  20220. result.y = this._pivotMatrix.m[13];
  20221. result.z = this._pivotMatrix.m[14];
  20222. this.getPivotPointToRef(result);
  20223. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20224. return this;
  20225. };
  20226. /**
  20227. * Defines the passed node as the parent of the current node.
  20228. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20229. * @param node the node ot set as the parent
  20230. * @returns this TransformNode.
  20231. */
  20232. TransformNode.prototype.setParent = function (node) {
  20233. if (!node && !this.parent) {
  20234. return this;
  20235. }
  20236. if (!node) {
  20237. var rotation = BABYLON.Tmp.Quaternion[0];
  20238. var position = BABYLON.Tmp.Vector3[0];
  20239. var scale = BABYLON.Tmp.Vector3[1];
  20240. if (this.parent && this.parent.computeWorldMatrix) {
  20241. this.parent.computeWorldMatrix(true);
  20242. }
  20243. this.computeWorldMatrix(true);
  20244. this.getWorldMatrix().decompose(scale, rotation, position);
  20245. if (this.rotationQuaternion) {
  20246. this.rotationQuaternion.copyFrom(rotation);
  20247. }
  20248. else {
  20249. rotation.toEulerAnglesToRef(this.rotation);
  20250. }
  20251. this.scaling.x = scale.x;
  20252. this.scaling.y = scale.y;
  20253. this.scaling.z = scale.z;
  20254. this.position.x = position.x;
  20255. this.position.y = position.y;
  20256. this.position.z = position.z;
  20257. }
  20258. else {
  20259. var rotation = BABYLON.Tmp.Quaternion[0];
  20260. var position = BABYLON.Tmp.Vector3[0];
  20261. var scale = BABYLON.Tmp.Vector3[1];
  20262. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20263. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20264. this.computeWorldMatrix(true);
  20265. node.computeWorldMatrix(true);
  20266. node.getWorldMatrix().invertToRef(invParentMatrix);
  20267. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20268. diffMatrix.decompose(scale, rotation, position);
  20269. if (this.rotationQuaternion) {
  20270. this.rotationQuaternion.copyFrom(rotation);
  20271. }
  20272. else {
  20273. rotation.toEulerAnglesToRef(this.rotation);
  20274. }
  20275. this.position.x = position.x;
  20276. this.position.y = position.y;
  20277. this.position.z = position.z;
  20278. this.scaling.x = scale.x;
  20279. this.scaling.y = scale.y;
  20280. this.scaling.z = scale.z;
  20281. }
  20282. this.parent = node;
  20283. return this;
  20284. };
  20285. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20286. /**
  20287. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20288. */
  20289. get: function () {
  20290. return this._nonUniformScaling;
  20291. },
  20292. enumerable: true,
  20293. configurable: true
  20294. });
  20295. /** @hidden */
  20296. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20297. if (this._nonUniformScaling === value) {
  20298. return false;
  20299. }
  20300. this._nonUniformScaling = value;
  20301. return true;
  20302. };
  20303. /**
  20304. * Attach the current TransformNode to another TransformNode associated with a bone
  20305. * @param bone Bone affecting the TransformNode
  20306. * @param affectedTransformNode TransformNode associated with the bone
  20307. * @returns this object
  20308. */
  20309. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20310. this._transformToBoneReferal = affectedTransformNode;
  20311. this.parent = bone;
  20312. if (bone.getWorldMatrix().determinant() < 0) {
  20313. this.scalingDeterminant *= -1;
  20314. }
  20315. return this;
  20316. };
  20317. /**
  20318. * Detach the transform node if its associated with a bone
  20319. * @returns this object
  20320. */
  20321. TransformNode.prototype.detachFromBone = function () {
  20322. if (!this.parent) {
  20323. return this;
  20324. }
  20325. if (this.parent.getWorldMatrix().determinant() < 0) {
  20326. this.scalingDeterminant *= -1;
  20327. }
  20328. this._transformToBoneReferal = null;
  20329. this.parent = null;
  20330. return this;
  20331. };
  20332. /**
  20333. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20334. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20335. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20336. * The passed axis is also normalized.
  20337. * @param axis the axis to rotate around
  20338. * @param amount the amount to rotate in radians
  20339. * @param space Space to rotate in (Default: local)
  20340. * @returns the TransformNode.
  20341. */
  20342. TransformNode.prototype.rotate = function (axis, amount, space) {
  20343. axis.normalize();
  20344. if (!this.rotationQuaternion) {
  20345. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20346. this.rotation = BABYLON.Vector3.Zero();
  20347. }
  20348. var rotationQuaternion;
  20349. if (!space || space === BABYLON.Space.LOCAL) {
  20350. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20351. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20352. }
  20353. else {
  20354. if (this.parent) {
  20355. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  20356. invertParentWorldMatrix.invert();
  20357. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20358. }
  20359. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20360. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20361. }
  20362. return this;
  20363. };
  20364. /**
  20365. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20366. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20367. * The passed axis is also normalized. .
  20368. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20369. * @param point the point to rotate around
  20370. * @param axis the axis to rotate around
  20371. * @param amount the amount to rotate in radians
  20372. * @returns the TransformNode
  20373. */
  20374. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20375. axis.normalize();
  20376. if (!this.rotationQuaternion) {
  20377. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20378. this.rotation.copyFromFloats(0, 0, 0);
  20379. }
  20380. point.subtractToRef(this.position, BABYLON.Tmp.Vector3[0]);
  20381. BABYLON.Matrix.TranslationToRef(BABYLON.Tmp.Vector3[0].x, BABYLON.Tmp.Vector3[0].y, BABYLON.Tmp.Vector3[0].z, BABYLON.Tmp.Matrix[0]);
  20382. BABYLON.Tmp.Matrix[0].invertToRef(BABYLON.Tmp.Matrix[2]);
  20383. BABYLON.Matrix.RotationAxisToRef(axis, amount, BABYLON.Tmp.Matrix[1]);
  20384. BABYLON.Tmp.Matrix[2].multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[2]);
  20385. BABYLON.Tmp.Matrix[2].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[2]);
  20386. BABYLON.Tmp.Matrix[2].decompose(BABYLON.Tmp.Vector3[0], BABYLON.Tmp.Quaternion[0], BABYLON.Tmp.Vector3[1]);
  20387. this.position.addInPlace(BABYLON.Tmp.Vector3[1]);
  20388. BABYLON.Tmp.Quaternion[0].multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20389. return this;
  20390. };
  20391. /**
  20392. * Translates the mesh along the axis vector for the passed distance in the given space.
  20393. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20394. * @param axis the axis to translate in
  20395. * @param distance the distance to translate
  20396. * @param space Space to rotate in (Default: local)
  20397. * @returns the TransformNode.
  20398. */
  20399. TransformNode.prototype.translate = function (axis, distance, space) {
  20400. var displacementVector = axis.scale(distance);
  20401. if (!space || space === BABYLON.Space.LOCAL) {
  20402. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20403. this.setPositionWithLocalVector(tempV3);
  20404. }
  20405. else {
  20406. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20407. }
  20408. return this;
  20409. };
  20410. /**
  20411. * Adds a rotation step to the mesh current rotation.
  20412. * x, y, z are Euler angles expressed in radians.
  20413. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20414. * This means this rotation is made in the mesh local space only.
  20415. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20416. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20417. * ```javascript
  20418. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20419. * ```
  20420. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20421. * 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.
  20422. * @param x Rotation to add
  20423. * @param y Rotation to add
  20424. * @param z Rotation to add
  20425. * @returns the TransformNode.
  20426. */
  20427. TransformNode.prototype.addRotation = function (x, y, z) {
  20428. var rotationQuaternion;
  20429. if (this.rotationQuaternion) {
  20430. rotationQuaternion = this.rotationQuaternion;
  20431. }
  20432. else {
  20433. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20434. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20435. }
  20436. var accumulation = BABYLON.Tmp.Quaternion[0];
  20437. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20438. rotationQuaternion.multiplyInPlace(accumulation);
  20439. if (!this.rotationQuaternion) {
  20440. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20441. }
  20442. return this;
  20443. };
  20444. /**
  20445. * Computes the world matrix of the node
  20446. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20447. * @returns the world matrix
  20448. */
  20449. TransformNode.prototype.computeWorldMatrix = function (force) {
  20450. if (this._isWorldMatrixFrozen) {
  20451. return this._worldMatrix;
  20452. }
  20453. if (!force && this.isSynchronized()) {
  20454. this._currentRenderId = this.getScene().getRenderId();
  20455. return this._worldMatrix;
  20456. }
  20457. this._updateCache();
  20458. this._cache.position.copyFrom(this.position);
  20459. this._cache.scaling.copyFrom(this.scaling);
  20460. this._cache.pivotMatrixUpdated = false;
  20461. this._cache.billboardMode = this.billboardMode;
  20462. this._currentRenderId = this.getScene().getRenderId();
  20463. this._childRenderId = this.getScene().getRenderId();
  20464. this._isDirty = false;
  20465. // Scaling
  20466. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20467. // Rotation
  20468. //rotate, if quaternion is set and rotation was used
  20469. if (this.rotationQuaternion) {
  20470. var len = this.rotation.length();
  20471. if (len) {
  20472. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20473. this.rotation.copyFromFloats(0, 0, 0);
  20474. }
  20475. }
  20476. if (this.rotationQuaternion) {
  20477. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20478. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20479. }
  20480. else {
  20481. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20482. this._cache.rotation.copyFrom(this.rotation);
  20483. }
  20484. // Translation
  20485. var camera = this.getScene().activeCamera;
  20486. if (this.infiniteDistance && !this.parent && camera) {
  20487. var cameraWorldMatrix = camera.getWorldMatrix();
  20488. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20489. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20490. }
  20491. else {
  20492. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20493. }
  20494. // Composing transformations
  20495. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20496. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20497. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20498. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20499. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20500. // Need to decompose each rotation here
  20501. var currentPosition = BABYLON.Tmp.Vector3[3];
  20502. if (this.parent && this.parent.getWorldMatrix) {
  20503. if (this._transformToBoneReferal) {
  20504. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20505. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20506. }
  20507. else {
  20508. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20509. }
  20510. }
  20511. else {
  20512. currentPosition.copyFrom(this.position);
  20513. }
  20514. currentPosition.subtractInPlace(camera.globalPosition);
  20515. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20516. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20517. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20518. }
  20519. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20520. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20521. }
  20522. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20523. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20524. }
  20525. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20526. }
  20527. else {
  20528. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20529. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20530. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20531. }
  20532. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20533. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20534. }
  20535. // Post multiply inverse of pivotMatrix
  20536. if (this._postMultiplyPivotMatrix) {
  20537. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20538. }
  20539. // Local world
  20540. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20541. // Parent
  20542. if (this.parent && this.parent.getWorldMatrix) {
  20543. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20544. if (this._transformToBoneReferal) {
  20545. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20546. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20547. }
  20548. else {
  20549. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20550. }
  20551. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20552. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20553. this._worldMatrix.copyFrom(this._localWorld);
  20554. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20555. }
  20556. else {
  20557. if (this._transformToBoneReferal) {
  20558. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20559. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20560. }
  20561. else {
  20562. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20563. }
  20564. }
  20565. this._markSyncedWithParent();
  20566. }
  20567. else {
  20568. this._worldMatrix.copyFrom(this._localWorld);
  20569. }
  20570. // Normal matrix
  20571. if (!this.ignoreNonUniformScaling) {
  20572. if (this.scaling.isNonUniform) {
  20573. this._updateNonUniformScalingState(true);
  20574. }
  20575. else if (this.parent && this.parent._nonUniformScaling) {
  20576. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20577. }
  20578. else {
  20579. this._updateNonUniformScalingState(false);
  20580. }
  20581. }
  20582. else {
  20583. this._updateNonUniformScalingState(false);
  20584. }
  20585. this._afterComputeWorldMatrix();
  20586. // Absolute position
  20587. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20588. // Callbacks
  20589. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20590. if (!this._poseMatrix) {
  20591. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20592. }
  20593. // Cache the determinant
  20594. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20595. return this._worldMatrix;
  20596. };
  20597. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20598. };
  20599. /**
  20600. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20601. * @param func callback function to add
  20602. *
  20603. * @returns the TransformNode.
  20604. */
  20605. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20606. this.onAfterWorldMatrixUpdateObservable.add(func);
  20607. return this;
  20608. };
  20609. /**
  20610. * Removes a registered callback function.
  20611. * @param func callback function to remove
  20612. * @returns the TransformNode.
  20613. */
  20614. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20615. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20616. return this;
  20617. };
  20618. /**
  20619. * Clone the current transform node
  20620. * @param name Name of the new clone
  20621. * @param newParent New parent for the clone
  20622. * @param doNotCloneChildren Do not clone children hierarchy
  20623. * @returns the new transform node
  20624. */
  20625. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20626. var _this = this;
  20627. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20628. result.name = name;
  20629. result.id = name;
  20630. if (newParent) {
  20631. result.parent = newParent;
  20632. }
  20633. if (!doNotCloneChildren) {
  20634. // Children
  20635. var directDescendants = this.getDescendants(true);
  20636. for (var index = 0; index < directDescendants.length; index++) {
  20637. var child = directDescendants[index];
  20638. if (child.clone) {
  20639. child.clone(name + "." + child.name, result);
  20640. }
  20641. }
  20642. }
  20643. return result;
  20644. };
  20645. /**
  20646. * Serializes the objects information.
  20647. * @param currentSerializationObject defines the object to serialize in
  20648. * @returns the serialized object
  20649. */
  20650. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20651. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20652. serializationObject.type = this.getClassName();
  20653. // Parent
  20654. if (this.parent) {
  20655. serializationObject.parentId = this.parent.id;
  20656. }
  20657. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20658. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20659. }
  20660. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20661. serializationObject.isEnabled = this.isEnabled();
  20662. // Parent
  20663. if (this.parent) {
  20664. serializationObject.parentId = this.parent.id;
  20665. }
  20666. return serializationObject;
  20667. };
  20668. // Statics
  20669. /**
  20670. * Returns a new TransformNode object parsed from the source provided.
  20671. * @param parsedTransformNode is the source.
  20672. * @param scene the scne the object belongs to
  20673. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20674. * @returns a new TransformNode object parsed from the source provided.
  20675. */
  20676. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20677. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20678. if (BABYLON.Tags) {
  20679. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20680. }
  20681. if (parsedTransformNode.localMatrix) {
  20682. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20683. }
  20684. else if (parsedTransformNode.pivotMatrix) {
  20685. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20686. }
  20687. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20688. // Parent
  20689. if (parsedTransformNode.parentId) {
  20690. transformNode._waitingParentId = parsedTransformNode.parentId;
  20691. }
  20692. return transformNode;
  20693. };
  20694. /**
  20695. * Releases resources associated with this transform node.
  20696. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20697. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20698. */
  20699. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20700. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20701. // Animations
  20702. this.getScene().stopAnimation(this);
  20703. // Remove from scene
  20704. this.getScene().removeTransformNode(this);
  20705. this.onAfterWorldMatrixUpdateObservable.clear();
  20706. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20707. };
  20708. // Statics
  20709. /**
  20710. * Object will not rotate to face the camera
  20711. */
  20712. TransformNode.BILLBOARDMODE_NONE = 0;
  20713. /**
  20714. * Object will rotate to face the camera but only on the x axis
  20715. */
  20716. TransformNode.BILLBOARDMODE_X = 1;
  20717. /**
  20718. * Object will rotate to face the camera but only on the y axis
  20719. */
  20720. TransformNode.BILLBOARDMODE_Y = 2;
  20721. /**
  20722. * Object will rotate to face the camera but only on the z axis
  20723. */
  20724. TransformNode.BILLBOARDMODE_Z = 4;
  20725. /**
  20726. * Object will rotate to face the camera
  20727. */
  20728. TransformNode.BILLBOARDMODE_ALL = 7;
  20729. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20730. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20731. __decorate([
  20732. BABYLON.serializeAsVector3("position")
  20733. ], TransformNode.prototype, "_position", void 0);
  20734. __decorate([
  20735. BABYLON.serializeAsVector3("rotation")
  20736. ], TransformNode.prototype, "_rotation", void 0);
  20737. __decorate([
  20738. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20739. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20740. __decorate([
  20741. BABYLON.serializeAsVector3("scaling")
  20742. ], TransformNode.prototype, "_scaling", void 0);
  20743. __decorate([
  20744. BABYLON.serialize()
  20745. ], TransformNode.prototype, "billboardMode", void 0);
  20746. __decorate([
  20747. BABYLON.serialize()
  20748. ], TransformNode.prototype, "scalingDeterminant", void 0);
  20749. __decorate([
  20750. BABYLON.serialize()
  20751. ], TransformNode.prototype, "infiniteDistance", void 0);
  20752. __decorate([
  20753. BABYLON.serialize()
  20754. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  20755. return TransformNode;
  20756. }(BABYLON.Node));
  20757. BABYLON.TransformNode = TransformNode;
  20758. })(BABYLON || (BABYLON = {}));
  20759. //# sourceMappingURL=babylon.transformNode.js.map
  20760. var BABYLON;
  20761. (function (BABYLON) {
  20762. /** @hidden */
  20763. var _FacetDataStorage = /** @class */ (function () {
  20764. function _FacetDataStorage() {
  20765. this.facetNb = 0; // facet number
  20766. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  20767. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  20768. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  20769. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  20770. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  20771. this.subDiv = {
  20772. max: 1,
  20773. X: 1,
  20774. Y: 1,
  20775. Z: 1
  20776. };
  20777. this.facetDepthSort = false; // is the facet depth sort to be computed
  20778. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  20779. }
  20780. return _FacetDataStorage;
  20781. }());
  20782. /**
  20783. * Class used to store all common mesh properties
  20784. */
  20785. var AbstractMesh = /** @class */ (function (_super) {
  20786. __extends(AbstractMesh, _super);
  20787. // Constructor
  20788. /**
  20789. * Creates a new AbstractMesh
  20790. * @param name defines the name of the mesh
  20791. * @param scene defines the hosting scene
  20792. */
  20793. function AbstractMesh(name, scene) {
  20794. if (scene === void 0) { scene = null; }
  20795. var _this = _super.call(this, name, scene, false) || this;
  20796. _this._facetData = new _FacetDataStorage();
  20797. /** Gets ot sets the culling strategy to use to find visible meshes */
  20798. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  20799. // Events
  20800. /**
  20801. * An event triggered when this mesh collides with another one
  20802. */
  20803. _this.onCollideObservable = new BABYLON.Observable();
  20804. /**
  20805. * An event triggered when the collision's position changes
  20806. */
  20807. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  20808. /**
  20809. * An event triggered when material is changed
  20810. */
  20811. _this.onMaterialChangedObservable = new BABYLON.Observable();
  20812. // Properties
  20813. /**
  20814. * Gets or sets the orientation for POV movement & rotation
  20815. */
  20816. _this.definedFacingForward = true;
  20817. _this._visibility = 1.0;
  20818. /** Gets or sets the alpha index used to sort transparent meshes
  20819. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  20820. */
  20821. _this.alphaIndex = Number.MAX_VALUE;
  20822. /**
  20823. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  20824. */
  20825. _this.isVisible = true;
  20826. /**
  20827. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  20828. */
  20829. _this.isPickable = true;
  20830. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  20831. _this.showSubMeshesBoundingBox = false;
  20832. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  20833. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  20834. */
  20835. _this.isBlocker = false;
  20836. /**
  20837. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  20838. */
  20839. _this.enablePointerMoveEvents = false;
  20840. /**
  20841. * Specifies the rendering group id for this mesh (0 by default)
  20842. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  20843. */
  20844. _this.renderingGroupId = 0;
  20845. _this._receiveShadows = false;
  20846. /** Defines color to use when rendering outline */
  20847. _this.outlineColor = BABYLON.Color3.Red();
  20848. /** Define width to use when rendering outline */
  20849. _this.outlineWidth = 0.02;
  20850. /** Defines color to use when rendering overlay */
  20851. _this.overlayColor = BABYLON.Color3.Red();
  20852. /** Defines alpha to use when rendering overlay */
  20853. _this.overlayAlpha = 0.5;
  20854. _this._hasVertexAlpha = false;
  20855. _this._useVertexColors = true;
  20856. _this._computeBonesUsingShaders = true;
  20857. _this._numBoneInfluencers = 4;
  20858. _this._applyFog = true;
  20859. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  20860. _this.useOctreeForRenderingSelection = true;
  20861. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  20862. _this.useOctreeForPicking = true;
  20863. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  20864. _this.useOctreeForCollisions = true;
  20865. _this._layerMask = 0x0FFFFFFF;
  20866. /**
  20867. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  20868. */
  20869. _this.alwaysSelectAsActiveMesh = false;
  20870. /**
  20871. * Gets or sets the current action manager
  20872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  20873. */
  20874. _this.actionManager = null;
  20875. // Collisions
  20876. _this._checkCollisions = false;
  20877. _this._collisionMask = -1;
  20878. _this._collisionGroup = -1;
  20879. /**
  20880. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  20881. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20882. */
  20883. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  20884. /**
  20885. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  20886. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20887. */
  20888. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  20889. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20890. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20891. // Edges
  20892. /**
  20893. * Defines edge width used when edgesRenderer is enabled
  20894. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20895. */
  20896. _this.edgesWidth = 1;
  20897. /**
  20898. * Defines edge color used when edgesRenderer is enabled
  20899. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20900. */
  20901. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  20902. /** @hidden */
  20903. _this._renderId = 0;
  20904. /** @hidden */
  20905. _this._intersectionsInProgress = new Array();
  20906. /** @hidden */
  20907. _this._unIndexed = false;
  20908. /** @hidden */
  20909. _this._lightSources = new Array();
  20910. /**
  20911. * An event triggered when the mesh is rebuilt.
  20912. */
  20913. _this.onRebuildObservable = new BABYLON.Observable();
  20914. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  20915. if (collidedMesh === void 0) { collidedMesh = null; }
  20916. //TODO move this to the collision coordinator!
  20917. if (_this.getScene().workerCollisions) {
  20918. newPosition.multiplyInPlace(_this._collider._radius);
  20919. }
  20920. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  20921. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  20922. _this.position.addInPlace(_this._diffPositionForCollisions);
  20923. }
  20924. if (collidedMesh) {
  20925. _this.onCollideObservable.notifyObservers(collidedMesh);
  20926. }
  20927. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  20928. };
  20929. _this.getScene().addMesh(_this);
  20930. _this._resyncLightSources();
  20931. return _this;
  20932. }
  20933. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  20934. /**
  20935. * No billboard
  20936. */
  20937. get: function () {
  20938. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  20939. },
  20940. enumerable: true,
  20941. configurable: true
  20942. });
  20943. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  20944. /** Billboard on X axis */
  20945. get: function () {
  20946. return BABYLON.TransformNode.BILLBOARDMODE_X;
  20947. },
  20948. enumerable: true,
  20949. configurable: true
  20950. });
  20951. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  20952. /** Billboard on Y axis */
  20953. get: function () {
  20954. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  20955. },
  20956. enumerable: true,
  20957. configurable: true
  20958. });
  20959. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  20960. /** Billboard on Z axis */
  20961. get: function () {
  20962. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  20963. },
  20964. enumerable: true,
  20965. configurable: true
  20966. });
  20967. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  20968. /** Billboard on all axes */
  20969. get: function () {
  20970. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  20971. },
  20972. enumerable: true,
  20973. configurable: true
  20974. });
  20975. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  20976. /**
  20977. * Gets the number of facets in the mesh
  20978. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  20979. */
  20980. get: function () {
  20981. return this._facetData.facetNb;
  20982. },
  20983. enumerable: true,
  20984. configurable: true
  20985. });
  20986. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  20987. /**
  20988. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  20989. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  20990. */
  20991. get: function () {
  20992. return this._facetData.partitioningSubdivisions;
  20993. },
  20994. set: function (nb) {
  20995. this._facetData.partitioningSubdivisions = nb;
  20996. },
  20997. enumerable: true,
  20998. configurable: true
  20999. });
  21000. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21001. /**
  21002. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21003. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21004. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21005. */
  21006. get: function () {
  21007. return this._facetData.partitioningBBoxRatio;
  21008. },
  21009. set: function (ratio) {
  21010. this._facetData.partitioningBBoxRatio = ratio;
  21011. },
  21012. enumerable: true,
  21013. configurable: true
  21014. });
  21015. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21016. /**
  21017. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21018. * Works only for updatable meshes.
  21019. * Doesn't work with multi-materials
  21020. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21021. */
  21022. get: function () {
  21023. return this._facetData.facetDepthSort;
  21024. },
  21025. set: function (sort) {
  21026. this._facetData.facetDepthSort = sort;
  21027. },
  21028. enumerable: true,
  21029. configurable: true
  21030. });
  21031. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21032. /**
  21033. * The location (Vector3) where the facet depth sort must be computed from.
  21034. * By default, the active camera position.
  21035. * Used only when facet depth sort is enabled
  21036. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21037. */
  21038. get: function () {
  21039. return this._facetData.facetDepthSortFrom;
  21040. },
  21041. set: function (location) {
  21042. this._facetData.facetDepthSortFrom = location;
  21043. },
  21044. enumerable: true,
  21045. configurable: true
  21046. });
  21047. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21048. /**
  21049. * gets a boolean indicating if facetData is enabled
  21050. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21051. */
  21052. get: function () {
  21053. return this._facetData.facetDataEnabled;
  21054. },
  21055. enumerable: true,
  21056. configurable: true
  21057. });
  21058. /** @hidden */
  21059. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21060. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21061. return false;
  21062. }
  21063. this._markSubMeshesAsMiscDirty();
  21064. return true;
  21065. };
  21066. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21067. /** Set a function to call when this mesh collides with another one */
  21068. set: function (callback) {
  21069. if (this._onCollideObserver) {
  21070. this.onCollideObservable.remove(this._onCollideObserver);
  21071. }
  21072. this._onCollideObserver = this.onCollideObservable.add(callback);
  21073. },
  21074. enumerable: true,
  21075. configurable: true
  21076. });
  21077. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21078. /** Set a function to call when the collision's position changes */
  21079. set: function (callback) {
  21080. if (this._onCollisionPositionChangeObserver) {
  21081. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21082. }
  21083. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21084. },
  21085. enumerable: true,
  21086. configurable: true
  21087. });
  21088. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21089. /**
  21090. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21091. */
  21092. get: function () {
  21093. return this._visibility;
  21094. },
  21095. /**
  21096. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21097. */
  21098. set: function (value) {
  21099. if (this._visibility === value) {
  21100. return;
  21101. }
  21102. this._visibility = value;
  21103. this._markSubMeshesAsMiscDirty();
  21104. },
  21105. enumerable: true,
  21106. configurable: true
  21107. });
  21108. Object.defineProperty(AbstractMesh.prototype, "material", {
  21109. /** Gets or sets current material */
  21110. get: function () {
  21111. return this._material;
  21112. },
  21113. set: function (value) {
  21114. if (this._material === value) {
  21115. return;
  21116. }
  21117. this._material = value;
  21118. if (this.onMaterialChangedObservable.hasObservers) {
  21119. this.onMaterialChangedObservable.notifyObservers(this);
  21120. }
  21121. if (!this.subMeshes) {
  21122. return;
  21123. }
  21124. this._unBindEffect();
  21125. },
  21126. enumerable: true,
  21127. configurable: true
  21128. });
  21129. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21130. /**
  21131. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21132. * @see http://doc.babylonjs.com/babylon101/shadows
  21133. */
  21134. get: function () {
  21135. return this._receiveShadows;
  21136. },
  21137. set: function (value) {
  21138. if (this._receiveShadows === value) {
  21139. return;
  21140. }
  21141. this._receiveShadows = value;
  21142. this._markSubMeshesAsLightDirty();
  21143. },
  21144. enumerable: true,
  21145. configurable: true
  21146. });
  21147. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21148. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21149. get: function () {
  21150. return this._hasVertexAlpha;
  21151. },
  21152. set: function (value) {
  21153. if (this._hasVertexAlpha === value) {
  21154. return;
  21155. }
  21156. this._hasVertexAlpha = value;
  21157. this._markSubMeshesAsAttributesDirty();
  21158. this._markSubMeshesAsMiscDirty();
  21159. },
  21160. enumerable: true,
  21161. configurable: true
  21162. });
  21163. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21164. /** 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) */
  21165. get: function () {
  21166. return this._useVertexColors;
  21167. },
  21168. set: function (value) {
  21169. if (this._useVertexColors === value) {
  21170. return;
  21171. }
  21172. this._useVertexColors = value;
  21173. this._markSubMeshesAsAttributesDirty();
  21174. },
  21175. enumerable: true,
  21176. configurable: true
  21177. });
  21178. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21179. /**
  21180. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21181. */
  21182. get: function () {
  21183. return this._computeBonesUsingShaders;
  21184. },
  21185. set: function (value) {
  21186. if (this._computeBonesUsingShaders === value) {
  21187. return;
  21188. }
  21189. this._computeBonesUsingShaders = value;
  21190. this._markSubMeshesAsAttributesDirty();
  21191. },
  21192. enumerable: true,
  21193. configurable: true
  21194. });
  21195. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21196. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21197. get: function () {
  21198. return this._numBoneInfluencers;
  21199. },
  21200. set: function (value) {
  21201. if (this._numBoneInfluencers === value) {
  21202. return;
  21203. }
  21204. this._numBoneInfluencers = value;
  21205. this._markSubMeshesAsAttributesDirty();
  21206. },
  21207. enumerable: true,
  21208. configurable: true
  21209. });
  21210. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21211. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21212. get: function () {
  21213. return this._applyFog;
  21214. },
  21215. set: function (value) {
  21216. if (this._applyFog === value) {
  21217. return;
  21218. }
  21219. this._applyFog = value;
  21220. this._markSubMeshesAsMiscDirty();
  21221. },
  21222. enumerable: true,
  21223. configurable: true
  21224. });
  21225. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21226. /**
  21227. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21228. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21229. */
  21230. get: function () {
  21231. return this._layerMask;
  21232. },
  21233. set: function (value) {
  21234. if (value === this._layerMask) {
  21235. return;
  21236. }
  21237. this._layerMask = value;
  21238. this._resyncLightSources();
  21239. },
  21240. enumerable: true,
  21241. configurable: true
  21242. });
  21243. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21244. /**
  21245. * Gets or sets a collision mask used to mask collisions (default is -1).
  21246. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21247. */
  21248. get: function () {
  21249. return this._collisionMask;
  21250. },
  21251. set: function (mask) {
  21252. this._collisionMask = !isNaN(mask) ? mask : -1;
  21253. },
  21254. enumerable: true,
  21255. configurable: true
  21256. });
  21257. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21258. /**
  21259. * Gets or sets the current collision group mask (-1 by default).
  21260. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21261. */
  21262. get: function () {
  21263. return this._collisionGroup;
  21264. },
  21265. set: function (mask) {
  21266. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21267. },
  21268. enumerable: true,
  21269. configurable: true
  21270. });
  21271. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21272. /** @hidden */
  21273. get: function () {
  21274. return null;
  21275. },
  21276. enumerable: true,
  21277. configurable: true
  21278. });
  21279. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21280. get: function () {
  21281. return this._skeleton;
  21282. },
  21283. /**
  21284. * Gets or sets a skeleton to apply skining transformations
  21285. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21286. */
  21287. set: function (value) {
  21288. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21289. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21290. }
  21291. if (value && value.needInitialSkinMatrix) {
  21292. value._registerMeshWithPoseMatrix(this);
  21293. }
  21294. this._skeleton = value;
  21295. if (!this._skeleton) {
  21296. this._bonesTransformMatrices = null;
  21297. }
  21298. this._markSubMeshesAsAttributesDirty();
  21299. },
  21300. enumerable: true,
  21301. configurable: true
  21302. });
  21303. /**
  21304. * Returns the string "AbstractMesh"
  21305. * @returns "AbstractMesh"
  21306. */
  21307. AbstractMesh.prototype.getClassName = function () {
  21308. return "AbstractMesh";
  21309. };
  21310. /**
  21311. * Gets a string representation of the current mesh
  21312. * @param fullDetails defines a boolean indicating if full details must be included
  21313. * @returns a string representation of the current mesh
  21314. */
  21315. AbstractMesh.prototype.toString = function (fullDetails) {
  21316. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21317. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21318. if (this._skeleton) {
  21319. ret += ", skeleton: " + this._skeleton.name;
  21320. }
  21321. if (fullDetails) {
  21322. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21323. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21324. }
  21325. return ret;
  21326. };
  21327. /** @hidden */
  21328. AbstractMesh.prototype._rebuild = function () {
  21329. this.onRebuildObservable.notifyObservers(this);
  21330. if (this._occlusionQuery) {
  21331. this._occlusionQuery = null;
  21332. }
  21333. if (!this.subMeshes) {
  21334. return;
  21335. }
  21336. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21337. var subMesh = _a[_i];
  21338. subMesh._rebuild();
  21339. }
  21340. };
  21341. /** @hidden */
  21342. AbstractMesh.prototype._resyncLightSources = function () {
  21343. this._lightSources.length = 0;
  21344. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21345. var light = _a[_i];
  21346. if (!light.isEnabled()) {
  21347. continue;
  21348. }
  21349. if (light.canAffectMesh(this)) {
  21350. this._lightSources.push(light);
  21351. }
  21352. }
  21353. this._markSubMeshesAsLightDirty();
  21354. };
  21355. /** @hidden */
  21356. AbstractMesh.prototype._resyncLighSource = function (light) {
  21357. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21358. var index = this._lightSources.indexOf(light);
  21359. if (index === -1) {
  21360. if (!isIn) {
  21361. return;
  21362. }
  21363. this._lightSources.push(light);
  21364. }
  21365. else {
  21366. if (isIn) {
  21367. return;
  21368. }
  21369. this._lightSources.splice(index, 1);
  21370. }
  21371. this._markSubMeshesAsLightDirty();
  21372. };
  21373. /** @hidden */
  21374. AbstractMesh.prototype._unBindEffect = function () {
  21375. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21376. var subMesh = _a[_i];
  21377. subMesh.setEffect(null);
  21378. }
  21379. };
  21380. /** @hidden */
  21381. AbstractMesh.prototype._removeLightSource = function (light) {
  21382. var index = this._lightSources.indexOf(light);
  21383. if (index === -1) {
  21384. return;
  21385. }
  21386. this._lightSources.splice(index, 1);
  21387. this._markSubMeshesAsLightDirty();
  21388. };
  21389. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21390. if (!this.subMeshes) {
  21391. return;
  21392. }
  21393. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21394. var subMesh = _a[_i];
  21395. if (subMesh._materialDefines) {
  21396. func(subMesh._materialDefines);
  21397. }
  21398. }
  21399. };
  21400. /** @hidden */
  21401. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21402. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21403. };
  21404. /** @hidden */
  21405. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21406. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21407. };
  21408. /** @hidden */
  21409. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21410. if (!this.subMeshes) {
  21411. return;
  21412. }
  21413. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21414. var subMesh = _a[_i];
  21415. var material = subMesh.getMaterial();
  21416. if (material) {
  21417. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21418. }
  21419. }
  21420. };
  21421. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21422. /**
  21423. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21424. */
  21425. get: function () {
  21426. return this._scaling;
  21427. },
  21428. set: function (newScaling) {
  21429. this._scaling = newScaling;
  21430. if (this.physicsImpostor) {
  21431. this.physicsImpostor.forceUpdate();
  21432. }
  21433. },
  21434. enumerable: true,
  21435. configurable: true
  21436. });
  21437. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21438. // Methods
  21439. /**
  21440. * Returns true if the mesh is blocked. Implemented by child classes
  21441. */
  21442. get: function () {
  21443. return false;
  21444. },
  21445. enumerable: true,
  21446. configurable: true
  21447. });
  21448. /**
  21449. * Returns the mesh itself by default. Implemented by child classes
  21450. * @param camera defines the camera to use to pick the right LOD level
  21451. * @returns the currentAbstractMesh
  21452. */
  21453. AbstractMesh.prototype.getLOD = function (camera) {
  21454. return this;
  21455. };
  21456. /**
  21457. * Returns 0 by default. Implemented by child classes
  21458. * @returns an integer
  21459. */
  21460. AbstractMesh.prototype.getTotalVertices = function () {
  21461. return 0;
  21462. };
  21463. /**
  21464. * Returns null by default. Implemented by child classes
  21465. * @returns null
  21466. */
  21467. AbstractMesh.prototype.getIndices = function () {
  21468. return null;
  21469. };
  21470. /**
  21471. * Returns the array of the requested vertex data kind. Implemented by child classes
  21472. * @param kind defines the vertex data kind to use
  21473. * @returns null
  21474. */
  21475. AbstractMesh.prototype.getVerticesData = function (kind) {
  21476. return null;
  21477. };
  21478. /**
  21479. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21480. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21481. * Note that a new underlying VertexBuffer object is created each call.
  21482. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21483. * @param kind defines vertex data kind:
  21484. * * BABYLON.VertexBuffer.PositionKind
  21485. * * BABYLON.VertexBuffer.UVKind
  21486. * * BABYLON.VertexBuffer.UV2Kind
  21487. * * BABYLON.VertexBuffer.UV3Kind
  21488. * * BABYLON.VertexBuffer.UV4Kind
  21489. * * BABYLON.VertexBuffer.UV5Kind
  21490. * * BABYLON.VertexBuffer.UV6Kind
  21491. * * BABYLON.VertexBuffer.ColorKind
  21492. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21493. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21494. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21495. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21496. * @param data defines the data source
  21497. * @param updatable defines if the data must be flagged as updatable (or static)
  21498. * @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
  21499. * @returns the current mesh
  21500. */
  21501. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21502. return this;
  21503. };
  21504. /**
  21505. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21506. * If the mesh has no geometry, it is simply returned as it is.
  21507. * @param kind defines vertex data kind:
  21508. * * BABYLON.VertexBuffer.PositionKind
  21509. * * BABYLON.VertexBuffer.UVKind
  21510. * * BABYLON.VertexBuffer.UV2Kind
  21511. * * BABYLON.VertexBuffer.UV3Kind
  21512. * * BABYLON.VertexBuffer.UV4Kind
  21513. * * BABYLON.VertexBuffer.UV5Kind
  21514. * * BABYLON.VertexBuffer.UV6Kind
  21515. * * BABYLON.VertexBuffer.ColorKind
  21516. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21517. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21518. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21519. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21520. * @param data defines the data source
  21521. * @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
  21522. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21523. * @returns the current mesh
  21524. */
  21525. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21526. return this;
  21527. };
  21528. /**
  21529. * Sets the mesh indices,
  21530. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21531. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21532. * @param totalVertices Defines the total number of vertices
  21533. * @returns the current mesh
  21534. */
  21535. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21536. return this;
  21537. };
  21538. /**
  21539. * Gets a boolean indicating if specific vertex data is present
  21540. * @param kind defines the vertex data kind to use
  21541. * @returns true is data kind is present
  21542. */
  21543. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21544. return false;
  21545. };
  21546. /**
  21547. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21548. * @returns a BoundingInfo
  21549. */
  21550. AbstractMesh.prototype.getBoundingInfo = function () {
  21551. if (this._masterMesh) {
  21552. return this._masterMesh.getBoundingInfo();
  21553. }
  21554. if (!this._boundingInfo) {
  21555. // this._boundingInfo is being created here
  21556. this._updateBoundingInfo();
  21557. }
  21558. // cannot be null.
  21559. return this._boundingInfo;
  21560. };
  21561. /**
  21562. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21563. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21564. * @returns the current mesh
  21565. */
  21566. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21567. if (includeDescendants === void 0) { includeDescendants = true; }
  21568. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21569. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21570. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21571. if (maxDimension === 0) {
  21572. return this;
  21573. }
  21574. var scale = 1 / maxDimension;
  21575. this.scaling.scaleInPlace(scale);
  21576. return this;
  21577. };
  21578. /**
  21579. * Overwrite the current bounding info
  21580. * @param boundingInfo defines the new bounding info
  21581. * @returns the current mesh
  21582. */
  21583. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21584. this._boundingInfo = boundingInfo;
  21585. return this;
  21586. };
  21587. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21588. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21589. get: function () {
  21590. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21591. },
  21592. enumerable: true,
  21593. configurable: true
  21594. });
  21595. /** @hidden */
  21596. AbstractMesh.prototype._preActivate = function () {
  21597. };
  21598. /** @hidden */
  21599. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21600. };
  21601. /** @hidden */
  21602. AbstractMesh.prototype._activate = function (renderId) {
  21603. this._renderId = renderId;
  21604. };
  21605. /**
  21606. * Gets the current world matrix
  21607. * @returns a Matrix
  21608. */
  21609. AbstractMesh.prototype.getWorldMatrix = function () {
  21610. if (this._masterMesh) {
  21611. return this._masterMesh.getWorldMatrix();
  21612. }
  21613. return _super.prototype.getWorldMatrix.call(this);
  21614. };
  21615. /** @hidden */
  21616. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21617. if (this._masterMesh) {
  21618. return this._masterMesh._getWorldMatrixDeterminant();
  21619. }
  21620. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21621. };
  21622. // ================================== Point of View Movement =================================
  21623. /**
  21624. * Perform relative position change from the point of view of behind the front of the mesh.
  21625. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21626. * Supports definition of mesh facing forward or backward
  21627. * @param amountRight defines the distance on the right axis
  21628. * @param amountUp defines the distance on the up axis
  21629. * @param amountForward defines the distance on the forward axis
  21630. * @returns the current mesh
  21631. */
  21632. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21633. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21634. return this;
  21635. };
  21636. /**
  21637. * Calculate relative position change from the point of view of behind the front of the mesh.
  21638. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21639. * Supports definition of mesh facing forward or backward
  21640. * @param amountRight defines the distance on the right axis
  21641. * @param amountUp defines the distance on the up axis
  21642. * @param amountForward defines the distance on the forward axis
  21643. * @returns the new displacement vector
  21644. */
  21645. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21646. var rotMatrix = new BABYLON.Matrix();
  21647. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21648. rotQuaternion.toRotationMatrix(rotMatrix);
  21649. var translationDelta = BABYLON.Vector3.Zero();
  21650. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21651. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21652. return translationDelta;
  21653. };
  21654. // ================================== Point of View Rotation =================================
  21655. /**
  21656. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21657. * Supports definition of mesh facing forward or backward
  21658. * @param flipBack defines the flip
  21659. * @param twirlClockwise defines the twirl
  21660. * @param tiltRight defines the tilt
  21661. * @returns the current mesh
  21662. */
  21663. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21664. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21665. return this;
  21666. };
  21667. /**
  21668. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21669. * Supports definition of mesh facing forward or backward.
  21670. * @param flipBack defines the flip
  21671. * @param twirlClockwise defines the twirl
  21672. * @param tiltRight defines the tilt
  21673. * @returns the new rotation vector
  21674. */
  21675. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21676. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21677. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21678. };
  21679. /**
  21680. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21681. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21682. * @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
  21683. * @returns the new bounding vectors
  21684. */
  21685. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21686. if (includeDescendants === void 0) { includeDescendants = true; }
  21687. if (predicate === void 0) { predicate = null; }
  21688. // Ensures that all world matrix will be recomputed.
  21689. this.getScene().incrementRenderId();
  21690. this.computeWorldMatrix(true);
  21691. var min;
  21692. var max;
  21693. var boundingInfo = this.getBoundingInfo();
  21694. if (!this.subMeshes) {
  21695. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21696. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21697. }
  21698. else {
  21699. min = boundingInfo.boundingBox.minimumWorld;
  21700. max = boundingInfo.boundingBox.maximumWorld;
  21701. }
  21702. if (includeDescendants) {
  21703. var descendants = this.getDescendants(false);
  21704. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21705. var descendant = descendants_1[_i];
  21706. var childMesh = descendant;
  21707. childMesh.computeWorldMatrix(true);
  21708. // Filters meshes based on custom predicate function.
  21709. if (predicate && !predicate(childMesh)) {
  21710. continue;
  21711. }
  21712. //make sure we have the needed params to get mix and max
  21713. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21714. continue;
  21715. }
  21716. var childBoundingInfo = childMesh.getBoundingInfo();
  21717. var boundingBox = childBoundingInfo.boundingBox;
  21718. var minBox = boundingBox.minimumWorld;
  21719. var maxBox = boundingBox.maximumWorld;
  21720. BABYLON.Tools.CheckExtends(minBox, min, max);
  21721. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21722. }
  21723. }
  21724. return {
  21725. min: min,
  21726. max: max
  21727. };
  21728. };
  21729. /** @hidden */
  21730. AbstractMesh.prototype._updateBoundingInfo = function () {
  21731. if (this._boundingInfo) {
  21732. this._boundingInfo.update(this.worldMatrixFromCache);
  21733. }
  21734. else {
  21735. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  21736. }
  21737. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  21738. return this;
  21739. };
  21740. /** @hidden */
  21741. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  21742. if (!this.subMeshes) {
  21743. return this;
  21744. }
  21745. var count = this.subMeshes.length;
  21746. for (var subIndex = 0; subIndex < count; subIndex++) {
  21747. var subMesh = this.subMeshes[subIndex];
  21748. if (count > 1 || !subMesh.IsGlobal) {
  21749. subMesh.updateBoundingInfo(matrix);
  21750. }
  21751. }
  21752. return this;
  21753. };
  21754. /** @hidden */
  21755. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  21756. // Bounding info
  21757. this._updateBoundingInfo();
  21758. };
  21759. /**
  21760. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  21761. * A mesh is in the frustum if its bounding box intersects the frustum
  21762. * @param frustumPlanes defines the frustum to test
  21763. * @returns true if the mesh is in the frustum planes
  21764. */
  21765. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  21766. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  21767. };
  21768. /**
  21769. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  21770. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  21771. * @param frustumPlanes defines the frustum to test
  21772. * @returns true if the mesh is completely in the frustum planes
  21773. */
  21774. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  21775. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  21776. };
  21777. /**
  21778. * True if the mesh intersects another mesh or a SolidParticle object
  21779. * @param mesh defines a target mesh or SolidParticle to test
  21780. * @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)
  21781. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  21782. * @returns true if there is an intersection
  21783. */
  21784. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  21785. if (precise === void 0) { precise = false; }
  21786. if (!this._boundingInfo || !mesh._boundingInfo) {
  21787. return false;
  21788. }
  21789. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  21790. return true;
  21791. }
  21792. if (includeDescendants) {
  21793. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  21794. var child = _a[_i];
  21795. if (child.intersectsMesh(mesh, precise, true)) {
  21796. return true;
  21797. }
  21798. }
  21799. }
  21800. return false;
  21801. };
  21802. /**
  21803. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  21804. * @param point defines the point to test
  21805. * @returns true if there is an intersection
  21806. */
  21807. AbstractMesh.prototype.intersectsPoint = function (point) {
  21808. if (!this._boundingInfo) {
  21809. return false;
  21810. }
  21811. return this._boundingInfo.intersectsPoint(point);
  21812. };
  21813. /**
  21814. * Gets the position of the current mesh in camera space
  21815. * @param camera defines the camera to use
  21816. * @returns a position
  21817. */
  21818. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  21819. if (camera === void 0) { camera = null; }
  21820. if (!camera) {
  21821. camera = this.getScene().activeCamera;
  21822. }
  21823. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21824. };
  21825. /**
  21826. * Returns the distance from the mesh to the active camera
  21827. * @param camera defines the camera to use
  21828. * @returns the distance
  21829. */
  21830. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  21831. if (camera === void 0) { camera = null; }
  21832. if (!camera) {
  21833. camera = this.getScene().activeCamera;
  21834. }
  21835. return this.absolutePosition.subtract(camera.position).length();
  21836. };
  21837. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  21838. // Collisions
  21839. /**
  21840. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  21841. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21842. */
  21843. get: function () {
  21844. return this._checkCollisions;
  21845. },
  21846. set: function (collisionEnabled) {
  21847. this._checkCollisions = collisionEnabled;
  21848. if (this.getScene().workerCollisions) {
  21849. this.getScene().collisionCoordinator.onMeshUpdated(this);
  21850. }
  21851. },
  21852. enumerable: true,
  21853. configurable: true
  21854. });
  21855. Object.defineProperty(AbstractMesh.prototype, "collider", {
  21856. /**
  21857. * Gets Collider object used to compute collisions (not physics)
  21858. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21859. */
  21860. get: function () {
  21861. return this._collider;
  21862. },
  21863. enumerable: true,
  21864. configurable: true
  21865. });
  21866. /**
  21867. * Move the mesh using collision engine
  21868. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21869. * @param displacement defines the requested displacement vector
  21870. * @returns the current mesh
  21871. */
  21872. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  21873. var globalPosition = this.getAbsolutePosition();
  21874. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  21875. if (!this._collider) {
  21876. this._collider = new BABYLON.Collider();
  21877. }
  21878. this._collider._radius = this.ellipsoid;
  21879. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  21880. return this;
  21881. };
  21882. // Collisions
  21883. /** @hidden */
  21884. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  21885. this._generatePointsArray();
  21886. if (!this._positions) {
  21887. return this;
  21888. }
  21889. // Transformation
  21890. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  21891. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  21892. subMesh._lastColliderWorldVertices = [];
  21893. subMesh._trianglePlanes = [];
  21894. var start = subMesh.verticesStart;
  21895. var end = (subMesh.verticesStart + subMesh.verticesCount);
  21896. for (var i = start; i < end; i++) {
  21897. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  21898. }
  21899. }
  21900. // Collide
  21901. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  21902. if (collider.collisionFound) {
  21903. collider.collidedMesh = this;
  21904. }
  21905. return this;
  21906. };
  21907. /** @hidden */
  21908. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  21909. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  21910. var len = subMeshes.length;
  21911. for (var index = 0; index < len; index++) {
  21912. var subMesh = subMeshes.data[index];
  21913. // Bounding test
  21914. if (len > 1 && !subMesh._checkCollision(collider)) {
  21915. continue;
  21916. }
  21917. this._collideForSubMesh(subMesh, transformMatrix, collider);
  21918. }
  21919. return this;
  21920. };
  21921. /** @hidden */
  21922. AbstractMesh.prototype._checkCollision = function (collider) {
  21923. // Bounding box test
  21924. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  21925. return this;
  21926. }
  21927. // Transformation matrix
  21928. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  21929. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  21930. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  21931. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  21932. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  21933. return this;
  21934. };
  21935. // Picking
  21936. /** @hidden */
  21937. AbstractMesh.prototype._generatePointsArray = function () {
  21938. return false;
  21939. };
  21940. /**
  21941. * Checks if the passed Ray intersects with the mesh
  21942. * @param ray defines the ray to use
  21943. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  21944. * @returns the picking info
  21945. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  21946. */
  21947. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  21948. var pickingInfo = new BABYLON.PickingInfo();
  21949. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  21950. return pickingInfo;
  21951. }
  21952. if (!this._generatePointsArray()) {
  21953. return pickingInfo;
  21954. }
  21955. var intersectInfo = null;
  21956. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  21957. var len = subMeshes.length;
  21958. for (var index = 0; index < len; index++) {
  21959. var subMesh = subMeshes.data[index];
  21960. // Bounding test
  21961. if (len > 1 && !subMesh.canIntersects(ray)) {
  21962. continue;
  21963. }
  21964. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  21965. if (currentIntersectInfo) {
  21966. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  21967. intersectInfo = currentIntersectInfo;
  21968. intersectInfo.subMeshId = index;
  21969. if (fastCheck) {
  21970. break;
  21971. }
  21972. }
  21973. }
  21974. }
  21975. if (intersectInfo) {
  21976. // Get picked point
  21977. var world = this.getWorldMatrix();
  21978. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  21979. var direction = ray.direction.clone();
  21980. direction = direction.scale(intersectInfo.distance);
  21981. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  21982. var pickedPoint = worldOrigin.add(worldDirection);
  21983. // Return result
  21984. pickingInfo.hit = true;
  21985. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  21986. pickingInfo.pickedPoint = pickedPoint;
  21987. pickingInfo.pickedMesh = this;
  21988. pickingInfo.bu = intersectInfo.bu || 0;
  21989. pickingInfo.bv = intersectInfo.bv || 0;
  21990. pickingInfo.faceId = intersectInfo.faceId;
  21991. pickingInfo.subMeshId = intersectInfo.subMeshId;
  21992. return pickingInfo;
  21993. }
  21994. return pickingInfo;
  21995. };
  21996. /**
  21997. * Clones the current mesh
  21998. * @param name defines the mesh name
  21999. * @param newParent defines the new mesh parent
  22000. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22001. * @returns the new mesh
  22002. */
  22003. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22004. return null;
  22005. };
  22006. /**
  22007. * Disposes all the submeshes of the current meshnp
  22008. * @returns the current mesh
  22009. */
  22010. AbstractMesh.prototype.releaseSubMeshes = function () {
  22011. if (this.subMeshes) {
  22012. while (this.subMeshes.length) {
  22013. this.subMeshes[0].dispose();
  22014. }
  22015. }
  22016. else {
  22017. this.subMeshes = new Array();
  22018. }
  22019. return this;
  22020. };
  22021. /**
  22022. * Releases resources associated with this abstract mesh.
  22023. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22024. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22025. */
  22026. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22027. var _this = this;
  22028. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22029. var index;
  22030. // Smart Array Retainers.
  22031. this.getScene().freeActiveMeshes();
  22032. this.getScene().freeRenderingGroups();
  22033. // Action manager
  22034. if (this.actionManager !== undefined && this.actionManager !== null) {
  22035. this.actionManager.dispose();
  22036. this.actionManager = null;
  22037. }
  22038. // Skeleton
  22039. this._skeleton = null;
  22040. // Intersections in progress
  22041. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22042. var other = this._intersectionsInProgress[index];
  22043. var pos = other._intersectionsInProgress.indexOf(this);
  22044. other._intersectionsInProgress.splice(pos, 1);
  22045. }
  22046. this._intersectionsInProgress = [];
  22047. // Lights
  22048. var lights = this.getScene().lights;
  22049. lights.forEach(function (light) {
  22050. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22051. if (meshIndex !== -1) {
  22052. light.includedOnlyMeshes.splice(meshIndex, 1);
  22053. }
  22054. meshIndex = light.excludedMeshes.indexOf(_this);
  22055. if (meshIndex !== -1) {
  22056. light.excludedMeshes.splice(meshIndex, 1);
  22057. }
  22058. // Shadow generators
  22059. var generator = light.getShadowGenerator();
  22060. if (generator) {
  22061. var shadowMap = generator.getShadowMap();
  22062. if (shadowMap && shadowMap.renderList) {
  22063. meshIndex = shadowMap.renderList.indexOf(_this);
  22064. if (meshIndex !== -1) {
  22065. shadowMap.renderList.splice(meshIndex, 1);
  22066. }
  22067. }
  22068. }
  22069. });
  22070. // SubMeshes
  22071. if (this.getClassName() !== "InstancedMesh") {
  22072. this.releaseSubMeshes();
  22073. }
  22074. // Query
  22075. var engine = this.getScene().getEngine();
  22076. if (this._occlusionQuery) {
  22077. this.isOcclusionQueryInProgress = false;
  22078. engine.deleteQuery(this._occlusionQuery);
  22079. this._occlusionQuery = null;
  22080. }
  22081. // Engine
  22082. engine.wipeCaches();
  22083. // Remove from scene
  22084. this.getScene().removeMesh(this);
  22085. if (disposeMaterialAndTextures) {
  22086. if (this.material) {
  22087. this.material.dispose(false, true);
  22088. }
  22089. }
  22090. if (!doNotRecurse) {
  22091. // Particles
  22092. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22093. if (this.getScene().particleSystems[index].emitter === this) {
  22094. this.getScene().particleSystems[index].dispose();
  22095. index--;
  22096. }
  22097. }
  22098. }
  22099. // facet data
  22100. if (this._facetData.facetDataEnabled) {
  22101. this.disableFacetData();
  22102. }
  22103. this.onAfterWorldMatrixUpdateObservable.clear();
  22104. this.onCollideObservable.clear();
  22105. this.onCollisionPositionChangeObservable.clear();
  22106. this.onRebuildObservable.clear();
  22107. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22108. };
  22109. /**
  22110. * Adds the passed mesh as a child to the current mesh
  22111. * @param mesh defines the child mesh
  22112. * @returns the current mesh
  22113. */
  22114. AbstractMesh.prototype.addChild = function (mesh) {
  22115. mesh.setParent(this);
  22116. return this;
  22117. };
  22118. /**
  22119. * Removes the passed mesh from the current mesh children list
  22120. * @param mesh defines the child mesh
  22121. * @returns the current mesh
  22122. */
  22123. AbstractMesh.prototype.removeChild = function (mesh) {
  22124. mesh.setParent(null);
  22125. return this;
  22126. };
  22127. // Facet data
  22128. /** @hidden */
  22129. AbstractMesh.prototype._initFacetData = function () {
  22130. var data = this._facetData;
  22131. if (!data.facetNormals) {
  22132. data.facetNormals = new Array();
  22133. }
  22134. if (!data.facetPositions) {
  22135. data.facetPositions = new Array();
  22136. }
  22137. if (!data.facetPartitioning) {
  22138. data.facetPartitioning = new Array();
  22139. }
  22140. data.facetNb = (this.getIndices().length / 3) | 0;
  22141. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22142. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22143. for (var f = 0; f < data.facetNb; f++) {
  22144. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22145. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22146. }
  22147. data.facetDataEnabled = true;
  22148. return this;
  22149. };
  22150. /**
  22151. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22152. * This method can be called within the render loop.
  22153. * 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
  22154. * @returns the current mesh
  22155. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22156. */
  22157. AbstractMesh.prototype.updateFacetData = function () {
  22158. var data = this._facetData;
  22159. if (!data.facetDataEnabled) {
  22160. this._initFacetData();
  22161. }
  22162. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22163. var indices = this.getIndices();
  22164. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22165. var bInfo = this.getBoundingInfo();
  22166. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22167. // init arrays, matrix and sort function on first call
  22168. data.facetDepthSortEnabled = true;
  22169. if (indices instanceof Uint16Array) {
  22170. data.depthSortedIndices = new Uint16Array(indices);
  22171. }
  22172. else if (indices instanceof Uint32Array) {
  22173. data.depthSortedIndices = new Uint32Array(indices);
  22174. }
  22175. else {
  22176. var needs32bits = false;
  22177. for (var i = 0; i < indices.length; i++) {
  22178. if (indices[i] > 65535) {
  22179. needs32bits = true;
  22180. break;
  22181. }
  22182. }
  22183. if (needs32bits) {
  22184. data.depthSortedIndices = new Uint32Array(indices);
  22185. }
  22186. else {
  22187. data.depthSortedIndices = new Uint16Array(indices);
  22188. }
  22189. }
  22190. data.facetDepthSortFunction = function (f1, f2) {
  22191. return (f2.sqDistance - f1.sqDistance);
  22192. };
  22193. if (!data.facetDepthSortFrom) {
  22194. var camera = this.getScene().activeCamera;
  22195. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22196. }
  22197. data.depthSortedFacets = [];
  22198. for (var f = 0; f < data.facetNb; f++) {
  22199. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22200. data.depthSortedFacets.push(depthSortedFacet);
  22201. }
  22202. data.invertedMatrix = BABYLON.Matrix.Identity();
  22203. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22204. }
  22205. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22206. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22207. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22208. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22209. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22210. data.subDiv.max = data.partitioningSubdivisions;
  22211. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22212. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22213. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22214. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22215. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22216. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22217. // set the parameters for ComputeNormals()
  22218. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22219. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22220. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22221. data.facetParameters.bInfo = bInfo;
  22222. data.facetParameters.bbSize = data.bbSize;
  22223. data.facetParameters.subDiv = data.subDiv;
  22224. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22225. data.facetParameters.depthSort = data.facetDepthSort;
  22226. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22227. this.computeWorldMatrix(true);
  22228. this._worldMatrix.invertToRef(data.invertedMatrix);
  22229. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22230. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22231. }
  22232. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22233. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22234. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22235. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22236. var l = (data.depthSortedIndices.length / 3) | 0;
  22237. for (var f = 0; f < l; f++) {
  22238. var sind = data.depthSortedFacets[f].ind;
  22239. data.depthSortedIndices[f * 3] = indices[sind];
  22240. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22241. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22242. }
  22243. this.updateIndices(data.depthSortedIndices);
  22244. }
  22245. return this;
  22246. };
  22247. /**
  22248. * Returns the facetLocalNormals array.
  22249. * The normals are expressed in the mesh local spac
  22250. * @returns an array of Vector3
  22251. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22252. */
  22253. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22254. if (!this._facetData.facetNormals) {
  22255. this.updateFacetData();
  22256. }
  22257. return this._facetData.facetNormals;
  22258. };
  22259. /**
  22260. * Returns the facetLocalPositions array.
  22261. * The facet positions are expressed in the mesh local space
  22262. * @returns an array of Vector3
  22263. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22264. */
  22265. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22266. if (!this._facetData.facetPositions) {
  22267. this.updateFacetData();
  22268. }
  22269. return this._facetData.facetPositions;
  22270. };
  22271. /**
  22272. * Returns the facetLocalPartioning array
  22273. * @returns an array of array of numbers
  22274. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22275. */
  22276. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22277. if (!this._facetData.facetPartitioning) {
  22278. this.updateFacetData();
  22279. }
  22280. return this._facetData.facetPartitioning;
  22281. };
  22282. /**
  22283. * Returns the i-th facet position in the world system.
  22284. * This method allocates a new Vector3 per call
  22285. * @param i defines the facet index
  22286. * @returns a new Vector3
  22287. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22288. */
  22289. AbstractMesh.prototype.getFacetPosition = function (i) {
  22290. var pos = BABYLON.Vector3.Zero();
  22291. this.getFacetPositionToRef(i, pos);
  22292. return pos;
  22293. };
  22294. /**
  22295. * Sets the reference Vector3 with the i-th facet position in the world system
  22296. * @param i defines the facet index
  22297. * @param ref defines the target vector
  22298. * @returns the current mesh
  22299. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22300. */
  22301. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22302. var localPos = (this.getFacetLocalPositions())[i];
  22303. var world = this.getWorldMatrix();
  22304. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22305. return this;
  22306. };
  22307. /**
  22308. * Returns the i-th facet normal in the world system.
  22309. * This method allocates a new Vector3 per call
  22310. * @param i defines the facet index
  22311. * @returns a new Vector3
  22312. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22313. */
  22314. AbstractMesh.prototype.getFacetNormal = function (i) {
  22315. var norm = BABYLON.Vector3.Zero();
  22316. this.getFacetNormalToRef(i, norm);
  22317. return norm;
  22318. };
  22319. /**
  22320. * Sets the reference Vector3 with the i-th facet normal in the world system
  22321. * @param i defines the facet index
  22322. * @param ref defines the target vector
  22323. * @returns the current mesh
  22324. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22325. */
  22326. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22327. var localNorm = (this.getFacetLocalNormals())[i];
  22328. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22329. return this;
  22330. };
  22331. /**
  22332. * 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)
  22333. * @param x defines x coordinate
  22334. * @param y defines y coordinate
  22335. * @param z defines z coordinate
  22336. * @returns the array of facet indexes
  22337. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22338. */
  22339. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22340. var bInfo = this.getBoundingInfo();
  22341. var data = this._facetData;
  22342. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22343. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22344. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22345. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22346. return null;
  22347. }
  22348. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22349. };
  22350. /**
  22351. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22352. * @param projected sets as the (x,y,z) world projection on the facet
  22353. * @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
  22354. * @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
  22355. * @param x defines x coordinate
  22356. * @param y defines y coordinate
  22357. * @param z defines z coordinate
  22358. * @returns the face index if found (or null instead)
  22359. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22360. */
  22361. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22362. if (checkFace === void 0) { checkFace = false; }
  22363. if (facing === void 0) { facing = true; }
  22364. var world = this.getWorldMatrix();
  22365. var invMat = BABYLON.Tmp.Matrix[5];
  22366. world.invertToRef(invMat);
  22367. var invVect = BABYLON.Tmp.Vector3[8];
  22368. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22369. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22370. if (projected) {
  22371. // tranform the local computed projected vector to world coordinates
  22372. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22373. }
  22374. return closest;
  22375. };
  22376. /**
  22377. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22378. * @param projected sets as the (x,y,z) local projection on the facet
  22379. * @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
  22380. * @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
  22381. * @param x defines x coordinate
  22382. * @param y defines y coordinate
  22383. * @param z defines z coordinate
  22384. * @returns the face index if found (or null instead)
  22385. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22386. */
  22387. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22388. if (checkFace === void 0) { checkFace = false; }
  22389. if (facing === void 0) { facing = true; }
  22390. var closest = null;
  22391. var tmpx = 0.0;
  22392. var tmpy = 0.0;
  22393. var tmpz = 0.0;
  22394. var d = 0.0; // tmp dot facet normal * facet position
  22395. var t0 = 0.0;
  22396. var projx = 0.0;
  22397. var projy = 0.0;
  22398. var projz = 0.0;
  22399. // Get all the facets in the same partitioning block than (x, y, z)
  22400. var facetPositions = this.getFacetLocalPositions();
  22401. var facetNormals = this.getFacetLocalNormals();
  22402. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22403. if (!facetsInBlock) {
  22404. return null;
  22405. }
  22406. // Get the closest facet to (x, y, z)
  22407. var shortest = Number.MAX_VALUE; // init distance vars
  22408. var tmpDistance = shortest;
  22409. var fib; // current facet in the block
  22410. var norm; // current facet normal
  22411. var p0; // current facet barycenter position
  22412. // loop on all the facets in the current partitioning block
  22413. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22414. fib = facetsInBlock[idx];
  22415. norm = facetNormals[fib];
  22416. p0 = facetPositions[fib];
  22417. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22418. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22419. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22420. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22421. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22422. projx = x + norm.x * t0;
  22423. projy = y + norm.y * t0;
  22424. projz = z + norm.z * t0;
  22425. tmpx = projx - x;
  22426. tmpy = projy - y;
  22427. tmpz = projz - z;
  22428. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22429. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22430. shortest = tmpDistance;
  22431. closest = fib;
  22432. if (projected) {
  22433. projected.x = projx;
  22434. projected.y = projy;
  22435. projected.z = projz;
  22436. }
  22437. }
  22438. }
  22439. }
  22440. return closest;
  22441. };
  22442. /**
  22443. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22444. * @returns the parameters
  22445. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22446. */
  22447. AbstractMesh.prototype.getFacetDataParameters = function () {
  22448. return this._facetData.facetParameters;
  22449. };
  22450. /**
  22451. * Disables the feature FacetData and frees the related memory
  22452. * @returns the current mesh
  22453. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22454. */
  22455. AbstractMesh.prototype.disableFacetData = function () {
  22456. if (this._facetData.facetDataEnabled) {
  22457. this._facetData.facetDataEnabled = false;
  22458. this._facetData.facetPositions = new Array();
  22459. this._facetData.facetNormals = new Array();
  22460. this._facetData.facetPartitioning = new Array();
  22461. this._facetData.facetParameters = null;
  22462. this._facetData.depthSortedIndices = new Uint32Array(0);
  22463. }
  22464. return this;
  22465. };
  22466. /**
  22467. * Updates the AbstractMesh indices array
  22468. * @param indices defines the data source
  22469. * @returns the current mesh
  22470. */
  22471. AbstractMesh.prototype.updateIndices = function (indices) {
  22472. return this;
  22473. };
  22474. /**
  22475. * Creates new normals data for the mesh
  22476. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22477. * @returns the current mesh
  22478. */
  22479. AbstractMesh.prototype.createNormals = function (updatable) {
  22480. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22481. var indices = this.getIndices();
  22482. var normals;
  22483. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22484. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22485. }
  22486. else {
  22487. normals = [];
  22488. }
  22489. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22490. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22491. return this;
  22492. };
  22493. /**
  22494. * Align the mesh with a normal
  22495. * @param normal defines the normal to use
  22496. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22497. * @returns the current mesh
  22498. */
  22499. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22500. if (!upDirection) {
  22501. upDirection = BABYLON.Axis.Y;
  22502. }
  22503. var axisX = BABYLON.Tmp.Vector3[0];
  22504. var axisZ = BABYLON.Tmp.Vector3[1];
  22505. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22506. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22507. if (this.rotationQuaternion) {
  22508. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22509. }
  22510. else {
  22511. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22512. }
  22513. return this;
  22514. };
  22515. /** @hidden */
  22516. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22517. return false;
  22518. };
  22519. /** No occlusion */
  22520. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22521. /** Occlusion set to optimisitic */
  22522. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22523. /** Occlusion set to strict */
  22524. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22525. /** Use an accurante occlusion algorithm */
  22526. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22527. /** Use a conservative occlusion algorithm */
  22528. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22529. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22530. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22531. /** Culling strategy with bounding sphere only and then frustum culling */
  22532. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22533. return AbstractMesh;
  22534. }(BABYLON.TransformNode));
  22535. BABYLON.AbstractMesh = AbstractMesh;
  22536. })(BABYLON || (BABYLON = {}));
  22537. //# sourceMappingURL=babylon.abstractMesh.js.map
  22538. var BABYLON;
  22539. (function (BABYLON) {
  22540. /**
  22541. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22542. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22543. * 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.
  22544. */
  22545. var Light = /** @class */ (function (_super) {
  22546. __extends(Light, _super);
  22547. /**
  22548. * Creates a Light object in the scene.
  22549. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22550. * @param name The firendly name of the light
  22551. * @param scene The scene the light belongs too
  22552. */
  22553. function Light(name, scene) {
  22554. var _this = _super.call(this, name, scene) || this;
  22555. /**
  22556. * Diffuse gives the basic color to an object.
  22557. */
  22558. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22559. /**
  22560. * Specular produces a highlight color on an object.
  22561. * Note: This is note affecting PBR materials.
  22562. */
  22563. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22564. /**
  22565. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22566. * falling off base on range or angle.
  22567. * This can be set to any values in Light.FALLOFF_x.
  22568. *
  22569. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22570. * other types of materials.
  22571. */
  22572. _this.falloffType = Light.FALLOFF_DEFAULT;
  22573. /**
  22574. * Strength of the light.
  22575. * Note: By default it is define in the framework own unit.
  22576. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22577. */
  22578. _this.intensity = 1.0;
  22579. _this._range = Number.MAX_VALUE;
  22580. _this._inverseSquaredRange = 0;
  22581. /**
  22582. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22583. * of light.
  22584. */
  22585. _this._photometricScale = 1.0;
  22586. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22587. _this._radius = 0.00001;
  22588. /**
  22589. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22590. * exceeding the number allowed of the materials.
  22591. */
  22592. _this.renderPriority = 0;
  22593. _this._shadowEnabled = true;
  22594. _this._excludeWithLayerMask = 0;
  22595. _this._includeOnlyWithLayerMask = 0;
  22596. _this._lightmapMode = 0;
  22597. /**
  22598. * @hidden Internal use only.
  22599. */
  22600. _this._excludedMeshesIds = new Array();
  22601. /**
  22602. * @hidden Internal use only.
  22603. */
  22604. _this._includedOnlyMeshesIds = new Array();
  22605. _this.getScene().addLight(_this);
  22606. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22607. _this._buildUniformLayout();
  22608. _this.includedOnlyMeshes = new Array();
  22609. _this.excludedMeshes = new Array();
  22610. _this._resyncMeshes();
  22611. return _this;
  22612. }
  22613. Object.defineProperty(Light.prototype, "range", {
  22614. /**
  22615. * Defines how far from the source the light is impacting in scene units.
  22616. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22617. */
  22618. get: function () {
  22619. return this._range;
  22620. },
  22621. /**
  22622. * Defines how far from the source the light is impacting in scene units.
  22623. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22624. */
  22625. set: function (value) {
  22626. this._range = value;
  22627. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22628. },
  22629. enumerable: true,
  22630. configurable: true
  22631. });
  22632. Object.defineProperty(Light.prototype, "intensityMode", {
  22633. /**
  22634. * Gets the photometric scale used to interpret the intensity.
  22635. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22636. */
  22637. get: function () {
  22638. return this._intensityMode;
  22639. },
  22640. /**
  22641. * Sets the photometric scale used to interpret the intensity.
  22642. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22643. */
  22644. set: function (value) {
  22645. this._intensityMode = value;
  22646. this._computePhotometricScale();
  22647. },
  22648. enumerable: true,
  22649. configurable: true
  22650. });
  22651. Object.defineProperty(Light.prototype, "radius", {
  22652. /**
  22653. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22654. */
  22655. get: function () {
  22656. return this._radius;
  22657. },
  22658. /**
  22659. * sets the light radius used by PBR Materials to simulate soft area lights.
  22660. */
  22661. set: function (value) {
  22662. this._radius = value;
  22663. this._computePhotometricScale();
  22664. },
  22665. enumerable: true,
  22666. configurable: true
  22667. });
  22668. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22669. /**
  22670. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22671. * the current shadow generator.
  22672. */
  22673. get: function () {
  22674. return this._shadowEnabled;
  22675. },
  22676. /**
  22677. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22678. * the current shadow generator.
  22679. */
  22680. set: function (value) {
  22681. if (this._shadowEnabled === value) {
  22682. return;
  22683. }
  22684. this._shadowEnabled = value;
  22685. this._markMeshesAsLightDirty();
  22686. },
  22687. enumerable: true,
  22688. configurable: true
  22689. });
  22690. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  22691. /**
  22692. * Gets the only meshes impacted by this light.
  22693. */
  22694. get: function () {
  22695. return this._includedOnlyMeshes;
  22696. },
  22697. /**
  22698. * Sets the only meshes impacted by this light.
  22699. */
  22700. set: function (value) {
  22701. this._includedOnlyMeshes = value;
  22702. this._hookArrayForIncludedOnly(value);
  22703. },
  22704. enumerable: true,
  22705. configurable: true
  22706. });
  22707. Object.defineProperty(Light.prototype, "excludedMeshes", {
  22708. /**
  22709. * Gets the meshes not impacted by this light.
  22710. */
  22711. get: function () {
  22712. return this._excludedMeshes;
  22713. },
  22714. /**
  22715. * Sets the meshes not impacted by this light.
  22716. */
  22717. set: function (value) {
  22718. this._excludedMeshes = value;
  22719. this._hookArrayForExcluded(value);
  22720. },
  22721. enumerable: true,
  22722. configurable: true
  22723. });
  22724. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  22725. /**
  22726. * Gets the layer id use to find what meshes are not impacted by the light.
  22727. * Inactive if 0
  22728. */
  22729. get: function () {
  22730. return this._excludeWithLayerMask;
  22731. },
  22732. /**
  22733. * Sets the layer id use to find what meshes are not impacted by the light.
  22734. * Inactive if 0
  22735. */
  22736. set: function (value) {
  22737. this._excludeWithLayerMask = value;
  22738. this._resyncMeshes();
  22739. },
  22740. enumerable: true,
  22741. configurable: true
  22742. });
  22743. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  22744. /**
  22745. * Gets the layer id use to find what meshes are impacted by the light.
  22746. * Inactive if 0
  22747. */
  22748. get: function () {
  22749. return this._includeOnlyWithLayerMask;
  22750. },
  22751. /**
  22752. * Sets the layer id use to find what meshes are impacted by the light.
  22753. * Inactive if 0
  22754. */
  22755. set: function (value) {
  22756. this._includeOnlyWithLayerMask = value;
  22757. this._resyncMeshes();
  22758. },
  22759. enumerable: true,
  22760. configurable: true
  22761. });
  22762. Object.defineProperty(Light.prototype, "lightmapMode", {
  22763. /**
  22764. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22765. */
  22766. get: function () {
  22767. return this._lightmapMode;
  22768. },
  22769. /**
  22770. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22771. */
  22772. set: function (value) {
  22773. if (this._lightmapMode === value) {
  22774. return;
  22775. }
  22776. this._lightmapMode = value;
  22777. this._markMeshesAsLightDirty();
  22778. },
  22779. enumerable: true,
  22780. configurable: true
  22781. });
  22782. /**
  22783. * Returns the string "Light".
  22784. * @returns the class name
  22785. */
  22786. Light.prototype.getClassName = function () {
  22787. return "Light";
  22788. };
  22789. /**
  22790. * Converts the light information to a readable string for debug purpose.
  22791. * @param fullDetails Supports for multiple levels of logging within scene loading
  22792. * @returns the human readable light info
  22793. */
  22794. Light.prototype.toString = function (fullDetails) {
  22795. var ret = "Name: " + this.name;
  22796. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  22797. if (this.animations) {
  22798. for (var i = 0; i < this.animations.length; i++) {
  22799. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  22800. }
  22801. }
  22802. if (fullDetails) {
  22803. }
  22804. return ret;
  22805. };
  22806. /** @hidden */
  22807. Light.prototype._syncParentEnabledState = function () {
  22808. _super.prototype._syncParentEnabledState.call(this);
  22809. this._resyncMeshes();
  22810. };
  22811. /**
  22812. * Set the enabled state of this node.
  22813. * @param value - the new enabled state
  22814. */
  22815. Light.prototype.setEnabled = function (value) {
  22816. _super.prototype.setEnabled.call(this, value);
  22817. this._resyncMeshes();
  22818. };
  22819. /**
  22820. * Returns the Light associated shadow generator if any.
  22821. * @return the associated shadow generator.
  22822. */
  22823. Light.prototype.getShadowGenerator = function () {
  22824. return this._shadowGenerator;
  22825. };
  22826. /**
  22827. * Returns a Vector3, the absolute light position in the World.
  22828. * @returns the world space position of the light
  22829. */
  22830. Light.prototype.getAbsolutePosition = function () {
  22831. return BABYLON.Vector3.Zero();
  22832. };
  22833. /**
  22834. * Specifies if the light will affect the passed mesh.
  22835. * @param mesh The mesh to test against the light
  22836. * @return true the mesh is affected otherwise, false.
  22837. */
  22838. Light.prototype.canAffectMesh = function (mesh) {
  22839. if (!mesh) {
  22840. return true;
  22841. }
  22842. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  22843. return false;
  22844. }
  22845. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  22846. return false;
  22847. }
  22848. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  22849. return false;
  22850. }
  22851. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  22852. return false;
  22853. }
  22854. return true;
  22855. };
  22856. /**
  22857. * Sort function to order lights for rendering.
  22858. * @param a First Light object to compare to second.
  22859. * @param b Second Light object to compare first.
  22860. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  22861. */
  22862. Light.CompareLightsPriority = function (a, b) {
  22863. //shadow-casting lights have priority over non-shadow-casting lights
  22864. //the renderPrioirty is a secondary sort criterion
  22865. if (a.shadowEnabled !== b.shadowEnabled) {
  22866. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  22867. }
  22868. return b.renderPriority - a.renderPriority;
  22869. };
  22870. /**
  22871. * Releases resources associated with this node.
  22872. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22873. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22874. */
  22875. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22876. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22877. if (this._shadowGenerator) {
  22878. this._shadowGenerator.dispose();
  22879. this._shadowGenerator = null;
  22880. }
  22881. // Animations
  22882. this.getScene().stopAnimation(this);
  22883. // Remove from meshes
  22884. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  22885. var mesh = _a[_i];
  22886. mesh._removeLightSource(this);
  22887. }
  22888. this._uniformBuffer.dispose();
  22889. // Remove from scene
  22890. this.getScene().removeLight(this);
  22891. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22892. };
  22893. /**
  22894. * Returns the light type ID (integer).
  22895. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  22896. */
  22897. Light.prototype.getTypeID = function () {
  22898. return 0;
  22899. };
  22900. /**
  22901. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  22902. * @returns the scaled intensity in intensity mode unit
  22903. */
  22904. Light.prototype.getScaledIntensity = function () {
  22905. return this._photometricScale * this.intensity;
  22906. };
  22907. /**
  22908. * Returns a new Light object, named "name", from the current one.
  22909. * @param name The name of the cloned light
  22910. * @returns the new created light
  22911. */
  22912. Light.prototype.clone = function (name) {
  22913. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  22914. if (!constructor) {
  22915. return null;
  22916. }
  22917. return BABYLON.SerializationHelper.Clone(constructor, this);
  22918. };
  22919. /**
  22920. * Serializes the current light into a Serialization object.
  22921. * @returns the serialized object.
  22922. */
  22923. Light.prototype.serialize = function () {
  22924. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  22925. // Type
  22926. serializationObject.type = this.getTypeID();
  22927. // Parent
  22928. if (this.parent) {
  22929. serializationObject.parentId = this.parent.id;
  22930. }
  22931. // Inclusion / exclusions
  22932. if (this.excludedMeshes.length > 0) {
  22933. serializationObject.excludedMeshesIds = [];
  22934. this.excludedMeshes.forEach(function (mesh) {
  22935. serializationObject.excludedMeshesIds.push(mesh.id);
  22936. });
  22937. }
  22938. if (this.includedOnlyMeshes.length > 0) {
  22939. serializationObject.includedOnlyMeshesIds = [];
  22940. this.includedOnlyMeshes.forEach(function (mesh) {
  22941. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  22942. });
  22943. }
  22944. // Animations
  22945. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  22946. serializationObject.ranges = this.serializeAnimationRanges();
  22947. return serializationObject;
  22948. };
  22949. /**
  22950. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  22951. * This new light is named "name" and added to the passed scene.
  22952. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  22953. * @param name The friendly name of the light
  22954. * @param scene The scene the new light will belong to
  22955. * @returns the constructor function
  22956. */
  22957. Light.GetConstructorFromName = function (type, name, scene) {
  22958. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  22959. if (constructorFunc) {
  22960. return constructorFunc;
  22961. }
  22962. // Default to no light for none present once.
  22963. return null;
  22964. };
  22965. /**
  22966. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  22967. * @param parsedLight The JSON representation of the light
  22968. * @param scene The scene to create the parsed light in
  22969. * @returns the created light after parsing
  22970. */
  22971. Light.Parse = function (parsedLight, scene) {
  22972. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  22973. if (!constructor) {
  22974. return null;
  22975. }
  22976. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  22977. // Inclusion / exclusions
  22978. if (parsedLight.excludedMeshesIds) {
  22979. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  22980. }
  22981. if (parsedLight.includedOnlyMeshesIds) {
  22982. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  22983. }
  22984. // Parent
  22985. if (parsedLight.parentId) {
  22986. light._waitingParentId = parsedLight.parentId;
  22987. }
  22988. // Animations
  22989. if (parsedLight.animations) {
  22990. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  22991. var parsedAnimation = parsedLight.animations[animationIndex];
  22992. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  22993. }
  22994. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  22995. }
  22996. if (parsedLight.autoAnimate) {
  22997. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  22998. }
  22999. return light;
  23000. };
  23001. Light.prototype._hookArrayForExcluded = function (array) {
  23002. var _this = this;
  23003. var oldPush = array.push;
  23004. array.push = function () {
  23005. var items = [];
  23006. for (var _i = 0; _i < arguments.length; _i++) {
  23007. items[_i] = arguments[_i];
  23008. }
  23009. var result = oldPush.apply(array, items);
  23010. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23011. var item = items_1[_a];
  23012. item._resyncLighSource(_this);
  23013. }
  23014. return result;
  23015. };
  23016. var oldSplice = array.splice;
  23017. array.splice = function (index, deleteCount) {
  23018. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23019. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23020. var item = deleted_1[_i];
  23021. item._resyncLighSource(_this);
  23022. }
  23023. return deleted;
  23024. };
  23025. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23026. var item = array_1[_i];
  23027. item._resyncLighSource(this);
  23028. }
  23029. };
  23030. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23031. var _this = this;
  23032. var oldPush = array.push;
  23033. array.push = function () {
  23034. var items = [];
  23035. for (var _i = 0; _i < arguments.length; _i++) {
  23036. items[_i] = arguments[_i];
  23037. }
  23038. var result = oldPush.apply(array, items);
  23039. _this._resyncMeshes();
  23040. return result;
  23041. };
  23042. var oldSplice = array.splice;
  23043. array.splice = function (index, deleteCount) {
  23044. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23045. _this._resyncMeshes();
  23046. return deleted;
  23047. };
  23048. this._resyncMeshes();
  23049. };
  23050. Light.prototype._resyncMeshes = function () {
  23051. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23052. var mesh = _a[_i];
  23053. mesh._resyncLighSource(this);
  23054. }
  23055. };
  23056. /**
  23057. * Forces the meshes to update their light related information in their rendering used effects
  23058. * @hidden Internal Use Only
  23059. */
  23060. Light.prototype._markMeshesAsLightDirty = function () {
  23061. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23062. var mesh = _a[_i];
  23063. if (mesh._lightSources.indexOf(this) !== -1) {
  23064. mesh._markSubMeshesAsLightDirty();
  23065. }
  23066. }
  23067. };
  23068. /**
  23069. * Recomputes the cached photometric scale if needed.
  23070. */
  23071. Light.prototype._computePhotometricScale = function () {
  23072. this._photometricScale = this._getPhotometricScale();
  23073. this.getScene().resetCachedMaterial();
  23074. };
  23075. /**
  23076. * Returns the Photometric Scale according to the light type and intensity mode.
  23077. */
  23078. Light.prototype._getPhotometricScale = function () {
  23079. var photometricScale = 0.0;
  23080. var lightTypeID = this.getTypeID();
  23081. //get photometric mode
  23082. var photometricMode = this.intensityMode;
  23083. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23084. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23085. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23086. }
  23087. else {
  23088. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23089. }
  23090. }
  23091. //compute photometric scale
  23092. switch (lightTypeID) {
  23093. case Light.LIGHTTYPEID_POINTLIGHT:
  23094. case Light.LIGHTTYPEID_SPOTLIGHT:
  23095. switch (photometricMode) {
  23096. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23097. photometricScale = 1.0 / (4.0 * Math.PI);
  23098. break;
  23099. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23100. photometricScale = 1.0;
  23101. break;
  23102. case Light.INTENSITYMODE_LUMINANCE:
  23103. photometricScale = this.radius * this.radius;
  23104. break;
  23105. }
  23106. break;
  23107. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23108. switch (photometricMode) {
  23109. case Light.INTENSITYMODE_ILLUMINANCE:
  23110. photometricScale = 1.0;
  23111. break;
  23112. case Light.INTENSITYMODE_LUMINANCE:
  23113. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23114. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23115. var apexAngleRadians = this.radius;
  23116. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23117. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23118. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23119. photometricScale = solidAngle;
  23120. break;
  23121. }
  23122. break;
  23123. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23124. // No fall off in hemisperic light.
  23125. photometricScale = 1.0;
  23126. break;
  23127. }
  23128. return photometricScale;
  23129. };
  23130. /**
  23131. * Reorder the light in the scene according to their defined priority.
  23132. * @hidden Internal Use Only
  23133. */
  23134. Light.prototype._reorderLightsInScene = function () {
  23135. var scene = this.getScene();
  23136. if (this._renderPriority != 0) {
  23137. scene.requireLightSorting = true;
  23138. }
  23139. this.getScene().sortLightsByPriority();
  23140. };
  23141. /**
  23142. * Falloff Default: light is falling off following the material specification:
  23143. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23144. */
  23145. Light.FALLOFF_DEFAULT = 0;
  23146. /**
  23147. * Falloff Physical: light is falling off following the inverse squared distance law.
  23148. */
  23149. Light.FALLOFF_PHYSICAL = 1;
  23150. /**
  23151. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23152. * to enhance interoperability with other engines.
  23153. */
  23154. Light.FALLOFF_GLTF = 2;
  23155. /**
  23156. * Falloff Standard: light is falling off like in the standard material
  23157. * to enhance interoperability with other materials.
  23158. */
  23159. Light.FALLOFF_STANDARD = 3;
  23160. //lightmapMode Consts
  23161. /**
  23162. * If every light affecting the material is in this lightmapMode,
  23163. * material.lightmapTexture adds or multiplies
  23164. * (depends on material.useLightmapAsShadowmap)
  23165. * after every other light calculations.
  23166. */
  23167. Light.LIGHTMAP_DEFAULT = 0;
  23168. /**
  23169. * material.lightmapTexture as only diffuse lighting from this light
  23170. * adds only specular lighting from this light
  23171. * adds dynamic shadows
  23172. */
  23173. Light.LIGHTMAP_SPECULAR = 1;
  23174. /**
  23175. * material.lightmapTexture as only lighting
  23176. * no light calculation from this light
  23177. * only adds dynamic shadows from this light
  23178. */
  23179. Light.LIGHTMAP_SHADOWSONLY = 2;
  23180. // Intensity Mode Consts
  23181. /**
  23182. * Each light type uses the default quantity according to its type:
  23183. * point/spot lights use luminous intensity
  23184. * directional lights use illuminance
  23185. */
  23186. Light.INTENSITYMODE_AUTOMATIC = 0;
  23187. /**
  23188. * lumen (lm)
  23189. */
  23190. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23191. /**
  23192. * candela (lm/sr)
  23193. */
  23194. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23195. /**
  23196. * lux (lm/m^2)
  23197. */
  23198. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23199. /**
  23200. * nit (cd/m^2)
  23201. */
  23202. Light.INTENSITYMODE_LUMINANCE = 4;
  23203. // Light types ids const.
  23204. /**
  23205. * Light type const id of the point light.
  23206. */
  23207. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23208. /**
  23209. * Light type const id of the directional light.
  23210. */
  23211. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23212. /**
  23213. * Light type const id of the spot light.
  23214. */
  23215. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23216. /**
  23217. * Light type const id of the hemispheric light.
  23218. */
  23219. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23220. __decorate([
  23221. BABYLON.serializeAsColor3()
  23222. ], Light.prototype, "diffuse", void 0);
  23223. __decorate([
  23224. BABYLON.serializeAsColor3()
  23225. ], Light.prototype, "specular", void 0);
  23226. __decorate([
  23227. BABYLON.serialize()
  23228. ], Light.prototype, "falloffType", void 0);
  23229. __decorate([
  23230. BABYLON.serialize()
  23231. ], Light.prototype, "intensity", void 0);
  23232. __decorate([
  23233. BABYLON.serialize()
  23234. ], Light.prototype, "range", null);
  23235. __decorate([
  23236. BABYLON.serialize()
  23237. ], Light.prototype, "intensityMode", null);
  23238. __decorate([
  23239. BABYLON.serialize()
  23240. ], Light.prototype, "radius", null);
  23241. __decorate([
  23242. BABYLON.serialize()
  23243. ], Light.prototype, "_renderPriority", void 0);
  23244. __decorate([
  23245. BABYLON.expandToProperty("_reorderLightsInScene")
  23246. ], Light.prototype, "renderPriority", void 0);
  23247. __decorate([
  23248. BABYLON.serialize("shadowEnabled")
  23249. ], Light.prototype, "_shadowEnabled", void 0);
  23250. __decorate([
  23251. BABYLON.serialize("excludeWithLayerMask")
  23252. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23253. __decorate([
  23254. BABYLON.serialize("includeOnlyWithLayerMask")
  23255. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23256. __decorate([
  23257. BABYLON.serialize("lightmapMode")
  23258. ], Light.prototype, "_lightmapMode", void 0);
  23259. return Light;
  23260. }(BABYLON.Node));
  23261. BABYLON.Light = Light;
  23262. })(BABYLON || (BABYLON = {}));
  23263. //# sourceMappingURL=babylon.light.js.map
  23264. var BABYLON;
  23265. (function (BABYLON) {
  23266. /**
  23267. * This is the base class of all the camera used in the application.
  23268. * @see http://doc.babylonjs.com/features/cameras
  23269. */
  23270. var Camera = /** @class */ (function (_super) {
  23271. __extends(Camera, _super);
  23272. /**
  23273. * Instantiates a new camera object.
  23274. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23275. * @see http://doc.babylonjs.com/features/cameras
  23276. * @param name Defines the name of the camera in the scene
  23277. * @param position Defines the position of the camera
  23278. * @param scene Defines the scene the camera belongs too
  23279. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23280. */
  23281. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23282. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23283. var _this = _super.call(this, name, scene) || this;
  23284. /**
  23285. * The vector the camera should consider as up.
  23286. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23287. */
  23288. _this.upVector = BABYLON.Vector3.Up();
  23289. /**
  23290. * Define the current limit on the left side for an orthographic camera
  23291. * In scene unit
  23292. */
  23293. _this.orthoLeft = null;
  23294. /**
  23295. * Define the current limit on the right side for an orthographic camera
  23296. * In scene unit
  23297. */
  23298. _this.orthoRight = null;
  23299. /**
  23300. * Define the current limit on the bottom side for an orthographic camera
  23301. * In scene unit
  23302. */
  23303. _this.orthoBottom = null;
  23304. /**
  23305. * Define the current limit on the top side for an orthographic camera
  23306. * In scene unit
  23307. */
  23308. _this.orthoTop = null;
  23309. /**
  23310. * Field Of View is set in Radians. (default is 0.8)
  23311. */
  23312. _this.fov = 0.8;
  23313. /**
  23314. * Define the minimum distance the camera can see from.
  23315. * This is important to note that the depth buffer are not infinite and the closer it starts
  23316. * the more your scene might encounter depth fighting issue.
  23317. */
  23318. _this.minZ = 1;
  23319. /**
  23320. * Define the maximum distance the camera can see to.
  23321. * This is important to note that the depth buffer are not infinite and the further it end
  23322. * the more your scene might encounter depth fighting issue.
  23323. */
  23324. _this.maxZ = 10000.0;
  23325. /**
  23326. * Define the default inertia of the camera.
  23327. * This helps giving a smooth feeling to the camera movement.
  23328. */
  23329. _this.inertia = 0.9;
  23330. /**
  23331. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23332. */
  23333. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23334. /**
  23335. * Define wether the camera is intermediate.
  23336. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23337. */
  23338. _this.isIntermediate = false;
  23339. /**
  23340. * Define the viewport of the camera.
  23341. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23342. */
  23343. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23344. /**
  23345. * Restricts the camera to viewing objects with the same layerMask.
  23346. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23347. */
  23348. _this.layerMask = 0x0FFFFFFF;
  23349. /**
  23350. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23351. */
  23352. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23353. /**
  23354. * Rig mode of the camera.
  23355. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23356. * This is normally controlled byt the camera themselves as internal use.
  23357. */
  23358. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23359. /**
  23360. * Defines the list of custom render target the camera should render to.
  23361. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23362. * else in the scene.
  23363. */
  23364. _this.customRenderTargets = new Array();
  23365. /**
  23366. * Observable triggered when the camera view matrix has changed.
  23367. */
  23368. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23369. /**
  23370. * Observable triggered when the camera Projection matrix has changed.
  23371. */
  23372. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23373. /**
  23374. * Observable triggered when the inputs have been processed.
  23375. */
  23376. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23377. /**
  23378. * Observable triggered when reset has been called and applied to the camera.
  23379. */
  23380. _this.onRestoreStateObservable = new BABYLON.Observable();
  23381. /** @hidden */
  23382. _this._rigCameras = new Array();
  23383. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23384. /** @hidden */
  23385. _this._skipRendering = false;
  23386. /** @hidden */
  23387. _this._projectionMatrix = new BABYLON.Matrix();
  23388. /** @hidden */
  23389. _this._postProcesses = new Array();
  23390. /** @hidden */
  23391. _this._activeMeshes = new BABYLON.SmartArray(256);
  23392. _this._globalPosition = BABYLON.Vector3.Zero();
  23393. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23394. _this._doNotComputeProjectionMatrix = false;
  23395. _this._transformMatrix = BABYLON.Matrix.Zero();
  23396. _this._refreshFrustumPlanes = true;
  23397. _this.getScene().addCamera(_this);
  23398. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23399. _this.getScene().activeCamera = _this;
  23400. }
  23401. _this.position = position;
  23402. return _this;
  23403. }
  23404. /**
  23405. * Store current camera state (fov, position, etc..)
  23406. * @returns the camera
  23407. */
  23408. Camera.prototype.storeState = function () {
  23409. this._stateStored = true;
  23410. this._storedFov = this.fov;
  23411. return this;
  23412. };
  23413. /**
  23414. * Restores the camera state values if it has been stored. You must call storeState() first
  23415. */
  23416. Camera.prototype._restoreStateValues = function () {
  23417. if (!this._stateStored) {
  23418. return false;
  23419. }
  23420. this.fov = this._storedFov;
  23421. return true;
  23422. };
  23423. /**
  23424. * Restored camera state. You must call storeState() first.
  23425. * @returns true if restored and false otherwise
  23426. */
  23427. Camera.prototype.restoreState = function () {
  23428. if (this._restoreStateValues()) {
  23429. this.onRestoreStateObservable.notifyObservers(this);
  23430. return true;
  23431. }
  23432. return false;
  23433. };
  23434. /**
  23435. * Gets the class name of the camera.
  23436. * @returns the class name
  23437. */
  23438. Camera.prototype.getClassName = function () {
  23439. return "Camera";
  23440. };
  23441. /**
  23442. * Gets a string representation of the camera usefull for debug purpose.
  23443. * @param fullDetails Defines that a more verboe level of logging is required
  23444. * @returns the string representation
  23445. */
  23446. Camera.prototype.toString = function (fullDetails) {
  23447. var ret = "Name: " + this.name;
  23448. ret += ", type: " + this.getClassName();
  23449. if (this.animations) {
  23450. for (var i = 0; i < this.animations.length; i++) {
  23451. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23452. }
  23453. }
  23454. if (fullDetails) {
  23455. }
  23456. return ret;
  23457. };
  23458. Object.defineProperty(Camera.prototype, "globalPosition", {
  23459. /**
  23460. * Gets the current world space position of the camera.
  23461. */
  23462. get: function () {
  23463. return this._globalPosition;
  23464. },
  23465. enumerable: true,
  23466. configurable: true
  23467. });
  23468. /**
  23469. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23470. * @returns the active meshe list
  23471. */
  23472. Camera.prototype.getActiveMeshes = function () {
  23473. return this._activeMeshes;
  23474. };
  23475. /**
  23476. * Check wether a mesh is part of the current active mesh list of the camera
  23477. * @param mesh Defines the mesh to check
  23478. * @returns true if active, false otherwise
  23479. */
  23480. Camera.prototype.isActiveMesh = function (mesh) {
  23481. return (this._activeMeshes.indexOf(mesh) !== -1);
  23482. };
  23483. /**
  23484. * Is this camera ready to be used/rendered
  23485. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23486. * @return true if the camera is ready
  23487. */
  23488. Camera.prototype.isReady = function (completeCheck) {
  23489. if (completeCheck === void 0) { completeCheck = false; }
  23490. if (completeCheck) {
  23491. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23492. var pp = _a[_i];
  23493. if (pp && !pp.isReady()) {
  23494. return false;
  23495. }
  23496. }
  23497. }
  23498. return _super.prototype.isReady.call(this, completeCheck);
  23499. };
  23500. /** @hidden */
  23501. Camera.prototype._initCache = function () {
  23502. _super.prototype._initCache.call(this);
  23503. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23504. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23505. this._cache.mode = undefined;
  23506. this._cache.minZ = undefined;
  23507. this._cache.maxZ = undefined;
  23508. this._cache.fov = undefined;
  23509. this._cache.fovMode = undefined;
  23510. this._cache.aspectRatio = undefined;
  23511. this._cache.orthoLeft = undefined;
  23512. this._cache.orthoRight = undefined;
  23513. this._cache.orthoBottom = undefined;
  23514. this._cache.orthoTop = undefined;
  23515. this._cache.renderWidth = undefined;
  23516. this._cache.renderHeight = undefined;
  23517. };
  23518. /** @hidden */
  23519. Camera.prototype._updateCache = function (ignoreParentClass) {
  23520. if (!ignoreParentClass) {
  23521. _super.prototype._updateCache.call(this);
  23522. }
  23523. this._cache.position.copyFrom(this.position);
  23524. this._cache.upVector.copyFrom(this.upVector);
  23525. };
  23526. /** @hidden */
  23527. Camera.prototype._isSynchronized = function () {
  23528. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23529. };
  23530. /** @hidden */
  23531. Camera.prototype._isSynchronizedViewMatrix = function () {
  23532. if (!_super.prototype._isSynchronized.call(this)) {
  23533. return false;
  23534. }
  23535. return this._cache.position.equals(this.position)
  23536. && this._cache.upVector.equals(this.upVector)
  23537. && this.isSynchronizedWithParent();
  23538. };
  23539. /** @hidden */
  23540. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23541. var check = this._cache.mode === this.mode
  23542. && this._cache.minZ === this.minZ
  23543. && this._cache.maxZ === this.maxZ;
  23544. if (!check) {
  23545. return false;
  23546. }
  23547. var engine = this.getEngine();
  23548. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23549. check = this._cache.fov === this.fov
  23550. && this._cache.fovMode === this.fovMode
  23551. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23552. }
  23553. else {
  23554. check = this._cache.orthoLeft === this.orthoLeft
  23555. && this._cache.orthoRight === this.orthoRight
  23556. && this._cache.orthoBottom === this.orthoBottom
  23557. && this._cache.orthoTop === this.orthoTop
  23558. && this._cache.renderWidth === engine.getRenderWidth()
  23559. && this._cache.renderHeight === engine.getRenderHeight();
  23560. }
  23561. return check;
  23562. };
  23563. /**
  23564. * Attach the input controls to a specific dom element to get the input from.
  23565. * @param element Defines the element the controls should be listened from
  23566. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23567. */
  23568. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23569. };
  23570. /**
  23571. * Detach the current controls from the specified dom element.
  23572. * @param element Defines the element to stop listening the inputs from
  23573. */
  23574. Camera.prototype.detachControl = function (element) {
  23575. };
  23576. /**
  23577. * Update the camera state according to the different inputs gathered during the frame.
  23578. */
  23579. Camera.prototype.update = function () {
  23580. this._checkInputs();
  23581. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23582. this._updateRigCameras();
  23583. }
  23584. };
  23585. /** @hidden */
  23586. Camera.prototype._checkInputs = function () {
  23587. this.onAfterCheckInputsObservable.notifyObservers(this);
  23588. };
  23589. Object.defineProperty(Camera.prototype, "rigCameras", {
  23590. /** @hidden */
  23591. get: function () {
  23592. return this._rigCameras;
  23593. },
  23594. enumerable: true,
  23595. configurable: true
  23596. });
  23597. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23598. /**
  23599. * Gets the post process used by the rig cameras
  23600. */
  23601. get: function () {
  23602. return this._rigPostProcess;
  23603. },
  23604. enumerable: true,
  23605. configurable: true
  23606. });
  23607. /**
  23608. * Internal, gets the first post proces.
  23609. * @returns the first post process to be run on this camera.
  23610. */
  23611. Camera.prototype._getFirstPostProcess = function () {
  23612. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23613. if (this._postProcesses[ppIndex] !== null) {
  23614. return this._postProcesses[ppIndex];
  23615. }
  23616. }
  23617. return null;
  23618. };
  23619. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23620. // invalidate framebuffer
  23621. var firstPostProcess = this._getFirstPostProcess();
  23622. if (firstPostProcess) {
  23623. firstPostProcess.markTextureDirty();
  23624. }
  23625. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23626. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23627. var cam = this._rigCameras[i];
  23628. var rigPostProcess = cam._rigPostProcess;
  23629. // for VR rig, there does not have to be a post process
  23630. if (rigPostProcess) {
  23631. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23632. if (isPass) {
  23633. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23634. cam.isIntermediate = this._postProcesses.length === 0;
  23635. }
  23636. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23637. rigPostProcess.markTextureDirty();
  23638. }
  23639. else {
  23640. cam._postProcesses = this._postProcesses.slice(0);
  23641. }
  23642. }
  23643. };
  23644. /**
  23645. * Attach a post process to the camera.
  23646. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23647. * @param postProcess The post process to attach to the camera
  23648. * @param insertAt The position of the post process in case several of them are in use in the scene
  23649. * @returns the position the post process has been inserted at
  23650. */
  23651. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23652. if (insertAt === void 0) { insertAt = null; }
  23653. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23654. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23655. return 0;
  23656. }
  23657. if (insertAt == null || insertAt < 0) {
  23658. this._postProcesses.push(postProcess);
  23659. }
  23660. else if (this._postProcesses[insertAt] === null) {
  23661. this._postProcesses[insertAt] = postProcess;
  23662. }
  23663. else {
  23664. this._postProcesses.splice(insertAt, 0, postProcess);
  23665. }
  23666. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23667. return this._postProcesses.indexOf(postProcess);
  23668. };
  23669. /**
  23670. * Detach a post process to the camera.
  23671. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23672. * @param postProcess The post process to detach from the camera
  23673. */
  23674. Camera.prototype.detachPostProcess = function (postProcess) {
  23675. var idx = this._postProcesses.indexOf(postProcess);
  23676. if (idx !== -1) {
  23677. this._postProcesses[idx] = null;
  23678. }
  23679. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23680. };
  23681. /**
  23682. * Gets the current world matrix of the camera
  23683. */
  23684. Camera.prototype.getWorldMatrix = function () {
  23685. if (this._isSynchronizedViewMatrix()) {
  23686. return this._worldMatrix;
  23687. }
  23688. // Getting the the view matrix will also compute the world matrix.
  23689. this.getViewMatrix();
  23690. return this._worldMatrix;
  23691. };
  23692. /** @hidden */
  23693. Camera.prototype._getViewMatrix = function () {
  23694. return BABYLON.Matrix.Identity();
  23695. };
  23696. /**
  23697. * Gets the current view matrix of the camera.
  23698. * @param force forces the camera to recompute the matrix without looking at the cached state
  23699. * @returns the view matrix
  23700. */
  23701. Camera.prototype.getViewMatrix = function (force) {
  23702. if (!force && this._isSynchronizedViewMatrix()) {
  23703. return this._computedViewMatrix;
  23704. }
  23705. this.updateCache();
  23706. this._computedViewMatrix = this._getViewMatrix();
  23707. this._currentRenderId = this.getScene().getRenderId();
  23708. this._childRenderId = this._currentRenderId;
  23709. this._refreshFrustumPlanes = true;
  23710. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  23711. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  23712. }
  23713. this.onViewMatrixChangedObservable.notifyObservers(this);
  23714. this._computedViewMatrix.invertToRef(this._worldMatrix);
  23715. return this._computedViewMatrix;
  23716. };
  23717. /**
  23718. * Freeze the projection matrix.
  23719. * It will prevent the cache check of the camera projection compute and can speed up perf
  23720. * if no parameter of the camera are meant to change
  23721. * @param projection Defines manually a projection if necessary
  23722. */
  23723. Camera.prototype.freezeProjectionMatrix = function (projection) {
  23724. this._doNotComputeProjectionMatrix = true;
  23725. if (projection !== undefined) {
  23726. this._projectionMatrix = projection;
  23727. }
  23728. };
  23729. /**
  23730. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  23731. */
  23732. Camera.prototype.unfreezeProjectionMatrix = function () {
  23733. this._doNotComputeProjectionMatrix = false;
  23734. };
  23735. /**
  23736. * Gets the current projection matrix of the camera.
  23737. * @param force forces the camera to recompute the matrix without looking at the cached state
  23738. * @returns the projection matrix
  23739. */
  23740. Camera.prototype.getProjectionMatrix = function (force) {
  23741. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  23742. return this._projectionMatrix;
  23743. }
  23744. // Cache
  23745. this._cache.mode = this.mode;
  23746. this._cache.minZ = this.minZ;
  23747. this._cache.maxZ = this.maxZ;
  23748. // Matrix
  23749. this._refreshFrustumPlanes = true;
  23750. var engine = this.getEngine();
  23751. var scene = this.getScene();
  23752. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23753. this._cache.fov = this.fov;
  23754. this._cache.fovMode = this.fovMode;
  23755. this._cache.aspectRatio = engine.getAspectRatio(this);
  23756. if (this.minZ <= 0) {
  23757. this.minZ = 0.1;
  23758. }
  23759. if (scene.useRightHandedSystem) {
  23760. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23761. }
  23762. else {
  23763. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23764. }
  23765. }
  23766. else {
  23767. var halfWidth = engine.getRenderWidth() / 2.0;
  23768. var halfHeight = engine.getRenderHeight() / 2.0;
  23769. if (scene.useRightHandedSystem) {
  23770. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23771. }
  23772. else {
  23773. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23774. }
  23775. this._cache.orthoLeft = this.orthoLeft;
  23776. this._cache.orthoRight = this.orthoRight;
  23777. this._cache.orthoBottom = this.orthoBottom;
  23778. this._cache.orthoTop = this.orthoTop;
  23779. this._cache.renderWidth = engine.getRenderWidth();
  23780. this._cache.renderHeight = engine.getRenderHeight();
  23781. }
  23782. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  23783. return this._projectionMatrix;
  23784. };
  23785. /**
  23786. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  23787. * @returns a Matrix
  23788. */
  23789. Camera.prototype.getTransformationMatrix = function () {
  23790. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  23791. return this._transformMatrix;
  23792. };
  23793. Camera.prototype._updateFrustumPlanes = function () {
  23794. if (!this._refreshFrustumPlanes) {
  23795. return;
  23796. }
  23797. this.getTransformationMatrix();
  23798. if (!this._frustumPlanes) {
  23799. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  23800. }
  23801. else {
  23802. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  23803. }
  23804. this._refreshFrustumPlanes = false;
  23805. };
  23806. /**
  23807. * Checks if a cullable object (mesh...) is in the camera frustum
  23808. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  23809. * @param target The object to check
  23810. * @returns true if the object is in frustum otherwise false
  23811. */
  23812. Camera.prototype.isInFrustum = function (target) {
  23813. this._updateFrustumPlanes();
  23814. return target.isInFrustum(this._frustumPlanes);
  23815. };
  23816. /**
  23817. * Checks if a cullable object (mesh...) is in the camera frustum
  23818. * Unlike isInFrustum this cheks the full bounding box
  23819. * @param target The object to check
  23820. * @returns true if the object is in frustum otherwise false
  23821. */
  23822. Camera.prototype.isCompletelyInFrustum = function (target) {
  23823. this._updateFrustumPlanes();
  23824. return target.isCompletelyInFrustum(this._frustumPlanes);
  23825. };
  23826. /**
  23827. * Gets a ray in the forward direction from the camera.
  23828. * @param length Defines the length of the ray to create
  23829. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  23830. * @param origin Defines the start point of the ray which defaults to the camera position
  23831. * @returns the forward ray
  23832. */
  23833. Camera.prototype.getForwardRay = function (length, transform, origin) {
  23834. if (length === void 0) { length = 100; }
  23835. if (!transform) {
  23836. transform = this.getWorldMatrix();
  23837. }
  23838. if (!origin) {
  23839. origin = this.position;
  23840. }
  23841. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  23842. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  23843. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  23844. return new BABYLON.Ray(origin, direction, length);
  23845. };
  23846. /**
  23847. * Releases resources associated with this node.
  23848. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23849. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23850. */
  23851. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23852. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23853. // Observables
  23854. this.onViewMatrixChangedObservable.clear();
  23855. this.onProjectionMatrixChangedObservable.clear();
  23856. this.onAfterCheckInputsObservable.clear();
  23857. this.onRestoreStateObservable.clear();
  23858. // Inputs
  23859. if (this.inputs) {
  23860. this.inputs.clear();
  23861. }
  23862. // Animations
  23863. this.getScene().stopAnimation(this);
  23864. // Remove from scene
  23865. this.getScene().removeCamera(this);
  23866. while (this._rigCameras.length > 0) {
  23867. var camera = this._rigCameras.pop();
  23868. if (camera) {
  23869. camera.dispose();
  23870. }
  23871. }
  23872. // Postprocesses
  23873. if (this._rigPostProcess) {
  23874. this._rigPostProcess.dispose(this);
  23875. this._rigPostProcess = null;
  23876. this._postProcesses = [];
  23877. }
  23878. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23879. this._rigPostProcess = null;
  23880. this._postProcesses = [];
  23881. }
  23882. else {
  23883. var i = this._postProcesses.length;
  23884. while (--i >= 0) {
  23885. var postProcess = this._postProcesses[i];
  23886. if (postProcess) {
  23887. postProcess.dispose(this);
  23888. }
  23889. }
  23890. }
  23891. // Render targets
  23892. var i = this.customRenderTargets.length;
  23893. while (--i >= 0) {
  23894. this.customRenderTargets[i].dispose();
  23895. }
  23896. this.customRenderTargets = [];
  23897. // Active Meshes
  23898. this._activeMeshes.dispose();
  23899. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23900. };
  23901. Object.defineProperty(Camera.prototype, "leftCamera", {
  23902. /**
  23903. * Gets the left camera of a rig setup in case of Rigged Camera
  23904. */
  23905. get: function () {
  23906. if (this._rigCameras.length < 1) {
  23907. return null;
  23908. }
  23909. return this._rigCameras[0];
  23910. },
  23911. enumerable: true,
  23912. configurable: true
  23913. });
  23914. Object.defineProperty(Camera.prototype, "rightCamera", {
  23915. /**
  23916. * Gets the right camera of a rig setup in case of Rigged Camera
  23917. */
  23918. get: function () {
  23919. if (this._rigCameras.length < 2) {
  23920. return null;
  23921. }
  23922. return this._rigCameras[1];
  23923. },
  23924. enumerable: true,
  23925. configurable: true
  23926. });
  23927. /**
  23928. * Gets the left camera target of a rig setup in case of Rigged Camera
  23929. * @returns the target position
  23930. */
  23931. Camera.prototype.getLeftTarget = function () {
  23932. if (this._rigCameras.length < 1) {
  23933. return null;
  23934. }
  23935. return this._rigCameras[0].getTarget();
  23936. };
  23937. /**
  23938. * Gets the right camera target of a rig setup in case of Rigged Camera
  23939. * @returns the target position
  23940. */
  23941. Camera.prototype.getRightTarget = function () {
  23942. if (this._rigCameras.length < 2) {
  23943. return null;
  23944. }
  23945. return this._rigCameras[1].getTarget();
  23946. };
  23947. /**
  23948. * @hidden
  23949. */
  23950. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  23951. if (this.cameraRigMode === mode) {
  23952. return;
  23953. }
  23954. while (this._rigCameras.length > 0) {
  23955. var camera = this._rigCameras.pop();
  23956. if (camera) {
  23957. camera.dispose();
  23958. }
  23959. }
  23960. this.cameraRigMode = mode;
  23961. this._cameraRigParams = {};
  23962. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  23963. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  23964. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  23965. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  23966. // create the rig cameras, unless none
  23967. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23968. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  23969. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  23970. if (leftCamera && rightCamera) {
  23971. this._rigCameras.push(leftCamera);
  23972. this._rigCameras.push(rightCamera);
  23973. }
  23974. }
  23975. switch (this.cameraRigMode) {
  23976. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  23977. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  23978. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  23979. break;
  23980. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  23981. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  23982. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  23983. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  23984. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  23985. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  23986. break;
  23987. case Camera.RIG_MODE_VR:
  23988. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  23989. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  23990. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  23991. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  23992. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  23993. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  23994. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  23995. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  23996. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  23997. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  23998. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  23999. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24000. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24001. if (metrics.compensateDistortion) {
  24002. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24003. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24004. }
  24005. break;
  24006. case Camera.RIG_MODE_WEBVR:
  24007. if (rigParams.vrDisplay) {
  24008. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24009. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24010. //Left eye
  24011. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24012. this._rigCameras[0].setCameraRigParameter("left", true);
  24013. //leaving this for future reference
  24014. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24015. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24016. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24017. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24018. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24019. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24020. this._rigCameras[0].parent = this;
  24021. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24022. //Right eye
  24023. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24024. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24025. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24026. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24027. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24028. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24029. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24030. this._rigCameras[1].parent = this;
  24031. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24032. if (Camera.UseAlternateWebVRRendering) {
  24033. this._rigCameras[1]._skipRendering = true;
  24034. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24035. }
  24036. }
  24037. break;
  24038. }
  24039. this._cascadePostProcessesToRigCams();
  24040. this.update();
  24041. };
  24042. Camera.prototype._getVRProjectionMatrix = function () {
  24043. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24044. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24045. return this._projectionMatrix;
  24046. };
  24047. Camera.prototype._updateCameraRotationMatrix = function () {
  24048. //Here for WebVR
  24049. };
  24050. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24051. //Here for WebVR
  24052. };
  24053. /**
  24054. * This function MUST be overwritten by the different WebVR cameras available.
  24055. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24056. */
  24057. Camera.prototype._getWebVRProjectionMatrix = function () {
  24058. return BABYLON.Matrix.Identity();
  24059. };
  24060. /**
  24061. * This function MUST be overwritten by the different WebVR cameras available.
  24062. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24063. */
  24064. Camera.prototype._getWebVRViewMatrix = function () {
  24065. return BABYLON.Matrix.Identity();
  24066. };
  24067. /** @hidden */
  24068. Camera.prototype.setCameraRigParameter = function (name, value) {
  24069. if (!this._cameraRigParams) {
  24070. this._cameraRigParams = {};
  24071. }
  24072. this._cameraRigParams[name] = value;
  24073. //provisionnally:
  24074. if (name === "interaxialDistance") {
  24075. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24076. }
  24077. };
  24078. /**
  24079. * needs to be overridden by children so sub has required properties to be copied
  24080. * @hidden
  24081. */
  24082. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24083. return null;
  24084. };
  24085. /**
  24086. * May need to be overridden by children
  24087. * @hidden
  24088. */
  24089. Camera.prototype._updateRigCameras = function () {
  24090. for (var i = 0; i < this._rigCameras.length; i++) {
  24091. this._rigCameras[i].minZ = this.minZ;
  24092. this._rigCameras[i].maxZ = this.maxZ;
  24093. this._rigCameras[i].fov = this.fov;
  24094. }
  24095. // only update viewport when ANAGLYPH
  24096. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24097. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24098. }
  24099. };
  24100. /** @hidden */
  24101. Camera.prototype._setupInputs = function () {
  24102. };
  24103. /**
  24104. * Serialiaze the camera setup to a json represention
  24105. * @returns the JSON representation
  24106. */
  24107. Camera.prototype.serialize = function () {
  24108. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24109. // Type
  24110. serializationObject.type = this.getClassName();
  24111. // Parent
  24112. if (this.parent) {
  24113. serializationObject.parentId = this.parent.id;
  24114. }
  24115. if (this.inputs) {
  24116. this.inputs.serialize(serializationObject);
  24117. }
  24118. // Animations
  24119. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24120. serializationObject.ranges = this.serializeAnimationRanges();
  24121. return serializationObject;
  24122. };
  24123. /**
  24124. * Clones the current camera.
  24125. * @param name The cloned camera name
  24126. * @returns the cloned camera
  24127. */
  24128. Camera.prototype.clone = function (name) {
  24129. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24130. };
  24131. /**
  24132. * Gets the direction of the camera relative to a given local axis.
  24133. * @param localAxis Defines the reference axis to provide a relative direction.
  24134. * @return the direction
  24135. */
  24136. Camera.prototype.getDirection = function (localAxis) {
  24137. var result = BABYLON.Vector3.Zero();
  24138. this.getDirectionToRef(localAxis, result);
  24139. return result;
  24140. };
  24141. /**
  24142. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24143. * @param localAxis Defines the reference axis to provide a relative direction.
  24144. * @param result Defines the vector to store the result in
  24145. */
  24146. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24147. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24148. };
  24149. /**
  24150. * Gets a camera constructor for a given camera type
  24151. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24152. * @param name The name of the camera the result will be able to instantiate
  24153. * @param scene The scene the result will construct the camera in
  24154. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24155. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24156. * @returns a factory method to construc the camera
  24157. */
  24158. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24159. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24160. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24161. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24162. interaxial_distance: interaxial_distance,
  24163. isStereoscopicSideBySide: isStereoscopicSideBySide
  24164. });
  24165. if (constructorFunc) {
  24166. return constructorFunc;
  24167. }
  24168. // Default to universal camera
  24169. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24170. };
  24171. /**
  24172. * Compute the world matrix of the camera.
  24173. * @returns the camera workd matrix
  24174. */
  24175. Camera.prototype.computeWorldMatrix = function () {
  24176. return this.getWorldMatrix();
  24177. };
  24178. /**
  24179. * Parse a JSON and creates the camera from the parsed information
  24180. * @param parsedCamera The JSON to parse
  24181. * @param scene The scene to instantiate the camera in
  24182. * @returns the newly constructed camera
  24183. */
  24184. Camera.Parse = function (parsedCamera, scene) {
  24185. var type = parsedCamera.type;
  24186. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24187. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24188. // Parent
  24189. if (parsedCamera.parentId) {
  24190. camera._waitingParentId = parsedCamera.parentId;
  24191. }
  24192. //If camera has an input manager, let it parse inputs settings
  24193. if (camera.inputs) {
  24194. camera.inputs.parse(parsedCamera);
  24195. camera._setupInputs();
  24196. }
  24197. if (camera.setPosition) { // need to force position
  24198. camera.position.copyFromFloats(0, 0, 0);
  24199. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24200. }
  24201. // Target
  24202. if (parsedCamera.target) {
  24203. if (camera.setTarget) {
  24204. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24205. }
  24206. }
  24207. // Apply 3d rig, when found
  24208. if (parsedCamera.cameraRigMode) {
  24209. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24210. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24211. }
  24212. // Animations
  24213. if (parsedCamera.animations) {
  24214. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24215. var parsedAnimation = parsedCamera.animations[animationIndex];
  24216. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24217. }
  24218. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24219. }
  24220. if (parsedCamera.autoAnimate) {
  24221. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24222. }
  24223. return camera;
  24224. };
  24225. /**
  24226. * This is the default projection mode used by the cameras.
  24227. * It helps recreating a feeling of perspective and better appreciate depth.
  24228. * This is the best way to simulate real life cameras.
  24229. */
  24230. Camera.PERSPECTIVE_CAMERA = 0;
  24231. /**
  24232. * This helps creating camera with an orthographic mode.
  24233. * 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.
  24234. */
  24235. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24236. /**
  24237. * This is the default FOV mode for perspective cameras.
  24238. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24239. */
  24240. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24241. /**
  24242. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24243. */
  24244. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24245. /**
  24246. * This specifies ther is no need for a camera rig.
  24247. * Basically only one eye is rendered corresponding to the camera.
  24248. */
  24249. Camera.RIG_MODE_NONE = 0;
  24250. /**
  24251. * Simulates a camera Rig with one blue eye and one red eye.
  24252. * This can be use with 3d blue and red glasses.
  24253. */
  24254. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24255. /**
  24256. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24257. */
  24258. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24259. /**
  24260. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24261. */
  24262. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24263. /**
  24264. * Defines that both eyes of the camera will be rendered over under each other.
  24265. */
  24266. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24267. /**
  24268. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24269. */
  24270. Camera.RIG_MODE_VR = 20;
  24271. /**
  24272. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24273. */
  24274. Camera.RIG_MODE_WEBVR = 21;
  24275. /**
  24276. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24277. */
  24278. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24279. /**
  24280. * @hidden
  24281. * Might be removed once multiview will be a thing
  24282. */
  24283. Camera.UseAlternateWebVRRendering = false;
  24284. __decorate([
  24285. BABYLON.serializeAsVector3()
  24286. ], Camera.prototype, "position", void 0);
  24287. __decorate([
  24288. BABYLON.serializeAsVector3()
  24289. ], Camera.prototype, "upVector", void 0);
  24290. __decorate([
  24291. BABYLON.serialize()
  24292. ], Camera.prototype, "orthoLeft", void 0);
  24293. __decorate([
  24294. BABYLON.serialize()
  24295. ], Camera.prototype, "orthoRight", void 0);
  24296. __decorate([
  24297. BABYLON.serialize()
  24298. ], Camera.prototype, "orthoBottom", void 0);
  24299. __decorate([
  24300. BABYLON.serialize()
  24301. ], Camera.prototype, "orthoTop", void 0);
  24302. __decorate([
  24303. BABYLON.serialize()
  24304. ], Camera.prototype, "fov", void 0);
  24305. __decorate([
  24306. BABYLON.serialize()
  24307. ], Camera.prototype, "minZ", void 0);
  24308. __decorate([
  24309. BABYLON.serialize()
  24310. ], Camera.prototype, "maxZ", void 0);
  24311. __decorate([
  24312. BABYLON.serialize()
  24313. ], Camera.prototype, "inertia", void 0);
  24314. __decorate([
  24315. BABYLON.serialize()
  24316. ], Camera.prototype, "mode", void 0);
  24317. __decorate([
  24318. BABYLON.serialize()
  24319. ], Camera.prototype, "layerMask", void 0);
  24320. __decorate([
  24321. BABYLON.serialize()
  24322. ], Camera.prototype, "fovMode", void 0);
  24323. __decorate([
  24324. BABYLON.serialize()
  24325. ], Camera.prototype, "cameraRigMode", void 0);
  24326. __decorate([
  24327. BABYLON.serialize()
  24328. ], Camera.prototype, "interaxialDistance", void 0);
  24329. __decorate([
  24330. BABYLON.serialize()
  24331. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24332. return Camera;
  24333. }(BABYLON.Node));
  24334. BABYLON.Camera = Camera;
  24335. })(BABYLON || (BABYLON = {}));
  24336. //# sourceMappingURL=babylon.camera.js.map
  24337. var BABYLON;
  24338. (function (BABYLON) {
  24339. /**
  24340. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24341. * It is enable to manage the different groups as well as the different necessary sort functions.
  24342. * This should not be used directly aside of the few static configurations
  24343. */
  24344. var RenderingManager = /** @class */ (function () {
  24345. /**
  24346. * Instantiates a new rendering group for a particular scene
  24347. * @param scene Defines the scene the groups belongs to
  24348. */
  24349. function RenderingManager(scene) {
  24350. /**
  24351. * @hidden
  24352. */
  24353. this._useSceneAutoClearSetup = false;
  24354. this._renderingGroups = new Array();
  24355. this._autoClearDepthStencil = {};
  24356. this._customOpaqueSortCompareFn = {};
  24357. this._customAlphaTestSortCompareFn = {};
  24358. this._customTransparentSortCompareFn = {};
  24359. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24360. this._scene = scene;
  24361. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24362. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24363. }
  24364. }
  24365. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24366. if (depth === void 0) { depth = true; }
  24367. if (stencil === void 0) { stencil = true; }
  24368. if (this._depthStencilBufferAlreadyCleaned) {
  24369. return;
  24370. }
  24371. this._scene.getEngine().clear(null, false, depth, stencil);
  24372. this._depthStencilBufferAlreadyCleaned = true;
  24373. };
  24374. /**
  24375. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24376. * @hidden
  24377. */
  24378. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24379. // Update the observable context (not null as it only goes away on dispose)
  24380. var info = this._renderingGroupInfo;
  24381. info.scene = this._scene;
  24382. info.camera = this._scene.activeCamera;
  24383. // Dispatch sprites
  24384. if (this._scene.spriteManagers && renderSprites) {
  24385. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24386. var manager = this._scene.spriteManagers[index];
  24387. this.dispatchSprites(manager);
  24388. }
  24389. }
  24390. // Render
  24391. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24392. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24393. var renderingGroup = this._renderingGroups[index];
  24394. if (!renderingGroup) {
  24395. continue;
  24396. }
  24397. var renderingGroupMask = Math.pow(2, index);
  24398. info.renderingGroupId = index;
  24399. // Before Observable
  24400. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24401. // Clear depth/stencil if needed
  24402. if (RenderingManager.AUTOCLEAR) {
  24403. var autoClear = this._useSceneAutoClearSetup ?
  24404. this._scene.getAutoClearDepthStencilSetup(index) :
  24405. this._autoClearDepthStencil[index];
  24406. if (autoClear && autoClear.autoClear) {
  24407. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24408. }
  24409. }
  24410. // Render
  24411. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24412. var step = _a[_i];
  24413. step.action(index);
  24414. }
  24415. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24416. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24417. var step = _c[_b];
  24418. step.action(index);
  24419. }
  24420. // After Observable
  24421. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24422. }
  24423. };
  24424. /**
  24425. * Resets the different information of the group to prepare a new frame
  24426. * @hidden
  24427. */
  24428. RenderingManager.prototype.reset = function () {
  24429. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24430. var renderingGroup = this._renderingGroups[index];
  24431. if (renderingGroup) {
  24432. renderingGroup.prepare();
  24433. }
  24434. }
  24435. };
  24436. /**
  24437. * Dispose and release the group and its associated resources.
  24438. * @hidden
  24439. */
  24440. RenderingManager.prototype.dispose = function () {
  24441. this.freeRenderingGroups();
  24442. this._renderingGroups.length = 0;
  24443. this._renderingGroupInfo = null;
  24444. };
  24445. /**
  24446. * Clear the info related to rendering groups preventing retention points during dispose.
  24447. */
  24448. RenderingManager.prototype.freeRenderingGroups = function () {
  24449. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24450. var renderingGroup = this._renderingGroups[index];
  24451. if (renderingGroup) {
  24452. renderingGroup.dispose();
  24453. }
  24454. }
  24455. };
  24456. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24457. if (this._renderingGroups[renderingGroupId] === undefined) {
  24458. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24459. }
  24460. };
  24461. /**
  24462. * Add a sprite manager to the rendering manager in order to render it this frame.
  24463. * @param spriteManager Define the sprite manager to render
  24464. */
  24465. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24466. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24467. this._prepareRenderingGroup(renderingGroupId);
  24468. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24469. };
  24470. /**
  24471. * Add a particle system to the rendering manager in order to render it this frame.
  24472. * @param particleSystem Define the particle system to render
  24473. */
  24474. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24475. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24476. this._prepareRenderingGroup(renderingGroupId);
  24477. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24478. };
  24479. /**
  24480. * Add a submesh to the manager in order to render it this frame
  24481. * @param subMesh The submesh to dispatch
  24482. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24483. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24484. */
  24485. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24486. if (mesh === undefined) {
  24487. mesh = subMesh.getMesh();
  24488. }
  24489. var renderingGroupId = mesh.renderingGroupId || 0;
  24490. this._prepareRenderingGroup(renderingGroupId);
  24491. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24492. };
  24493. /**
  24494. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24495. * This allowed control for front to back rendering or reversly depending of the special needs.
  24496. *
  24497. * @param renderingGroupId The rendering group id corresponding to its index
  24498. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24499. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24500. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24501. */
  24502. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24503. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24504. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24505. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24506. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24507. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24508. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24509. if (this._renderingGroups[renderingGroupId]) {
  24510. var group = this._renderingGroups[renderingGroupId];
  24511. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24512. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24513. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24514. }
  24515. };
  24516. /**
  24517. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24518. *
  24519. * @param renderingGroupId The rendering group id corresponding to its index
  24520. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24521. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24522. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24523. */
  24524. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24525. if (depth === void 0) { depth = true; }
  24526. if (stencil === void 0) { stencil = true; }
  24527. this._autoClearDepthStencil[renderingGroupId] = {
  24528. autoClear: autoClearDepthStencil,
  24529. depth: depth,
  24530. stencil: stencil
  24531. };
  24532. };
  24533. /**
  24534. * Gets the current auto clear configuration for one rendering group of the rendering
  24535. * manager.
  24536. * @param index the rendering group index to get the information for
  24537. * @returns The auto clear setup for the requested rendering group
  24538. */
  24539. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24540. return this._autoClearDepthStencil[index];
  24541. };
  24542. /**
  24543. * The max id used for rendering groups (not included)
  24544. */
  24545. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24546. /**
  24547. * The min id used for rendering groups (included)
  24548. */
  24549. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24550. /**
  24551. * Used to globally prevent autoclearing scenes.
  24552. */
  24553. RenderingManager.AUTOCLEAR = true;
  24554. return RenderingManager;
  24555. }());
  24556. BABYLON.RenderingManager = RenderingManager;
  24557. })(BABYLON || (BABYLON = {}));
  24558. //# sourceMappingURL=babylon.renderingManager.js.map
  24559. var BABYLON;
  24560. (function (BABYLON) {
  24561. /**
  24562. * This represents the object necessary to create a rendering group.
  24563. * This is exclusively used and created by the rendering manager.
  24564. * To modify the behavior, you use the available helpers in your scene or meshes.
  24565. * @hidden
  24566. */
  24567. var RenderingGroup = /** @class */ (function () {
  24568. /**
  24569. * Creates a new rendering group.
  24570. * @param index The rendering group index
  24571. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24572. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24573. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24574. */
  24575. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24576. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24577. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24578. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24579. this.index = index;
  24580. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24581. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24582. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24583. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24584. this._particleSystems = new BABYLON.SmartArray(256);
  24585. this._spriteManagers = new BABYLON.SmartArray(256);
  24586. this._edgesRenderers = new BABYLON.SmartArray(16);
  24587. this._scene = scene;
  24588. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24589. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24590. this.transparentSortCompareFn = transparentSortCompareFn;
  24591. }
  24592. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24593. /**
  24594. * Set the opaque sort comparison function.
  24595. * If null the sub meshes will be render in the order they were created
  24596. */
  24597. set: function (value) {
  24598. this._opaqueSortCompareFn = value;
  24599. if (value) {
  24600. this._renderOpaque = this.renderOpaqueSorted;
  24601. }
  24602. else {
  24603. this._renderOpaque = RenderingGroup.renderUnsorted;
  24604. }
  24605. },
  24606. enumerable: true,
  24607. configurable: true
  24608. });
  24609. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24610. /**
  24611. * Set the alpha test sort comparison function.
  24612. * If null the sub meshes will be render in the order they were created
  24613. */
  24614. set: function (value) {
  24615. this._alphaTestSortCompareFn = value;
  24616. if (value) {
  24617. this._renderAlphaTest = this.renderAlphaTestSorted;
  24618. }
  24619. else {
  24620. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24621. }
  24622. },
  24623. enumerable: true,
  24624. configurable: true
  24625. });
  24626. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24627. /**
  24628. * Set the transparent sort comparison function.
  24629. * If null the sub meshes will be render in the order they were created
  24630. */
  24631. set: function (value) {
  24632. if (value) {
  24633. this._transparentSortCompareFn = value;
  24634. }
  24635. else {
  24636. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24637. }
  24638. this._renderTransparent = this.renderTransparentSorted;
  24639. },
  24640. enumerable: true,
  24641. configurable: true
  24642. });
  24643. /**
  24644. * Render all the sub meshes contained in the group.
  24645. * @param customRenderFunction Used to override the default render behaviour of the group.
  24646. * @returns true if rendered some submeshes.
  24647. */
  24648. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24649. if (customRenderFunction) {
  24650. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24651. return;
  24652. }
  24653. var engine = this._scene.getEngine();
  24654. // Depth only
  24655. if (this._depthOnlySubMeshes.length !== 0) {
  24656. engine.setColorWrite(false);
  24657. this._renderAlphaTest(this._depthOnlySubMeshes);
  24658. engine.setColorWrite(true);
  24659. }
  24660. // Opaque
  24661. if (this._opaqueSubMeshes.length !== 0) {
  24662. this._renderOpaque(this._opaqueSubMeshes);
  24663. }
  24664. // Alpha test
  24665. if (this._alphaTestSubMeshes.length !== 0) {
  24666. this._renderAlphaTest(this._alphaTestSubMeshes);
  24667. }
  24668. var stencilState = engine.getStencilBuffer();
  24669. engine.setStencilBuffer(false);
  24670. // Sprites
  24671. if (renderSprites) {
  24672. this._renderSprites();
  24673. }
  24674. // Particles
  24675. if (renderParticles) {
  24676. this._renderParticles(activeMeshes);
  24677. }
  24678. if (this.onBeforeTransparentRendering) {
  24679. this.onBeforeTransparentRendering();
  24680. }
  24681. // Transparent
  24682. if (this._transparentSubMeshes.length !== 0) {
  24683. this._renderTransparent(this._transparentSubMeshes);
  24684. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24685. }
  24686. // Set back stencil to false in case it changes before the edge renderer.
  24687. engine.setStencilBuffer(false);
  24688. // Edges
  24689. if (this._edgesRenderers.length) {
  24690. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  24691. this._edgesRenderers.data[edgesRendererIndex].render();
  24692. }
  24693. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24694. }
  24695. // Restore Stencil state.
  24696. engine.setStencilBuffer(stencilState);
  24697. };
  24698. /**
  24699. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  24700. * @param subMeshes The submeshes to render
  24701. */
  24702. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  24703. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  24704. };
  24705. /**
  24706. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  24707. * @param subMeshes The submeshes to render
  24708. */
  24709. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  24710. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  24711. };
  24712. /**
  24713. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  24714. * @param subMeshes The submeshes to render
  24715. */
  24716. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  24717. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  24718. };
  24719. /**
  24720. * Renders the submeshes in a specified order.
  24721. * @param subMeshes The submeshes to sort before render
  24722. * @param sortCompareFn The comparison function use to sort
  24723. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  24724. * @param transparent Specifies to activate blending if true
  24725. */
  24726. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  24727. var subIndex = 0;
  24728. var subMesh;
  24729. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  24730. for (; subIndex < subMeshes.length; subIndex++) {
  24731. subMesh = subMeshes.data[subIndex];
  24732. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  24733. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  24734. }
  24735. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  24736. if (sortCompareFn) {
  24737. sortedArray.sort(sortCompareFn);
  24738. }
  24739. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  24740. subMesh = sortedArray[subIndex];
  24741. if (transparent) {
  24742. var material = subMesh.getMaterial();
  24743. if (material && material.needDepthPrePass) {
  24744. var engine = material.getScene().getEngine();
  24745. engine.setColorWrite(false);
  24746. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24747. subMesh.render(false);
  24748. engine.setColorWrite(true);
  24749. }
  24750. }
  24751. subMesh.render(transparent);
  24752. }
  24753. };
  24754. /**
  24755. * Renders the submeshes in the order they were dispatched (no sort applied).
  24756. * @param subMeshes The submeshes to render
  24757. */
  24758. RenderingGroup.renderUnsorted = function (subMeshes) {
  24759. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  24760. var submesh = subMeshes.data[subIndex];
  24761. submesh.render(false);
  24762. }
  24763. };
  24764. /**
  24765. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24766. * are rendered back to front if in the same alpha index.
  24767. *
  24768. * @param a The first submesh
  24769. * @param b The second submesh
  24770. * @returns The result of the comparison
  24771. */
  24772. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  24773. // Alpha index first
  24774. if (a._alphaIndex > b._alphaIndex) {
  24775. return 1;
  24776. }
  24777. if (a._alphaIndex < b._alphaIndex) {
  24778. return -1;
  24779. }
  24780. // Then distance to camera
  24781. return RenderingGroup.backToFrontSortCompare(a, b);
  24782. };
  24783. /**
  24784. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24785. * are rendered back to front.
  24786. *
  24787. * @param a The first submesh
  24788. * @param b The second submesh
  24789. * @returns The result of the comparison
  24790. */
  24791. RenderingGroup.backToFrontSortCompare = function (a, b) {
  24792. // Then distance to camera
  24793. if (a._distanceToCamera < b._distanceToCamera) {
  24794. return 1;
  24795. }
  24796. if (a._distanceToCamera > b._distanceToCamera) {
  24797. return -1;
  24798. }
  24799. return 0;
  24800. };
  24801. /**
  24802. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24803. * are rendered front to back (prevent overdraw).
  24804. *
  24805. * @param a The first submesh
  24806. * @param b The second submesh
  24807. * @returns The result of the comparison
  24808. */
  24809. RenderingGroup.frontToBackSortCompare = function (a, b) {
  24810. // Then distance to camera
  24811. if (a._distanceToCamera < b._distanceToCamera) {
  24812. return -1;
  24813. }
  24814. if (a._distanceToCamera > b._distanceToCamera) {
  24815. return 1;
  24816. }
  24817. return 0;
  24818. };
  24819. /**
  24820. * Resets the different lists of submeshes to prepare a new frame.
  24821. */
  24822. RenderingGroup.prototype.prepare = function () {
  24823. this._opaqueSubMeshes.reset();
  24824. this._transparentSubMeshes.reset();
  24825. this._alphaTestSubMeshes.reset();
  24826. this._depthOnlySubMeshes.reset();
  24827. this._particleSystems.reset();
  24828. this._spriteManagers.reset();
  24829. this._edgesRenderers.reset();
  24830. };
  24831. RenderingGroup.prototype.dispose = function () {
  24832. this._opaqueSubMeshes.dispose();
  24833. this._transparentSubMeshes.dispose();
  24834. this._alphaTestSubMeshes.dispose();
  24835. this._depthOnlySubMeshes.dispose();
  24836. this._particleSystems.dispose();
  24837. this._spriteManagers.dispose();
  24838. this._edgesRenderers.dispose();
  24839. };
  24840. /**
  24841. * Inserts the submesh in its correct queue depending on its material.
  24842. * @param subMesh The submesh to dispatch
  24843. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24844. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24845. */
  24846. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  24847. // Get mesh and materials if not provided
  24848. if (mesh === undefined) {
  24849. mesh = subMesh.getMesh();
  24850. }
  24851. if (material === undefined) {
  24852. material = subMesh.getMaterial();
  24853. }
  24854. if (material === null || material === undefined) {
  24855. return;
  24856. }
  24857. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  24858. this._transparentSubMeshes.push(subMesh);
  24859. }
  24860. else if (material.needAlphaTesting()) { // Alpha test
  24861. if (material.needDepthPrePass) {
  24862. this._depthOnlySubMeshes.push(subMesh);
  24863. }
  24864. this._alphaTestSubMeshes.push(subMesh);
  24865. }
  24866. else {
  24867. if (material.needDepthPrePass) {
  24868. this._depthOnlySubMeshes.push(subMesh);
  24869. }
  24870. this._opaqueSubMeshes.push(subMesh); // Opaque
  24871. }
  24872. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  24873. this._edgesRenderers.push(mesh._edgesRenderer);
  24874. }
  24875. };
  24876. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  24877. this._spriteManagers.push(spriteManager);
  24878. };
  24879. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  24880. this._particleSystems.push(particleSystem);
  24881. };
  24882. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  24883. if (this._particleSystems.length === 0) {
  24884. return;
  24885. }
  24886. // Particles
  24887. var activeCamera = this._scene.activeCamera;
  24888. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  24889. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  24890. var particleSystem = this._particleSystems.data[particleIndex];
  24891. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  24892. continue;
  24893. }
  24894. var emitter = particleSystem.emitter;
  24895. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  24896. this._scene._activeParticles.addCount(particleSystem.render(), false);
  24897. }
  24898. }
  24899. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  24900. };
  24901. RenderingGroup.prototype._renderSprites = function () {
  24902. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  24903. return;
  24904. }
  24905. // Sprites
  24906. var activeCamera = this._scene.activeCamera;
  24907. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  24908. for (var id = 0; id < this._spriteManagers.length; id++) {
  24909. var spriteManager = this._spriteManagers.data[id];
  24910. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  24911. spriteManager.render();
  24912. }
  24913. }
  24914. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  24915. };
  24916. return RenderingGroup;
  24917. }());
  24918. BABYLON.RenderingGroup = RenderingGroup;
  24919. })(BABYLON || (BABYLON = {}));
  24920. //# sourceMappingURL=babylon.renderingGroup.js.map
  24921. var BABYLON;
  24922. (function (BABYLON) {
  24923. /**
  24924. * Groups all the scene component constants in one place to ease maintenance.
  24925. * @hidden
  24926. */
  24927. var SceneComponentConstants = /** @class */ (function () {
  24928. function SceneComponentConstants() {
  24929. }
  24930. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  24931. SceneComponentConstants.NAME_LAYER = "Layer";
  24932. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  24933. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  24934. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  24935. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  24936. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  24937. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  24938. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  24939. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  24940. SceneComponentConstants.NAME_SPRITE = "Sprite";
  24941. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  24942. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  24943. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  24944. SceneComponentConstants.NAME_OCTREE = "Octree";
  24945. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  24946. SceneComponentConstants.NAME_AUDIO = "Audio";
  24947. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  24948. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24949. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  24950. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24951. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  24952. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  24953. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  24954. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  24955. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  24956. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  24957. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  24958. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  24959. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  24960. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  24961. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  24962. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  24963. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  24964. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  24965. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  24966. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  24967. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  24968. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  24969. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  24970. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  24971. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  24972. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  24973. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  24974. return SceneComponentConstants;
  24975. }());
  24976. BABYLON.SceneComponentConstants = SceneComponentConstants;
  24977. /**
  24978. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  24979. * @hidden
  24980. */
  24981. var Stage = /** @class */ (function (_super) {
  24982. __extends(Stage, _super);
  24983. /**
  24984. * Hide ctor from the rest of the world.
  24985. * @param items The items to add.
  24986. */
  24987. function Stage(items) {
  24988. return _super.apply(this, items) || this;
  24989. }
  24990. /**
  24991. * Creates a new Stage.
  24992. * @returns A new instance of a Stage
  24993. */
  24994. Stage.Create = function () {
  24995. return Object.create(Stage.prototype);
  24996. };
  24997. /**
  24998. * Registers a step in an ordered way in the targeted stage.
  24999. * @param index Defines the position to register the step in
  25000. * @param component Defines the component attached to the step
  25001. * @param action Defines the action to launch during the step
  25002. */
  25003. Stage.prototype.registerStep = function (index, component, action) {
  25004. var i = 0;
  25005. var maxIndex = Number.MAX_VALUE;
  25006. for (; i < this.length; i++) {
  25007. var step = this[i];
  25008. maxIndex = step.index;
  25009. if (index < maxIndex) {
  25010. break;
  25011. }
  25012. }
  25013. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25014. };
  25015. /**
  25016. * Clears all the steps from the stage.
  25017. */
  25018. Stage.prototype.clear = function () {
  25019. this.length = 0;
  25020. };
  25021. return Stage;
  25022. }(Array));
  25023. BABYLON.Stage = Stage;
  25024. })(BABYLON || (BABYLON = {}));
  25025. //# sourceMappingURL=babylon.sceneComponent.js.map
  25026. var BABYLON;
  25027. (function (BABYLON) {
  25028. /**
  25029. * Base class of the scene acting as a container for the different elements composing a scene.
  25030. * This class is dynamically extended by the different components of the scene increasing
  25031. * flexibility and reducing coupling
  25032. */
  25033. var AbstractScene = /** @class */ (function () {
  25034. function AbstractScene() {
  25035. /**
  25036. * Gets the list of root nodes (ie. nodes with no parent)
  25037. */
  25038. this.rootNodes = new Array();
  25039. /** All of the cameras added to this scene
  25040. * @see http://doc.babylonjs.com/babylon101/cameras
  25041. */
  25042. this.cameras = new Array();
  25043. /**
  25044. * All of the lights added to this scene
  25045. * @see http://doc.babylonjs.com/babylon101/lights
  25046. */
  25047. this.lights = new Array();
  25048. /**
  25049. * All of the (abstract) meshes added to this scene
  25050. */
  25051. this.meshes = new Array();
  25052. /**
  25053. * The list of skeletons added to the scene
  25054. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25055. */
  25056. this.skeletons = new Array();
  25057. /**
  25058. * All of the particle systems added to this scene
  25059. * @see http://doc.babylonjs.com/babylon101/particles
  25060. */
  25061. this.particleSystems = new Array();
  25062. /**
  25063. * Gets a list of Animations associated with the scene
  25064. */
  25065. this.animations = [];
  25066. /**
  25067. * All of the animation groups added to this scene
  25068. * @see http://doc.babylonjs.com/how_to/group
  25069. */
  25070. this.animationGroups = new Array();
  25071. /**
  25072. * All of the multi-materials added to this scene
  25073. * @see http://doc.babylonjs.com/how_to/multi_materials
  25074. */
  25075. this.multiMaterials = new Array();
  25076. /**
  25077. * All of the materials added to this scene
  25078. * @see http://doc.babylonjs.com/babylon101/materials
  25079. */
  25080. this.materials = new Array();
  25081. /**
  25082. * The list of morph target managers added to the scene
  25083. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25084. */
  25085. this.morphTargetManagers = new Array();
  25086. /**
  25087. * The list of geometries used in the scene.
  25088. */
  25089. this.geometries = new Array();
  25090. /**
  25091. * All of the tranform nodes added to this scene
  25092. * @see http://doc.babylonjs.com/how_to/transformnode
  25093. */
  25094. this.transformNodes = new Array();
  25095. /**
  25096. * ActionManagers available on the scene.
  25097. */
  25098. this.actionManagers = new Array();
  25099. /**
  25100. * Textures to keep.
  25101. */
  25102. this.textures = new Array();
  25103. }
  25104. /**
  25105. * Adds a parser in the list of available ones
  25106. * @param name Defines the name of the parser
  25107. * @param parser Defines the parser to add
  25108. */
  25109. AbstractScene.AddParser = function (name, parser) {
  25110. this._BabylonFileParsers[name] = parser;
  25111. };
  25112. /**
  25113. * Gets a general parser from the list of avaialble ones
  25114. * @param name Defines the name of the parser
  25115. * @returns the requested parser or null
  25116. */
  25117. AbstractScene.GetParser = function (name) {
  25118. if (this._BabylonFileParsers[name]) {
  25119. return this._BabylonFileParsers[name];
  25120. }
  25121. return null;
  25122. };
  25123. /**
  25124. * Adds n individual parser in the list of available ones
  25125. * @param name Defines the name of the parser
  25126. * @param parser Defines the parser to add
  25127. */
  25128. AbstractScene.AddIndividualParser = function (name, parser) {
  25129. this._IndividualBabylonFileParsers[name] = parser;
  25130. };
  25131. /**
  25132. * Gets an individual parser from the list of avaialble ones
  25133. * @param name Defines the name of the parser
  25134. * @returns the requested parser or null
  25135. */
  25136. AbstractScene.GetIndividualParser = function (name) {
  25137. if (this._IndividualBabylonFileParsers[name]) {
  25138. return this._IndividualBabylonFileParsers[name];
  25139. }
  25140. return null;
  25141. };
  25142. /**
  25143. * Parser json data and populate both a scene and its associated container object
  25144. * @param jsonData Defines the data to parse
  25145. * @param scene Defines the scene to parse the data for
  25146. * @param container Defines the container attached to the parsing sequence
  25147. * @param rootUrl Defines the root url of the data
  25148. */
  25149. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25150. for (var parserName in this._BabylonFileParsers) {
  25151. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25152. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25153. }
  25154. }
  25155. };
  25156. /**
  25157. * Stores the list of available parsers in the application.
  25158. */
  25159. AbstractScene._BabylonFileParsers = {};
  25160. /**
  25161. * Stores the list of available individual parsers in the application.
  25162. */
  25163. AbstractScene._IndividualBabylonFileParsers = {};
  25164. return AbstractScene;
  25165. }());
  25166. BABYLON.AbstractScene = AbstractScene;
  25167. })(BABYLON || (BABYLON = {}));
  25168. //# sourceMappingURL=babylon.abstractScene.js.map
  25169. var BABYLON;
  25170. (function (BABYLON) {
  25171. /** @hidden */
  25172. var ClickInfo = /** @class */ (function () {
  25173. function ClickInfo() {
  25174. this._singleClick = false;
  25175. this._doubleClick = false;
  25176. this._hasSwiped = false;
  25177. this._ignore = false;
  25178. }
  25179. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25180. get: function () {
  25181. return this._singleClick;
  25182. },
  25183. set: function (b) {
  25184. this._singleClick = b;
  25185. },
  25186. enumerable: true,
  25187. configurable: true
  25188. });
  25189. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25190. get: function () {
  25191. return this._doubleClick;
  25192. },
  25193. set: function (b) {
  25194. this._doubleClick = b;
  25195. },
  25196. enumerable: true,
  25197. configurable: true
  25198. });
  25199. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25200. get: function () {
  25201. return this._hasSwiped;
  25202. },
  25203. set: function (b) {
  25204. this._hasSwiped = b;
  25205. },
  25206. enumerable: true,
  25207. configurable: true
  25208. });
  25209. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25210. get: function () {
  25211. return this._ignore;
  25212. },
  25213. set: function (b) {
  25214. this._ignore = b;
  25215. },
  25216. enumerable: true,
  25217. configurable: true
  25218. });
  25219. return ClickInfo;
  25220. }());
  25221. /**
  25222. * This class is used by the onRenderingGroupObservable
  25223. */
  25224. var RenderingGroupInfo = /** @class */ (function () {
  25225. function RenderingGroupInfo() {
  25226. }
  25227. return RenderingGroupInfo;
  25228. }());
  25229. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25230. /**
  25231. * Represents a scene to be rendered by the engine.
  25232. * @see http://doc.babylonjs.com/features/scene
  25233. */
  25234. var Scene = /** @class */ (function (_super) {
  25235. __extends(Scene, _super);
  25236. /**
  25237. * Creates a new Scene
  25238. * @param engine defines the engine to use to render this scene
  25239. */
  25240. function Scene(engine, options) {
  25241. var _this = _super.call(this) || this;
  25242. // Members
  25243. /**
  25244. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25245. */
  25246. _this.autoClear = true;
  25247. /**
  25248. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25249. */
  25250. _this.autoClearDepthAndStencil = true;
  25251. /**
  25252. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25253. */
  25254. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25255. /**
  25256. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25257. */
  25258. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25259. _this._forceWireframe = false;
  25260. _this._forcePointsCloud = false;
  25261. /**
  25262. * Gets or sets a boolean indicating if animations are enabled
  25263. */
  25264. _this.animationsEnabled = true;
  25265. _this._animationPropertiesOverride = null;
  25266. /**
  25267. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25268. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25269. */
  25270. _this.useConstantAnimationDeltaTime = false;
  25271. /**
  25272. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25273. * Please note that it requires to run a ray cast through the scene on every frame
  25274. */
  25275. _this.constantlyUpdateMeshUnderPointer = false;
  25276. /**
  25277. * Defines the HTML cursor to use when hovering over interactive elements
  25278. */
  25279. _this.hoverCursor = "pointer";
  25280. /**
  25281. * Defines the HTML default cursor to use (empty by default)
  25282. */
  25283. _this.defaultCursor = "";
  25284. /**
  25285. * This is used to call preventDefault() on pointer down
  25286. * in order to block unwanted artifacts like system double clicks
  25287. */
  25288. _this.preventDefaultOnPointerDown = true;
  25289. // Metadata
  25290. /**
  25291. * Gets or sets user defined metadata
  25292. */
  25293. _this.metadata = null;
  25294. /**
  25295. * Use this array to add regular expressions used to disable offline support for specific urls
  25296. */
  25297. _this.disableOfflineSupportExceptionRules = new Array();
  25298. /**
  25299. * An event triggered when the scene is disposed.
  25300. */
  25301. _this.onDisposeObservable = new BABYLON.Observable();
  25302. _this._onDisposeObserver = null;
  25303. /**
  25304. * An event triggered before rendering the scene (right after animations and physics)
  25305. */
  25306. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25307. _this._onBeforeRenderObserver = null;
  25308. /**
  25309. * An event triggered after rendering the scene
  25310. */
  25311. _this.onAfterRenderObservable = new BABYLON.Observable();
  25312. _this._onAfterRenderObserver = null;
  25313. /**
  25314. * An event triggered before animating the scene
  25315. */
  25316. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25317. /**
  25318. * An event triggered after animations processing
  25319. */
  25320. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25321. /**
  25322. * An event triggered before draw calls are ready to be sent
  25323. */
  25324. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25325. /**
  25326. * An event triggered after draw calls have been sent
  25327. */
  25328. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25329. /**
  25330. * An event triggered when the scene is ready
  25331. */
  25332. _this.onReadyObservable = new BABYLON.Observable();
  25333. /**
  25334. * An event triggered before rendering a camera
  25335. */
  25336. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25337. _this._onBeforeCameraRenderObserver = null;
  25338. /**
  25339. * An event triggered after rendering a camera
  25340. */
  25341. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25342. _this._onAfterCameraRenderObserver = null;
  25343. /**
  25344. * An event triggered when active meshes evaluation is about to start
  25345. */
  25346. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25347. /**
  25348. * An event triggered when active meshes evaluation is done
  25349. */
  25350. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25351. /**
  25352. * An event triggered when particles rendering is about to start
  25353. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25354. */
  25355. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25356. /**
  25357. * An event triggered when particles rendering is done
  25358. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25359. */
  25360. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25361. /**
  25362. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25363. */
  25364. _this.onDataLoadedObservable = new BABYLON.Observable();
  25365. /**
  25366. * An event triggered when a camera is created
  25367. */
  25368. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25369. /**
  25370. * An event triggered when a camera is removed
  25371. */
  25372. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25373. /**
  25374. * An event triggered when a light is created
  25375. */
  25376. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25377. /**
  25378. * An event triggered when a light is removed
  25379. */
  25380. _this.onLightRemovedObservable = new BABYLON.Observable();
  25381. /**
  25382. * An event triggered when a geometry is created
  25383. */
  25384. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25385. /**
  25386. * An event triggered when a geometry is removed
  25387. */
  25388. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25389. /**
  25390. * An event triggered when a transform node is created
  25391. */
  25392. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25393. /**
  25394. * An event triggered when a transform node is removed
  25395. */
  25396. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25397. /**
  25398. * An event triggered when a mesh is created
  25399. */
  25400. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25401. /**
  25402. * An event triggered when a mesh is removed
  25403. */
  25404. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25405. /**
  25406. * An event triggered when a material is created
  25407. */
  25408. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25409. /**
  25410. * An event triggered when a material is removed
  25411. */
  25412. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25413. /**
  25414. * An event triggered when a texture is created
  25415. */
  25416. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25417. /**
  25418. * An event triggered when a texture is removed
  25419. */
  25420. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25421. /**
  25422. * An event triggered when render targets are about to be rendered
  25423. * Can happen multiple times per frame.
  25424. */
  25425. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25426. /**
  25427. * An event triggered when render targets were rendered.
  25428. * Can happen multiple times per frame.
  25429. */
  25430. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25431. /**
  25432. * An event triggered before calculating deterministic simulation step
  25433. */
  25434. _this.onBeforeStepObservable = new BABYLON.Observable();
  25435. /**
  25436. * An event triggered after calculating deterministic simulation step
  25437. */
  25438. _this.onAfterStepObservable = new BABYLON.Observable();
  25439. /**
  25440. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25441. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25442. * 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)
  25443. */
  25444. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25445. /**
  25446. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25447. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25448. * 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)
  25449. */
  25450. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25451. /**
  25452. * This Observable will when a mesh has been imported into the scene.
  25453. */
  25454. _this.onMeshImportedObservable = new BABYLON.Observable();
  25455. // Animations
  25456. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25457. /**
  25458. * 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).
  25459. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25460. */
  25461. _this.onPrePointerObservable = new BABYLON.Observable();
  25462. /**
  25463. * Observable event triggered each time an input event is received from the rendering canvas
  25464. */
  25465. _this.onPointerObservable = new BABYLON.Observable();
  25466. _this._meshPickProceed = false;
  25467. _this._currentPickResult = null;
  25468. _this._previousPickResult = null;
  25469. _this._totalPointersPressed = 0;
  25470. _this._doubleClickOccured = false;
  25471. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25472. _this.cameraToUseForPointers = null;
  25473. _this._pointerX = 0;
  25474. _this._pointerY = 0;
  25475. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25476. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25477. _this._startingPointerTime = 0;
  25478. _this._previousStartingPointerTime = 0;
  25479. _this._pointerCaptures = {};
  25480. // Deterministic lockstep
  25481. _this._timeAccumulator = 0;
  25482. _this._currentStepId = 0;
  25483. _this._currentInternalStep = 0;
  25484. // Keyboard
  25485. /**
  25486. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25487. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25488. */
  25489. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25490. /**
  25491. * Observable event triggered each time an keyboard event is received from the hosting window
  25492. */
  25493. _this.onKeyboardObservable = new BABYLON.Observable();
  25494. // Coordinates system
  25495. _this._useRightHandedSystem = false;
  25496. // Fog
  25497. _this._fogEnabled = true;
  25498. _this._fogMode = Scene.FOGMODE_NONE;
  25499. /**
  25500. * Gets or sets the fog color to use
  25501. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25502. * (Default is Color3(0.2, 0.2, 0.3))
  25503. */
  25504. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25505. /**
  25506. * Gets or sets the fog density to use
  25507. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25508. * (Default is 0.1)
  25509. */
  25510. _this.fogDensity = 0.1;
  25511. /**
  25512. * Gets or sets the fog start distance to use
  25513. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25514. * (Default is 0)
  25515. */
  25516. _this.fogStart = 0;
  25517. /**
  25518. * Gets or sets the fog end distance to use
  25519. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25520. * (Default is 1000)
  25521. */
  25522. _this.fogEnd = 1000.0;
  25523. // Lights
  25524. _this._shadowsEnabled = true;
  25525. _this._lightsEnabled = true;
  25526. /** All of the active cameras added to this scene. */
  25527. _this.activeCameras = new Array();
  25528. // Textures
  25529. _this._texturesEnabled = true;
  25530. // Particles
  25531. /**
  25532. * Gets or sets a boolean indicating if particles are enabled on this scene
  25533. */
  25534. _this.particlesEnabled = true;
  25535. // Sprites
  25536. /**
  25537. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25538. */
  25539. _this.spritesEnabled = true;
  25540. // Skeletons
  25541. _this._skeletonsEnabled = true;
  25542. // Lens flares
  25543. /**
  25544. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25545. */
  25546. _this.lensFlaresEnabled = true;
  25547. // Collisions
  25548. /**
  25549. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25550. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25551. */
  25552. _this.collisionsEnabled = true;
  25553. /**
  25554. * Defines the gravity applied to this scene (used only for collisions)
  25555. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25556. */
  25557. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25558. // Postprocesses
  25559. /**
  25560. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25561. */
  25562. _this.postProcessesEnabled = true;
  25563. /**
  25564. * The list of postprocesses added to the scene
  25565. */
  25566. _this.postProcesses = new Array();
  25567. // Customs render targets
  25568. /**
  25569. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25570. */
  25571. _this.renderTargetsEnabled = true;
  25572. /**
  25573. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25574. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25575. */
  25576. _this.dumpNextRenderTargets = false;
  25577. /**
  25578. * The list of user defined render targets added to the scene
  25579. */
  25580. _this.customRenderTargets = new Array();
  25581. /**
  25582. * Gets the list of meshes imported to the scene through SceneLoader
  25583. */
  25584. _this.importedMeshesFiles = new Array();
  25585. // Probes
  25586. /**
  25587. * Gets or sets a boolean indicating if probes are enabled on this scene
  25588. */
  25589. _this.probesEnabled = true;
  25590. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25591. // Procedural textures
  25592. /**
  25593. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25594. */
  25595. _this.proceduralTexturesEnabled = true;
  25596. // Performance counters
  25597. _this._totalVertices = new BABYLON.PerfCounter();
  25598. /** @hidden */
  25599. _this._activeIndices = new BABYLON.PerfCounter();
  25600. /** @hidden */
  25601. _this._activeParticles = new BABYLON.PerfCounter();
  25602. /** @hidden */
  25603. _this._activeBones = new BABYLON.PerfCounter();
  25604. _this._animationTime = 0;
  25605. /**
  25606. * Gets or sets a general scale for animation speed
  25607. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25608. */
  25609. _this.animationTimeScale = 1;
  25610. _this._renderId = 0;
  25611. _this._frameId = 0;
  25612. _this._executeWhenReadyTimeoutId = -1;
  25613. _this._intermediateRendering = false;
  25614. _this._viewUpdateFlag = -1;
  25615. _this._projectionUpdateFlag = -1;
  25616. _this._alternateViewUpdateFlag = -1;
  25617. _this._alternateProjectionUpdateFlag = -1;
  25618. /** @hidden */
  25619. _this._toBeDisposed = new Array(256);
  25620. _this._activeRequests = new Array();
  25621. _this._pendingData = new Array();
  25622. _this._isDisposed = false;
  25623. /**
  25624. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25625. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25626. */
  25627. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25628. _this._activeMeshes = new BABYLON.SmartArray(256);
  25629. _this._processedMaterials = new BABYLON.SmartArray(256);
  25630. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25631. /** @hidden */
  25632. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25633. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25634. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25635. /** @hidden */
  25636. _this._activeAnimatables = new Array();
  25637. _this._transformMatrix = BABYLON.Matrix.Zero();
  25638. _this._useAlternateCameraConfiguration = false;
  25639. _this._alternateRendering = false;
  25640. /**
  25641. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25642. * This is useful if there are more lights that the maximum simulteanous authorized
  25643. */
  25644. _this.requireLightSorting = false;
  25645. /**
  25646. * @hidden
  25647. * Backing store of defined scene components.
  25648. */
  25649. _this._components = [];
  25650. /**
  25651. * @hidden
  25652. * Backing store of defined scene components.
  25653. */
  25654. _this._serializableComponents = [];
  25655. /**
  25656. * List of components to register on the next registration step.
  25657. */
  25658. _this._transientComponents = [];
  25659. /**
  25660. * @hidden
  25661. * Defines the actions happening before camera updates.
  25662. */
  25663. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  25664. /**
  25665. * @hidden
  25666. * Defines the actions happening before clear the canvas.
  25667. */
  25668. _this._beforeClearStage = BABYLON.Stage.Create();
  25669. /**
  25670. * @hidden
  25671. * Defines the actions when collecting render targets for the frame.
  25672. */
  25673. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  25674. /**
  25675. * @hidden
  25676. * Defines the actions happening for one camera in the frame.
  25677. */
  25678. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  25679. /**
  25680. * @hidden
  25681. * Defines the actions happening during the per mesh ready checks.
  25682. */
  25683. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  25684. /**
  25685. * @hidden
  25686. * Defines the actions happening before evaluate active mesh checks.
  25687. */
  25688. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  25689. /**
  25690. * @hidden
  25691. * Defines the actions happening during the evaluate sub mesh checks.
  25692. */
  25693. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  25694. /**
  25695. * @hidden
  25696. * Defines the actions happening during the active mesh stage.
  25697. */
  25698. _this._activeMeshStage = BABYLON.Stage.Create();
  25699. /**
  25700. * @hidden
  25701. * Defines the actions happening during the per camera render target step.
  25702. */
  25703. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  25704. /**
  25705. * @hidden
  25706. * Defines the actions happening just before the active camera is drawing.
  25707. */
  25708. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  25709. /**
  25710. * @hidden
  25711. * Defines the actions happening just before a rendering group is drawing.
  25712. */
  25713. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  25714. /**
  25715. * @hidden
  25716. * Defines the actions happening just before a mesh is drawing.
  25717. */
  25718. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  25719. /**
  25720. * @hidden
  25721. * Defines the actions happening just after a mesh has been drawn.
  25722. */
  25723. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  25724. /**
  25725. * @hidden
  25726. * Defines the actions happening just after a rendering group has been drawn.
  25727. */
  25728. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  25729. /**
  25730. * @hidden
  25731. * Defines the actions happening just after the active camera has been drawn.
  25732. */
  25733. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  25734. /**
  25735. * @hidden
  25736. * Defines the actions happening just after rendering all cameras and computing intersections.
  25737. */
  25738. _this._afterRenderStage = BABYLON.Stage.Create();
  25739. /**
  25740. * @hidden
  25741. * Defines the actions happening when a pointer move event happens.
  25742. */
  25743. _this._pointerMoveStage = BABYLON.Stage.Create();
  25744. /**
  25745. * @hidden
  25746. * Defines the actions happening when a pointer down event happens.
  25747. */
  25748. _this._pointerDownStage = BABYLON.Stage.Create();
  25749. /**
  25750. * @hidden
  25751. * Defines the actions happening when a pointer up event happens.
  25752. */
  25753. _this._pointerUpStage = BABYLON.Stage.Create();
  25754. /**
  25755. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  25756. */
  25757. _this.geometriesById = null;
  25758. _this._defaultMeshCandidates = {
  25759. data: [],
  25760. length: 0
  25761. };
  25762. _this._defaultSubMeshCandidates = {
  25763. data: [],
  25764. length: 0
  25765. };
  25766. _this._activeMeshesFrozen = false;
  25767. /** @hidden */
  25768. _this._allowPostProcessClearColor = true;
  25769. /**
  25770. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  25771. */
  25772. _this.getDeterministicFrameTime = function () {
  25773. return 1000.0 / 60.0; // frame time in ms
  25774. };
  25775. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  25776. _this._blockMaterialDirtyMechanism = false;
  25777. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  25778. _this._engine.scenes.push(_this);
  25779. _this._uid = null;
  25780. _this._renderingManager = new BABYLON.RenderingManager(_this);
  25781. if (BABYLON.PostProcessManager) {
  25782. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  25783. }
  25784. if (BABYLON.Tools.IsWindowObjectExist()) {
  25785. _this.attachControl();
  25786. }
  25787. //collision coordinator initialization. For now legacy per default.
  25788. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  25789. // Uniform Buffer
  25790. _this._createUbo();
  25791. // Default Image processing definition
  25792. if (BABYLON.ImageProcessingConfiguration) {
  25793. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  25794. }
  25795. _this.setDefaultCandidateProviders();
  25796. if (options && options.useGeometryIdsMap === true) {
  25797. _this.geometriesById = {};
  25798. }
  25799. return _this;
  25800. }
  25801. Object.defineProperty(Scene.prototype, "environmentTexture", {
  25802. /**
  25803. * Texture used in all pbr material as the reflection texture.
  25804. * As in the majority of the scene they are the same (exception for multi room and so on),
  25805. * this is easier to reference from here than from all the materials.
  25806. */
  25807. get: function () {
  25808. return this._environmentTexture;
  25809. },
  25810. /**
  25811. * Texture used in all pbr material as the reflection texture.
  25812. * As in the majority of the scene they are the same (exception for multi room and so on),
  25813. * this is easier to set here than in all the materials.
  25814. */
  25815. set: function (value) {
  25816. if (this._environmentTexture === value) {
  25817. return;
  25818. }
  25819. this._environmentTexture = value;
  25820. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  25821. },
  25822. enumerable: true,
  25823. configurable: true
  25824. });
  25825. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  25826. /**
  25827. * Default image processing configuration used either in the rendering
  25828. * Forward main pass or through the imageProcessingPostProcess if present.
  25829. * As in the majority of the scene they are the same (exception for multi camera),
  25830. * this is easier to reference from here than from all the materials and post process.
  25831. *
  25832. * No setter as we it is a shared configuration, you can set the values instead.
  25833. */
  25834. get: function () {
  25835. return this._imageProcessingConfiguration;
  25836. },
  25837. enumerable: true,
  25838. configurable: true
  25839. });
  25840. Object.defineProperty(Scene.prototype, "forceWireframe", {
  25841. get: function () {
  25842. return this._forceWireframe;
  25843. },
  25844. /**
  25845. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  25846. */
  25847. set: function (value) {
  25848. if (this._forceWireframe === value) {
  25849. return;
  25850. }
  25851. this._forceWireframe = value;
  25852. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25853. },
  25854. enumerable: true,
  25855. configurable: true
  25856. });
  25857. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  25858. get: function () {
  25859. return this._forcePointsCloud;
  25860. },
  25861. /**
  25862. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  25863. */
  25864. set: function (value) {
  25865. if (this._forcePointsCloud === value) {
  25866. return;
  25867. }
  25868. this._forcePointsCloud = value;
  25869. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25870. },
  25871. enumerable: true,
  25872. configurable: true
  25873. });
  25874. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  25875. /**
  25876. * Gets or sets the animation properties override
  25877. */
  25878. get: function () {
  25879. return this._animationPropertiesOverride;
  25880. },
  25881. set: function (value) {
  25882. this._animationPropertiesOverride = value;
  25883. },
  25884. enumerable: true,
  25885. configurable: true
  25886. });
  25887. Object.defineProperty(Scene.prototype, "onDispose", {
  25888. /** Sets a function to be executed when this scene is disposed. */
  25889. set: function (callback) {
  25890. if (this._onDisposeObserver) {
  25891. this.onDisposeObservable.remove(this._onDisposeObserver);
  25892. }
  25893. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  25894. },
  25895. enumerable: true,
  25896. configurable: true
  25897. });
  25898. Object.defineProperty(Scene.prototype, "beforeRender", {
  25899. /** Sets a function to be executed before rendering this scene */
  25900. set: function (callback) {
  25901. if (this._onBeforeRenderObserver) {
  25902. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  25903. }
  25904. if (callback) {
  25905. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  25906. }
  25907. },
  25908. enumerable: true,
  25909. configurable: true
  25910. });
  25911. Object.defineProperty(Scene.prototype, "afterRender", {
  25912. /** Sets a function to be executed after rendering this scene */
  25913. set: function (callback) {
  25914. if (this._onAfterRenderObserver) {
  25915. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  25916. }
  25917. if (callback) {
  25918. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  25919. }
  25920. },
  25921. enumerable: true,
  25922. configurable: true
  25923. });
  25924. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  25925. /** Sets a function to be executed before rendering a camera*/
  25926. set: function (callback) {
  25927. if (this._onBeforeCameraRenderObserver) {
  25928. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  25929. }
  25930. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  25931. },
  25932. enumerable: true,
  25933. configurable: true
  25934. });
  25935. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  25936. /** Sets a function to be executed after rendering a camera*/
  25937. set: function (callback) {
  25938. if (this._onAfterCameraRenderObserver) {
  25939. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  25940. }
  25941. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  25942. },
  25943. enumerable: true,
  25944. configurable: true
  25945. });
  25946. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  25947. /**
  25948. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  25949. */
  25950. get: function () {
  25951. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  25952. },
  25953. enumerable: true,
  25954. configurable: true
  25955. });
  25956. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  25957. get: function () {
  25958. return this._useRightHandedSystem;
  25959. },
  25960. /**
  25961. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  25962. */
  25963. set: function (value) {
  25964. if (this._useRightHandedSystem === value) {
  25965. return;
  25966. }
  25967. this._useRightHandedSystem = value;
  25968. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25969. },
  25970. enumerable: true,
  25971. configurable: true
  25972. });
  25973. /**
  25974. * Sets the step Id used by deterministic lock step
  25975. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  25976. * @param newStepId defines the step Id
  25977. */
  25978. Scene.prototype.setStepId = function (newStepId) {
  25979. this._currentStepId = newStepId;
  25980. };
  25981. /**
  25982. * Gets the step Id used by deterministic lock step
  25983. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  25984. * @returns the step Id
  25985. */
  25986. Scene.prototype.getStepId = function () {
  25987. return this._currentStepId;
  25988. };
  25989. /**
  25990. * Gets the internal step used by deterministic lock step
  25991. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  25992. * @returns the internal step
  25993. */
  25994. Scene.prototype.getInternalStep = function () {
  25995. return this._currentInternalStep;
  25996. };
  25997. Object.defineProperty(Scene.prototype, "fogEnabled", {
  25998. get: function () {
  25999. return this._fogEnabled;
  26000. },
  26001. /**
  26002. * Gets or sets a boolean indicating if fog is enabled on this scene
  26003. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26004. * (Default is true)
  26005. */
  26006. set: function (value) {
  26007. if (this._fogEnabled === value) {
  26008. return;
  26009. }
  26010. this._fogEnabled = value;
  26011. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26012. },
  26013. enumerable: true,
  26014. configurable: true
  26015. });
  26016. Object.defineProperty(Scene.prototype, "fogMode", {
  26017. get: function () {
  26018. return this._fogMode;
  26019. },
  26020. /**
  26021. * Gets or sets the fog mode to use
  26022. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26023. * | mode | value |
  26024. * | --- | --- |
  26025. * | FOGMODE_NONE | 0 |
  26026. * | FOGMODE_EXP | 1 |
  26027. * | FOGMODE_EXP2 | 2 |
  26028. * | FOGMODE_LINEAR | 3 |
  26029. */
  26030. set: function (value) {
  26031. if (this._fogMode === value) {
  26032. return;
  26033. }
  26034. this._fogMode = value;
  26035. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26036. },
  26037. enumerable: true,
  26038. configurable: true
  26039. });
  26040. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26041. get: function () {
  26042. return this._shadowsEnabled;
  26043. },
  26044. /**
  26045. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26046. */
  26047. set: function (value) {
  26048. if (this._shadowsEnabled === value) {
  26049. return;
  26050. }
  26051. this._shadowsEnabled = value;
  26052. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26053. },
  26054. enumerable: true,
  26055. configurable: true
  26056. });
  26057. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26058. get: function () {
  26059. return this._lightsEnabled;
  26060. },
  26061. /**
  26062. * Gets or sets a boolean indicating if lights are enabled on this scene
  26063. */
  26064. set: function (value) {
  26065. if (this._lightsEnabled === value) {
  26066. return;
  26067. }
  26068. this._lightsEnabled = value;
  26069. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26070. },
  26071. enumerable: true,
  26072. configurable: true
  26073. });
  26074. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26075. /** The default material used on meshes when no material is affected */
  26076. get: function () {
  26077. if (!this._defaultMaterial) {
  26078. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26079. }
  26080. return this._defaultMaterial;
  26081. },
  26082. /** The default material used on meshes when no material is affected */
  26083. set: function (value) {
  26084. this._defaultMaterial = value;
  26085. },
  26086. enumerable: true,
  26087. configurable: true
  26088. });
  26089. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26090. get: function () {
  26091. return this._texturesEnabled;
  26092. },
  26093. /**
  26094. * Gets or sets a boolean indicating if textures are enabled on this scene
  26095. */
  26096. set: function (value) {
  26097. if (this._texturesEnabled === value) {
  26098. return;
  26099. }
  26100. this._texturesEnabled = value;
  26101. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26102. },
  26103. enumerable: true,
  26104. configurable: true
  26105. });
  26106. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26107. get: function () {
  26108. return this._skeletonsEnabled;
  26109. },
  26110. /**
  26111. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26112. */
  26113. set: function (value) {
  26114. if (this._skeletonsEnabled === value) {
  26115. return;
  26116. }
  26117. this._skeletonsEnabled = value;
  26118. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26119. },
  26120. enumerable: true,
  26121. configurable: true
  26122. });
  26123. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26124. /** @hidden */
  26125. get: function () {
  26126. return this._alternateRendering;
  26127. },
  26128. enumerable: true,
  26129. configurable: true
  26130. });
  26131. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26132. /**
  26133. * Gets the list of frustum planes (built from the active camera)
  26134. */
  26135. get: function () {
  26136. return this._frustumPlanes;
  26137. },
  26138. enumerable: true,
  26139. configurable: true
  26140. });
  26141. /**
  26142. * Registers the transient components if needed.
  26143. */
  26144. Scene.prototype._registerTransientComponents = function () {
  26145. // Register components that have been associated lately to the scene.
  26146. if (this._transientComponents.length > 0) {
  26147. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26148. var component = _a[_i];
  26149. component.register();
  26150. }
  26151. this._transientComponents = [];
  26152. }
  26153. };
  26154. /**
  26155. * @hidden
  26156. * Add a component to the scene.
  26157. * Note that the ccomponent could be registered on th next frame if this is called after
  26158. * the register component stage.
  26159. * @param component Defines the component to add to the scene
  26160. */
  26161. Scene.prototype._addComponent = function (component) {
  26162. this._components.push(component);
  26163. this._transientComponents.push(component);
  26164. var serializableComponent = component;
  26165. if (serializableComponent.addFromContainer) {
  26166. this._serializableComponents.push(serializableComponent);
  26167. }
  26168. };
  26169. /**
  26170. * @hidden
  26171. * Gets a component from the scene.
  26172. * @param name defines the name of the component to retrieve
  26173. * @returns the component or null if not present
  26174. */
  26175. Scene.prototype._getComponent = function (name) {
  26176. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26177. var component = _a[_i];
  26178. if (component.name === name) {
  26179. return component;
  26180. }
  26181. }
  26182. return null;
  26183. };
  26184. /**
  26185. * @hidden
  26186. */
  26187. Scene.prototype._getDefaultMeshCandidates = function () {
  26188. this._defaultMeshCandidates.data = this.meshes;
  26189. this._defaultMeshCandidates.length = this.meshes.length;
  26190. return this._defaultMeshCandidates;
  26191. };
  26192. /**
  26193. * @hidden
  26194. */
  26195. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26196. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26197. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26198. return this._defaultSubMeshCandidates;
  26199. };
  26200. /**
  26201. * Sets the default candidate providers for the scene.
  26202. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26203. * and getCollidingSubMeshCandidates to their default function
  26204. */
  26205. Scene.prototype.setDefaultCandidateProviders = function () {
  26206. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26207. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26208. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26209. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26210. };
  26211. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26212. /**
  26213. * Gets a boolean indicating if collisions are processed on a web worker
  26214. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26215. */
  26216. get: function () {
  26217. return this._workerCollisions;
  26218. },
  26219. set: function (enabled) {
  26220. if (!BABYLON.CollisionCoordinatorLegacy) {
  26221. return;
  26222. }
  26223. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26224. this._workerCollisions = enabled;
  26225. if (this.collisionCoordinator) {
  26226. this.collisionCoordinator.destroy();
  26227. }
  26228. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26229. this.collisionCoordinator.init(this);
  26230. },
  26231. enumerable: true,
  26232. configurable: true
  26233. });
  26234. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26235. /**
  26236. * Gets the mesh that is currently under the pointer
  26237. */
  26238. get: function () {
  26239. return this._pointerOverMesh;
  26240. },
  26241. enumerable: true,
  26242. configurable: true
  26243. });
  26244. Object.defineProperty(Scene.prototype, "pointerX", {
  26245. /**
  26246. * Gets the current on-screen X position of the pointer
  26247. */
  26248. get: function () {
  26249. return this._pointerX;
  26250. },
  26251. enumerable: true,
  26252. configurable: true
  26253. });
  26254. Object.defineProperty(Scene.prototype, "pointerY", {
  26255. /**
  26256. * Gets the current on-screen Y position of the pointer
  26257. */
  26258. get: function () {
  26259. return this._pointerY;
  26260. },
  26261. enumerable: true,
  26262. configurable: true
  26263. });
  26264. /**
  26265. * Gets the cached material (ie. the latest rendered one)
  26266. * @returns the cached material
  26267. */
  26268. Scene.prototype.getCachedMaterial = function () {
  26269. return this._cachedMaterial;
  26270. };
  26271. /**
  26272. * Gets the cached effect (ie. the latest rendered one)
  26273. * @returns the cached effect
  26274. */
  26275. Scene.prototype.getCachedEffect = function () {
  26276. return this._cachedEffect;
  26277. };
  26278. /**
  26279. * Gets the cached visibility state (ie. the latest rendered one)
  26280. * @returns the cached visibility state
  26281. */
  26282. Scene.prototype.getCachedVisibility = function () {
  26283. return this._cachedVisibility;
  26284. };
  26285. /**
  26286. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26287. * @param material defines the current material
  26288. * @param effect defines the current effect
  26289. * @param visibility defines the current visibility state
  26290. * @returns true if one parameter is not cached
  26291. */
  26292. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26293. if (visibility === void 0) { visibility = 1; }
  26294. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26295. };
  26296. /**
  26297. * Gets the engine associated with the scene
  26298. * @returns an Engine
  26299. */
  26300. Scene.prototype.getEngine = function () {
  26301. return this._engine;
  26302. };
  26303. /**
  26304. * Gets the total number of vertices rendered per frame
  26305. * @returns the total number of vertices rendered per frame
  26306. */
  26307. Scene.prototype.getTotalVertices = function () {
  26308. return this._totalVertices.current;
  26309. };
  26310. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26311. /**
  26312. * Gets the performance counter for total vertices
  26313. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26314. */
  26315. get: function () {
  26316. return this._totalVertices;
  26317. },
  26318. enumerable: true,
  26319. configurable: true
  26320. });
  26321. /**
  26322. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26323. * @returns the total number of active indices rendered per frame
  26324. */
  26325. Scene.prototype.getActiveIndices = function () {
  26326. return this._activeIndices.current;
  26327. };
  26328. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26329. /**
  26330. * Gets the performance counter for active indices
  26331. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26332. */
  26333. get: function () {
  26334. return this._activeIndices;
  26335. },
  26336. enumerable: true,
  26337. configurable: true
  26338. });
  26339. /**
  26340. * Gets the total number of active particles rendered per frame
  26341. * @returns the total number of active particles rendered per frame
  26342. */
  26343. Scene.prototype.getActiveParticles = function () {
  26344. return this._activeParticles.current;
  26345. };
  26346. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26347. /**
  26348. * Gets the performance counter for active particles
  26349. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26350. */
  26351. get: function () {
  26352. return this._activeParticles;
  26353. },
  26354. enumerable: true,
  26355. configurable: true
  26356. });
  26357. /**
  26358. * Gets the total number of active bones rendered per frame
  26359. * @returns the total number of active bones rendered per frame
  26360. */
  26361. Scene.prototype.getActiveBones = function () {
  26362. return this._activeBones.current;
  26363. };
  26364. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26365. /**
  26366. * Gets the performance counter for active bones
  26367. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26368. */
  26369. get: function () {
  26370. return this._activeBones;
  26371. },
  26372. enumerable: true,
  26373. configurable: true
  26374. });
  26375. /** @hidden */
  26376. Scene.prototype.getInterFramePerfCounter = function () {
  26377. BABYLON.Tools.Warn("getInterFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26378. return 0;
  26379. };
  26380. Object.defineProperty(Scene.prototype, "interFramePerfCounter", {
  26381. /** @hidden */
  26382. get: function () {
  26383. BABYLON.Tools.Warn("interFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26384. return null;
  26385. },
  26386. enumerable: true,
  26387. configurable: true
  26388. });
  26389. /** @hidden */
  26390. Scene.prototype.getLastFrameDuration = function () {
  26391. BABYLON.Tools.Warn("getLastFrameDuration is deprecated. Please use SceneInstrumentation class");
  26392. return 0;
  26393. };
  26394. Object.defineProperty(Scene.prototype, "lastFramePerfCounter", {
  26395. /** @hidden */
  26396. get: function () {
  26397. BABYLON.Tools.Warn("lastFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26398. return null;
  26399. },
  26400. enumerable: true,
  26401. configurable: true
  26402. });
  26403. /** @hidden */
  26404. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  26405. BABYLON.Tools.Warn("getEvaluateActiveMeshesDuration is deprecated. Please use SceneInstrumentation class");
  26406. return 0;
  26407. };
  26408. Object.defineProperty(Scene.prototype, "evaluateActiveMeshesDurationPerfCounter", {
  26409. /** @hidden */
  26410. get: function () {
  26411. BABYLON.Tools.Warn("evaluateActiveMeshesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26412. return null;
  26413. },
  26414. enumerable: true,
  26415. configurable: true
  26416. });
  26417. /**
  26418. * Gets the array of active meshes
  26419. * @returns an array of AbstractMesh
  26420. */
  26421. Scene.prototype.getActiveMeshes = function () {
  26422. return this._activeMeshes;
  26423. };
  26424. /** @hidden */
  26425. Scene.prototype.getRenderTargetsDuration = function () {
  26426. BABYLON.Tools.Warn("getRenderTargetsDuration is deprecated. Please use SceneInstrumentation class");
  26427. return 0;
  26428. };
  26429. /** @hidden */
  26430. Scene.prototype.getRenderDuration = function () {
  26431. BABYLON.Tools.Warn("getRenderDuration is deprecated. Please use SceneInstrumentation class");
  26432. return 0;
  26433. };
  26434. Object.defineProperty(Scene.prototype, "renderDurationPerfCounter", {
  26435. /** @hidden */
  26436. get: function () {
  26437. BABYLON.Tools.Warn("renderDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26438. return null;
  26439. },
  26440. enumerable: true,
  26441. configurable: true
  26442. });
  26443. /** @hidden */
  26444. Scene.prototype.getParticlesDuration = function () {
  26445. BABYLON.Tools.Warn("getParticlesDuration is deprecated. Please use SceneInstrumentation class");
  26446. return 0;
  26447. };
  26448. Object.defineProperty(Scene.prototype, "particlesDurationPerfCounter", {
  26449. /** @hidden */
  26450. get: function () {
  26451. BABYLON.Tools.Warn("particlesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26452. return null;
  26453. },
  26454. enumerable: true,
  26455. configurable: true
  26456. });
  26457. /** @hidden */
  26458. Scene.prototype.getSpritesDuration = function () {
  26459. BABYLON.Tools.Warn("getSpritesDuration is deprecated. Please use SceneInstrumentation class");
  26460. return 0;
  26461. };
  26462. Object.defineProperty(Scene.prototype, "spriteDuractionPerfCounter", {
  26463. /** @hidden */
  26464. get: function () {
  26465. BABYLON.Tools.Warn("spriteDuractionPerfCounter is deprecated. Please use SceneInstrumentation class");
  26466. return null;
  26467. },
  26468. enumerable: true,
  26469. configurable: true
  26470. });
  26471. /**
  26472. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26473. * @returns a number
  26474. */
  26475. Scene.prototype.getAnimationRatio = function () {
  26476. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26477. };
  26478. /**
  26479. * Gets an unique Id for the current render phase
  26480. * @returns a number
  26481. */
  26482. Scene.prototype.getRenderId = function () {
  26483. return this._renderId;
  26484. };
  26485. /**
  26486. * Gets an unique Id for the current frame
  26487. * @returns a number
  26488. */
  26489. Scene.prototype.getFrameId = function () {
  26490. return this._frameId;
  26491. };
  26492. /** Call this function if you want to manually increment the render Id*/
  26493. Scene.prototype.incrementRenderId = function () {
  26494. this._renderId++;
  26495. };
  26496. Scene.prototype._updatePointerPosition = function (evt) {
  26497. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26498. if (!canvasRect) {
  26499. return;
  26500. }
  26501. this._pointerX = evt.clientX - canvasRect.left;
  26502. this._pointerY = evt.clientY - canvasRect.top;
  26503. this._unTranslatedPointerX = this._pointerX;
  26504. this._unTranslatedPointerY = this._pointerY;
  26505. };
  26506. Scene.prototype._createUbo = function () {
  26507. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26508. this._sceneUbo.addUniform("viewProjection", 16);
  26509. this._sceneUbo.addUniform("view", 16);
  26510. };
  26511. Scene.prototype._createAlternateUbo = function () {
  26512. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26513. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26514. this._alternateSceneUbo.addUniform("view", 16);
  26515. };
  26516. // Pointers handling
  26517. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26518. if (pointerInfo.pickInfo) {
  26519. if (!pointerInfo.pickInfo.ray) {
  26520. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26521. }
  26522. }
  26523. };
  26524. /**
  26525. * Use this method to simulate a pointer move on a mesh
  26526. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26527. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26528. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26529. * @returns the current scene
  26530. */
  26531. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26532. var evt = new PointerEvent("pointermove", pointerEventInit);
  26533. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26534. return this;
  26535. }
  26536. return this._processPointerMove(pickResult, evt);
  26537. };
  26538. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26539. var canvas = this._engine.getRenderingCanvas();
  26540. if (!canvas) {
  26541. return this;
  26542. }
  26543. // Restore pointer
  26544. canvas.style.cursor = this.defaultCursor;
  26545. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26546. if (isMeshPicked) {
  26547. this.setPointerOverMesh(pickResult.pickedMesh);
  26548. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26549. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26550. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26551. }
  26552. else {
  26553. canvas.style.cursor = this.hoverCursor;
  26554. }
  26555. }
  26556. }
  26557. else {
  26558. this.setPointerOverMesh(null);
  26559. }
  26560. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26561. var step = _a[_i];
  26562. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26563. }
  26564. if (pickResult) {
  26565. var type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26566. if (this.onPointerMove) {
  26567. this.onPointerMove(evt, pickResult, type);
  26568. }
  26569. if (this.onPointerObservable.hasObservers()) {
  26570. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26571. this._setRayOnPointerInfo(pi);
  26572. this.onPointerObservable.notifyObservers(pi, type);
  26573. }
  26574. }
  26575. return this;
  26576. };
  26577. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26578. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26579. if (pickResult) {
  26580. pi.ray = pickResult.ray;
  26581. }
  26582. this.onPrePointerObservable.notifyObservers(pi, type);
  26583. if (pi.skipOnPointerObservable) {
  26584. return true;
  26585. }
  26586. else {
  26587. return false;
  26588. }
  26589. };
  26590. /**
  26591. * Use this method to simulate a pointer down on a mesh
  26592. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26593. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26594. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26595. * @returns the current scene
  26596. */
  26597. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26598. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26599. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26600. return this;
  26601. }
  26602. return this._processPointerDown(pickResult, evt);
  26603. };
  26604. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26605. var _this = this;
  26606. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26607. this._pickedDownMesh = pickResult.pickedMesh;
  26608. var actionManager = pickResult.pickedMesh.actionManager;
  26609. if (actionManager) {
  26610. if (actionManager.hasPickTriggers) {
  26611. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26612. switch (evt.button) {
  26613. case 0:
  26614. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26615. break;
  26616. case 1:
  26617. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26618. break;
  26619. case 2:
  26620. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26621. break;
  26622. }
  26623. }
  26624. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26625. window.setTimeout(function () {
  26626. 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);
  26627. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26628. if (_this._totalPointersPressed !== 0 &&
  26629. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26630. !_this._isPointerSwiping()) {
  26631. _this._startingPointerTime = 0;
  26632. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26633. }
  26634. }
  26635. }, Scene.LongPressDelay);
  26636. }
  26637. }
  26638. }
  26639. else {
  26640. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26641. var step = _a[_i];
  26642. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26643. }
  26644. }
  26645. if (pickResult) {
  26646. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26647. if (this.onPointerDown) {
  26648. this.onPointerDown(evt, pickResult, type);
  26649. }
  26650. if (this.onPointerObservable.hasObservers()) {
  26651. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26652. this._setRayOnPointerInfo(pi);
  26653. this.onPointerObservable.notifyObservers(pi, type);
  26654. }
  26655. }
  26656. return this;
  26657. };
  26658. /**
  26659. * Use this method to simulate a pointer up on a mesh
  26660. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26661. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26662. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26663. * @returns the current scene
  26664. */
  26665. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit) {
  26666. var evt = new PointerEvent("pointerup", pointerEventInit);
  26667. var clickInfo = new ClickInfo();
  26668. clickInfo.singleClick = true;
  26669. clickInfo.ignore = true;
  26670. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26671. return this;
  26672. }
  26673. return this._processPointerUp(pickResult, evt, clickInfo);
  26674. };
  26675. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26676. if (pickResult && pickResult && pickResult.pickedMesh) {
  26677. this._pickedUpMesh = pickResult.pickedMesh;
  26678. if (this._pickedDownMesh === this._pickedUpMesh) {
  26679. if (this.onPointerPick) {
  26680. this.onPointerPick(evt, pickResult);
  26681. }
  26682. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26683. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26684. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26685. this._setRayOnPointerInfo(pi);
  26686. this.onPointerObservable.notifyObservers(pi, type_1);
  26687. }
  26688. }
  26689. if (pickResult.pickedMesh.actionManager) {
  26690. if (clickInfo.ignore) {
  26691. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26692. }
  26693. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  26694. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26695. }
  26696. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26697. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26698. }
  26699. }
  26700. }
  26701. else {
  26702. if (!clickInfo.ignore) {
  26703. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  26704. var step = _a[_i];
  26705. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26706. }
  26707. }
  26708. }
  26709. if (this._pickedDownMesh &&
  26710. this._pickedDownMesh.actionManager &&
  26711. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  26712. this._pickedDownMesh !== this._pickedUpMesh) {
  26713. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  26714. }
  26715. var type = BABYLON.PointerEventTypes.POINTERUP;
  26716. if (this.onPointerObservable.hasObservers()) {
  26717. if (!clickInfo.ignore) {
  26718. if (!clickInfo.hasSwiped) {
  26719. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26720. var type_2 = BABYLON.PointerEventTypes.POINTERTAP;
  26721. var pi = new BABYLON.PointerInfo(type_2, evt, pickResult);
  26722. this._setRayOnPointerInfo(pi);
  26723. this.onPointerObservable.notifyObservers(pi, type_2);
  26724. }
  26725. if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26726. var type_3 = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  26727. var pi = new BABYLON.PointerInfo(type_3, evt, pickResult);
  26728. this._setRayOnPointerInfo(pi);
  26729. this.onPointerObservable.notifyObservers(pi, type_3);
  26730. }
  26731. }
  26732. }
  26733. else {
  26734. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26735. this._setRayOnPointerInfo(pi);
  26736. this.onPointerObservable.notifyObservers(pi, type);
  26737. }
  26738. }
  26739. if (this.onPointerUp) {
  26740. this.onPointerUp(evt, pickResult, type);
  26741. }
  26742. return this;
  26743. };
  26744. /**
  26745. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  26746. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  26747. * @returns true if the pointer was captured
  26748. */
  26749. Scene.prototype.isPointerCaptured = function (pointerId) {
  26750. if (pointerId === void 0) { pointerId = 0; }
  26751. return this._pointerCaptures[pointerId];
  26752. };
  26753. /** @hidden */
  26754. Scene.prototype._isPointerSwiping = function () {
  26755. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  26756. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  26757. };
  26758. /**
  26759. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  26760. * @param attachUp defines if you want to attach events to pointerup
  26761. * @param attachDown defines if you want to attach events to pointerdown
  26762. * @param attachMove defines if you want to attach events to pointermove
  26763. */
  26764. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  26765. var _this = this;
  26766. if (attachUp === void 0) { attachUp = true; }
  26767. if (attachDown === void 0) { attachDown = true; }
  26768. if (attachMove === void 0) { attachMove = true; }
  26769. this._initActionManager = function (act, clickInfo) {
  26770. if (!_this._meshPickProceed) {
  26771. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26772. _this._currentPickResult = pickResult;
  26773. if (pickResult) {
  26774. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  26775. }
  26776. _this._meshPickProceed = true;
  26777. }
  26778. return act;
  26779. };
  26780. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  26781. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  26782. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  26783. btn !== _this._previousButtonPressed) {
  26784. _this._doubleClickOccured = false;
  26785. clickInfo.singleClick = true;
  26786. clickInfo.ignore = false;
  26787. cb(clickInfo, _this._currentPickResult);
  26788. }
  26789. };
  26790. this._initClickEvent = function (obs1, obs2, evt, cb) {
  26791. var clickInfo = new ClickInfo();
  26792. _this._currentPickResult = null;
  26793. var act = null;
  26794. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  26795. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  26796. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26797. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  26798. act = _this._initActionManager(act, clickInfo);
  26799. if (act) {
  26800. checkPicking = act.hasPickTriggers;
  26801. }
  26802. }
  26803. if (checkPicking) {
  26804. var btn = evt.button;
  26805. clickInfo.hasSwiped = _this._isPointerSwiping();
  26806. if (!clickInfo.hasSwiped) {
  26807. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  26808. if (!checkSingleClickImmediately) {
  26809. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  26810. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26811. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26812. act = _this._initActionManager(act, clickInfo);
  26813. if (act) {
  26814. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26815. }
  26816. }
  26817. }
  26818. if (checkSingleClickImmediately) {
  26819. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  26820. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  26821. btn !== _this._previousButtonPressed) {
  26822. clickInfo.singleClick = true;
  26823. cb(clickInfo, _this._currentPickResult);
  26824. }
  26825. }
  26826. // at least one double click is required to be check and exclusive double click is enabled
  26827. else {
  26828. // wait that no double click has been raised during the double click delay
  26829. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26830. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  26831. }
  26832. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  26833. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26834. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26835. act = _this._initActionManager(act, clickInfo);
  26836. if (act) {
  26837. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26838. }
  26839. }
  26840. if (checkDoubleClick) {
  26841. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  26842. if (btn === _this._previousButtonPressed &&
  26843. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  26844. !_this._doubleClickOccured) {
  26845. // pointer has not moved for 2 clicks, it's a double click
  26846. if (!clickInfo.hasSwiped &&
  26847. !_this._isPointerSwiping()) {
  26848. _this._previousStartingPointerTime = 0;
  26849. _this._doubleClickOccured = true;
  26850. clickInfo.doubleClick = true;
  26851. clickInfo.ignore = false;
  26852. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  26853. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26854. }
  26855. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26856. cb(clickInfo, _this._currentPickResult);
  26857. }
  26858. // if the two successive clicks are too far, it's just two simple clicks
  26859. else {
  26860. _this._doubleClickOccured = false;
  26861. _this._previousStartingPointerTime = _this._startingPointerTime;
  26862. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26863. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26864. _this._previousButtonPressed = btn;
  26865. if (Scene.ExclusiveDoubleClickMode) {
  26866. if (_this._previousDelayedSimpleClickTimeout) {
  26867. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26868. }
  26869. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26870. cb(clickInfo, _this._previousPickResult);
  26871. }
  26872. else {
  26873. cb(clickInfo, _this._currentPickResult);
  26874. }
  26875. }
  26876. }
  26877. // just the first click of the double has been raised
  26878. else {
  26879. _this._doubleClickOccured = false;
  26880. _this._previousStartingPointerTime = _this._startingPointerTime;
  26881. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26882. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26883. _this._previousButtonPressed = btn;
  26884. }
  26885. }
  26886. }
  26887. }
  26888. clickInfo.ignore = true;
  26889. cb(clickInfo, _this._currentPickResult);
  26890. };
  26891. this._onPointerMove = function (evt) {
  26892. _this._updatePointerPosition(evt);
  26893. // PreObservable support
  26894. if (_this._checkPrePointerObservable(null, evt, evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  26895. return;
  26896. }
  26897. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26898. return;
  26899. }
  26900. if (!_this.pointerMovePredicate) {
  26901. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  26902. }
  26903. // Meshes
  26904. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  26905. _this._processPointerMove(pickResult, evt);
  26906. };
  26907. this._onPointerDown = function (evt) {
  26908. _this._totalPointersPressed++;
  26909. _this._pickedDownMesh = null;
  26910. _this._meshPickProceed = false;
  26911. _this._updatePointerPosition(evt);
  26912. if (_this.preventDefaultOnPointerDown && canvas) {
  26913. evt.preventDefault();
  26914. canvas.focus();
  26915. }
  26916. // PreObservable support
  26917. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26918. return;
  26919. }
  26920. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26921. return;
  26922. }
  26923. _this._pointerCaptures[evt.pointerId] = true;
  26924. _this._startingPointerPosition.x = _this._pointerX;
  26925. _this._startingPointerPosition.y = _this._pointerY;
  26926. _this._startingPointerTime = Date.now();
  26927. if (!_this.pointerDownPredicate) {
  26928. _this.pointerDownPredicate = function (mesh) {
  26929. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  26930. };
  26931. }
  26932. // Meshes
  26933. _this._pickedDownMesh = null;
  26934. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26935. _this._processPointerDown(pickResult, evt);
  26936. };
  26937. this._onPointerUp = function (evt) {
  26938. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  26939. return; // So we need to test it the pointer down was pressed before.
  26940. }
  26941. _this._totalPointersPressed--;
  26942. _this._pickedUpMesh = null;
  26943. _this._meshPickProceed = false;
  26944. _this._updatePointerPosition(evt);
  26945. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  26946. // PreObservable support
  26947. if (_this.onPrePointerObservable.hasObservers()) {
  26948. if (!clickInfo.ignore) {
  26949. if (!clickInfo.hasSwiped) {
  26950. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26951. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  26952. return;
  26953. }
  26954. }
  26955. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26956. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26957. return;
  26958. }
  26959. }
  26960. }
  26961. }
  26962. else {
  26963. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26964. return;
  26965. }
  26966. }
  26967. }
  26968. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26969. return;
  26970. }
  26971. _this._pointerCaptures[evt.pointerId] = false;
  26972. if (!_this.pointerUpPredicate) {
  26973. _this.pointerUpPredicate = function (mesh) {
  26974. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  26975. };
  26976. }
  26977. // Meshes
  26978. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  26979. _this._initActionManager(null, clickInfo);
  26980. }
  26981. if (!pickResult) {
  26982. pickResult = _this._currentPickResult;
  26983. }
  26984. _this._processPointerUp(pickResult, evt, clickInfo);
  26985. _this._previousPickResult = _this._currentPickResult;
  26986. });
  26987. };
  26988. this._onKeyDown = function (evt) {
  26989. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  26990. if (_this.onPreKeyboardObservable.hasObservers()) {
  26991. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  26992. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  26993. if (pi.skipOnPointerObservable) {
  26994. return;
  26995. }
  26996. }
  26997. if (_this.onKeyboardObservable.hasObservers()) {
  26998. var pi = new BABYLON.KeyboardInfo(type, evt);
  26999. _this.onKeyboardObservable.notifyObservers(pi, type);
  27000. }
  27001. if (_this.actionManager) {
  27002. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27003. }
  27004. };
  27005. this._onKeyUp = function (evt) {
  27006. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27007. if (_this.onPreKeyboardObservable.hasObservers()) {
  27008. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27009. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27010. if (pi.skipOnPointerObservable) {
  27011. return;
  27012. }
  27013. }
  27014. if (_this.onKeyboardObservable.hasObservers()) {
  27015. var pi = new BABYLON.KeyboardInfo(type, evt);
  27016. _this.onKeyboardObservable.notifyObservers(pi, type);
  27017. }
  27018. if (_this.actionManager) {
  27019. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27020. }
  27021. };
  27022. var engine = this.getEngine();
  27023. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27024. if (!canvas) {
  27025. return;
  27026. }
  27027. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27028. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27029. });
  27030. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27031. if (!canvas) {
  27032. return;
  27033. }
  27034. canvas.removeEventListener("keydown", _this._onKeyDown);
  27035. canvas.removeEventListener("keyup", _this._onKeyUp);
  27036. });
  27037. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27038. var canvas = this._engine.getRenderingCanvas();
  27039. if (!canvas) {
  27040. return;
  27041. }
  27042. if (attachMove) {
  27043. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27044. // Wheel
  27045. canvas.addEventListener('mousewheel', this._onPointerMove, false);
  27046. canvas.addEventListener('DOMMouseScroll', this._onPointerMove, false);
  27047. }
  27048. if (attachDown) {
  27049. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27050. }
  27051. if (attachUp) {
  27052. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27053. }
  27054. canvas.tabIndex = 1;
  27055. };
  27056. /** Detaches all event handlers*/
  27057. Scene.prototype.detachControl = function () {
  27058. var engine = this.getEngine();
  27059. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27060. var canvas = engine.getRenderingCanvas();
  27061. if (!canvas) {
  27062. return;
  27063. }
  27064. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27065. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27066. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27067. if (this._onCanvasBlurObserver) {
  27068. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27069. }
  27070. if (this._onCanvasFocusObserver) {
  27071. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27072. }
  27073. // Wheel
  27074. canvas.removeEventListener('mousewheel', this._onPointerMove);
  27075. canvas.removeEventListener('DOMMouseScroll', this._onPointerMove);
  27076. // Keyboard
  27077. canvas.removeEventListener("keydown", this._onKeyDown);
  27078. canvas.removeEventListener("keyup", this._onKeyUp);
  27079. // Observables
  27080. this.onKeyboardObservable.clear();
  27081. this.onPreKeyboardObservable.clear();
  27082. this.onPointerObservable.clear();
  27083. this.onPrePointerObservable.clear();
  27084. };
  27085. /**
  27086. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27087. * Delay loaded resources are not taking in account
  27088. * @return true if all required resources are ready
  27089. */
  27090. Scene.prototype.isReady = function () {
  27091. if (this._isDisposed) {
  27092. return false;
  27093. }
  27094. var index;
  27095. var engine = this.getEngine();
  27096. // Effects
  27097. if (!engine.areAllEffectsReady()) {
  27098. return false;
  27099. }
  27100. // Pending data
  27101. if (this._pendingData.length > 0) {
  27102. return false;
  27103. }
  27104. // Meshes
  27105. for (index = 0; index < this.meshes.length; index++) {
  27106. var mesh = this.meshes[index];
  27107. if (!mesh.isEnabled()) {
  27108. continue;
  27109. }
  27110. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27111. continue;
  27112. }
  27113. if (!mesh.isReady(true)) {
  27114. return false;
  27115. }
  27116. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27117. // Is Ready For Mesh
  27118. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27119. var step = _a[_i];
  27120. if (!step.action(mesh, hardwareInstancedRendering)) {
  27121. return false;
  27122. }
  27123. }
  27124. }
  27125. // Geometries
  27126. for (index = 0; index < this.geometries.length; index++) {
  27127. var geometry = this.geometries[index];
  27128. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27129. return false;
  27130. }
  27131. }
  27132. // Post-processes
  27133. if (this.activeCameras && this.activeCameras.length > 0) {
  27134. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27135. var camera = _c[_b];
  27136. if (!camera.isReady(true)) {
  27137. return false;
  27138. }
  27139. }
  27140. }
  27141. else if (this.activeCamera) {
  27142. if (!this.activeCamera.isReady(true)) {
  27143. return false;
  27144. }
  27145. }
  27146. // Particles
  27147. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27148. var particleSystem = _e[_d];
  27149. if (!particleSystem.isReady()) {
  27150. return false;
  27151. }
  27152. }
  27153. return true;
  27154. };
  27155. /** Resets all cached information relative to material (including effect and visibility) */
  27156. Scene.prototype.resetCachedMaterial = function () {
  27157. this._cachedMaterial = null;
  27158. this._cachedEffect = null;
  27159. this._cachedVisibility = null;
  27160. };
  27161. /**
  27162. * Registers a function to be called before every frame render
  27163. * @param func defines the function to register
  27164. */
  27165. Scene.prototype.registerBeforeRender = function (func) {
  27166. this.onBeforeRenderObservable.add(func);
  27167. };
  27168. /**
  27169. * Unregisters a function called before every frame render
  27170. * @param func defines the function to unregister
  27171. */
  27172. Scene.prototype.unregisterBeforeRender = function (func) {
  27173. this.onBeforeRenderObservable.removeCallback(func);
  27174. };
  27175. /**
  27176. * Registers a function to be called after every frame render
  27177. * @param func defines the function to register
  27178. */
  27179. Scene.prototype.registerAfterRender = function (func) {
  27180. this.onAfterRenderObservable.add(func);
  27181. };
  27182. /**
  27183. * Unregisters a function called after every frame render
  27184. * @param func defines the function to unregister
  27185. */
  27186. Scene.prototype.unregisterAfterRender = function (func) {
  27187. this.onAfterRenderObservable.removeCallback(func);
  27188. };
  27189. Scene.prototype._executeOnceBeforeRender = function (func) {
  27190. var _this = this;
  27191. var execFunc = function () {
  27192. func();
  27193. setTimeout(function () {
  27194. _this.unregisterBeforeRender(execFunc);
  27195. });
  27196. };
  27197. this.registerBeforeRender(execFunc);
  27198. };
  27199. /**
  27200. * The provided function will run before render once and will be disposed afterwards.
  27201. * A timeout delay can be provided so that the function will be executed in N ms.
  27202. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27203. * @param func The function to be executed.
  27204. * @param timeout optional delay in ms
  27205. */
  27206. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27207. var _this = this;
  27208. if (timeout !== undefined) {
  27209. setTimeout(function () {
  27210. _this._executeOnceBeforeRender(func);
  27211. }, timeout);
  27212. }
  27213. else {
  27214. this._executeOnceBeforeRender(func);
  27215. }
  27216. };
  27217. /** @hidden */
  27218. Scene.prototype._addPendingData = function (data) {
  27219. this._pendingData.push(data);
  27220. };
  27221. /** @hidden */
  27222. Scene.prototype._removePendingData = function (data) {
  27223. var wasLoading = this.isLoading;
  27224. var index = this._pendingData.indexOf(data);
  27225. if (index !== -1) {
  27226. this._pendingData.splice(index, 1);
  27227. }
  27228. if (wasLoading && !this.isLoading) {
  27229. this.onDataLoadedObservable.notifyObservers(this);
  27230. }
  27231. };
  27232. /**
  27233. * Returns the number of items waiting to be loaded
  27234. * @returns the number of items waiting to be loaded
  27235. */
  27236. Scene.prototype.getWaitingItemsCount = function () {
  27237. return this._pendingData.length;
  27238. };
  27239. Object.defineProperty(Scene.prototype, "isLoading", {
  27240. /**
  27241. * Returns a boolean indicating if the scene is still loading data
  27242. */
  27243. get: function () {
  27244. return this._pendingData.length > 0;
  27245. },
  27246. enumerable: true,
  27247. configurable: true
  27248. });
  27249. /**
  27250. * Registers a function to be executed when the scene is ready
  27251. * @param {Function} func - the function to be executed
  27252. */
  27253. Scene.prototype.executeWhenReady = function (func) {
  27254. var _this = this;
  27255. this.onReadyObservable.add(func);
  27256. if (this._executeWhenReadyTimeoutId !== -1) {
  27257. return;
  27258. }
  27259. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27260. _this._checkIsReady();
  27261. }, 150);
  27262. };
  27263. /**
  27264. * Returns a promise that resolves when the scene is ready
  27265. * @returns A promise that resolves when the scene is ready
  27266. */
  27267. Scene.prototype.whenReadyAsync = function () {
  27268. var _this = this;
  27269. return new Promise(function (resolve) {
  27270. _this.executeWhenReady(function () {
  27271. resolve();
  27272. });
  27273. });
  27274. };
  27275. /** @hidden */
  27276. Scene.prototype._checkIsReady = function () {
  27277. var _this = this;
  27278. this._registerTransientComponents();
  27279. if (this.isReady()) {
  27280. this.onReadyObservable.notifyObservers(this);
  27281. this.onReadyObservable.clear();
  27282. this._executeWhenReadyTimeoutId = -1;
  27283. return;
  27284. }
  27285. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27286. _this._checkIsReady();
  27287. }, 150);
  27288. };
  27289. // Animations
  27290. /**
  27291. * Will start the animation sequence of a given target
  27292. * @param target defines the target
  27293. * @param from defines from which frame should animation start
  27294. * @param to defines until which frame should animation run.
  27295. * @param weight defines the weight to apply to the animation (1.0 by default)
  27296. * @param loop defines if the animation loops
  27297. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27298. * @param onAnimationEnd defines the function to be executed when the animation ends
  27299. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27300. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27301. * @returns the animatable object created for this animation
  27302. */
  27303. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27304. if (weight === void 0) { weight = 1.0; }
  27305. if (speedRatio === void 0) { speedRatio = 1.0; }
  27306. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27307. returnedAnimatable.weight = weight;
  27308. return returnedAnimatable;
  27309. };
  27310. /**
  27311. * Will start the animation sequence of a given target
  27312. * @param target defines the target
  27313. * @param from defines from which frame should animation start
  27314. * @param to defines until which frame should animation run.
  27315. * @param loop defines if the animation loops
  27316. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27317. * @param onAnimationEnd defines the function to be executed when the animation ends
  27318. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27319. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27320. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27321. * @returns the animatable object created for this animation
  27322. */
  27323. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27324. if (speedRatio === void 0) { speedRatio = 1.0; }
  27325. if (stopCurrent === void 0) { stopCurrent = true; }
  27326. if (from > to && speedRatio > 0) {
  27327. speedRatio *= -1;
  27328. }
  27329. if (stopCurrent) {
  27330. this.stopAnimation(target, undefined, targetMask);
  27331. }
  27332. if (!animatable) {
  27333. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27334. }
  27335. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27336. // Local animations
  27337. if (target.animations && shouldRunTargetAnimations) {
  27338. animatable.appendAnimations(target, target.animations);
  27339. }
  27340. // Children animations
  27341. if (target.getAnimatables) {
  27342. var animatables = target.getAnimatables();
  27343. for (var index = 0; index < animatables.length; index++) {
  27344. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27345. }
  27346. }
  27347. animatable.reset();
  27348. return animatable;
  27349. };
  27350. /**
  27351. * Begin a new animation on a given node
  27352. * @param target defines the target where the animation will take place
  27353. * @param animations defines the list of animations to start
  27354. * @param from defines the initial value
  27355. * @param to defines the final value
  27356. * @param loop defines if you want animation to loop (off by default)
  27357. * @param speedRatio defines the speed ratio to apply to all animations
  27358. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27359. * @returns the list of created animatables
  27360. */
  27361. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27362. if (speedRatio === undefined) {
  27363. speedRatio = 1.0;
  27364. }
  27365. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27366. return animatable;
  27367. };
  27368. /**
  27369. * Begin a new animation on a given node and its hierarchy
  27370. * @param target defines the root node where the animation will take place
  27371. * @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.
  27372. * @param animations defines the list of animations to start
  27373. * @param from defines the initial value
  27374. * @param to defines the final value
  27375. * @param loop defines if you want animation to loop (off by default)
  27376. * @param speedRatio defines the speed ratio to apply to all animations
  27377. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27378. * @returns the list of animatables created for all nodes
  27379. */
  27380. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27381. var children = target.getDescendants(directDescendantsOnly);
  27382. var result = [];
  27383. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27384. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27385. var child = children_1[_i];
  27386. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27387. }
  27388. return result;
  27389. };
  27390. /**
  27391. * Gets the animatable associated with a specific target
  27392. * @param target defines the target of the animatable
  27393. * @returns the required animatable if found
  27394. */
  27395. Scene.prototype.getAnimatableByTarget = function (target) {
  27396. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27397. if (this._activeAnimatables[index].target === target) {
  27398. return this._activeAnimatables[index];
  27399. }
  27400. }
  27401. return null;
  27402. };
  27403. /**
  27404. * Gets all animatables associated with a given target
  27405. * @param target defines the target to look animatables for
  27406. * @returns an array of Animatables
  27407. */
  27408. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27409. var result = [];
  27410. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27411. if (this._activeAnimatables[index].target === target) {
  27412. result.push(this._activeAnimatables[index]);
  27413. }
  27414. }
  27415. return result;
  27416. };
  27417. Object.defineProperty(Scene.prototype, "animatables", {
  27418. /**
  27419. * Gets all animatable attached to the scene
  27420. */
  27421. get: function () {
  27422. return this._activeAnimatables;
  27423. },
  27424. enumerable: true,
  27425. configurable: true
  27426. });
  27427. /**
  27428. * Will stop the animation of the given target
  27429. * @param target - the target
  27430. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27431. * @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)
  27432. */
  27433. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27434. var animatables = this.getAllAnimatablesByTarget(target);
  27435. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27436. var animatable = animatables_1[_i];
  27437. animatable.stop(animationName, targetMask);
  27438. }
  27439. };
  27440. /**
  27441. * Stops and removes all animations that have been applied to the scene
  27442. */
  27443. Scene.prototype.stopAllAnimations = function () {
  27444. if (this._activeAnimatables) {
  27445. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27446. this._activeAnimatables[i].stop();
  27447. }
  27448. this._activeAnimatables = [];
  27449. }
  27450. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27451. var group = _a[_i];
  27452. group.stop();
  27453. }
  27454. };
  27455. Scene.prototype._animate = function () {
  27456. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27457. return;
  27458. }
  27459. // Getting time
  27460. var now = BABYLON.Tools.Now;
  27461. if (!this._animationTimeLast) {
  27462. if (this._pendingData.length > 0) {
  27463. return;
  27464. }
  27465. this._animationTimeLast = now;
  27466. }
  27467. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27468. this._animationTime += deltaTime;
  27469. this._animationTimeLast = now;
  27470. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27471. this._activeAnimatables[index]._animate(this._animationTime);
  27472. }
  27473. // Late animation bindings
  27474. this._processLateAnimationBindings();
  27475. };
  27476. /** @hidden */
  27477. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27478. var target = runtimeAnimation.target;
  27479. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27480. if (!target._lateAnimationHolders) {
  27481. target._lateAnimationHolders = {};
  27482. }
  27483. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27484. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27485. totalWeight: 0,
  27486. animations: [],
  27487. originalValue: originalValue
  27488. };
  27489. }
  27490. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27491. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27492. };
  27493. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27494. var normalizer = 1.0;
  27495. var finalPosition = BABYLON.Tmp.Vector3[0];
  27496. var finalScaling = BABYLON.Tmp.Vector3[1];
  27497. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27498. var startIndex = 0;
  27499. var originalAnimation = holder.animations[0];
  27500. var originalValue = holder.originalValue;
  27501. var scale = 1;
  27502. if (holder.totalWeight < 1.0) {
  27503. // We need to mix the original value in
  27504. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27505. scale = 1.0 - holder.totalWeight;
  27506. }
  27507. else {
  27508. startIndex = 1;
  27509. // We need to normalize the weights
  27510. normalizer = holder.totalWeight;
  27511. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27512. scale = originalAnimation.weight / normalizer;
  27513. if (scale == 1) {
  27514. return originalAnimation.currentValue;
  27515. }
  27516. }
  27517. finalScaling.scaleInPlace(scale);
  27518. finalPosition.scaleInPlace(scale);
  27519. finalQuaternion.scaleInPlace(scale);
  27520. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27521. var runtimeAnimation = holder.animations[animIndex];
  27522. var scale = runtimeAnimation.weight / normalizer;
  27523. var currentPosition = BABYLON.Tmp.Vector3[2];
  27524. var currentScaling = BABYLON.Tmp.Vector3[3];
  27525. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27526. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27527. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27528. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27529. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27530. }
  27531. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27532. return originalAnimation._workValue;
  27533. };
  27534. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27535. var originalAnimation = holder.animations[0];
  27536. var originalValue = holder.originalValue;
  27537. if (holder.animations.length === 1) {
  27538. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27539. return refQuaternion;
  27540. }
  27541. var normalizer = 1.0;
  27542. var quaternions;
  27543. var weights;
  27544. if (holder.totalWeight < 1.0) {
  27545. var scale = 1.0 - holder.totalWeight;
  27546. quaternions = [];
  27547. weights = [];
  27548. quaternions.push(originalValue);
  27549. weights.push(scale);
  27550. }
  27551. else {
  27552. if (holder.animations.length === 2) { // Slerp as soon as we can
  27553. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27554. return refQuaternion;
  27555. }
  27556. quaternions = [];
  27557. weights = [];
  27558. normalizer = holder.totalWeight;
  27559. }
  27560. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27561. var runtimeAnimation = holder.animations[animIndex];
  27562. quaternions.push(runtimeAnimation.currentValue);
  27563. weights.push(runtimeAnimation.weight / normalizer);
  27564. }
  27565. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27566. var cumulativeAmount = 0;
  27567. var cumulativeQuaternion = null;
  27568. for (var index = 0; index < quaternions.length;) {
  27569. if (!cumulativeQuaternion) {
  27570. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27571. cumulativeQuaternion = refQuaternion;
  27572. cumulativeAmount = weights[index] + weights[index + 1];
  27573. index += 2;
  27574. continue;
  27575. }
  27576. cumulativeAmount += weights[index];
  27577. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27578. index++;
  27579. }
  27580. return cumulativeQuaternion;
  27581. };
  27582. Scene.prototype._processLateAnimationBindings = function () {
  27583. if (!this._registeredForLateAnimationBindings.length) {
  27584. return;
  27585. }
  27586. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27587. var target = this._registeredForLateAnimationBindings.data[index];
  27588. for (var path in target._lateAnimationHolders) {
  27589. var holder = target._lateAnimationHolders[path];
  27590. var originalAnimation = holder.animations[0];
  27591. var originalValue = holder.originalValue;
  27592. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27593. var finalValue = target[path];
  27594. if (matrixDecomposeMode) {
  27595. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27596. }
  27597. else {
  27598. var quaternionMode = originalValue.w !== undefined;
  27599. if (quaternionMode) {
  27600. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27601. }
  27602. else {
  27603. var startIndex = 0;
  27604. var normalizer = 1.0;
  27605. if (holder.totalWeight < 1.0) {
  27606. // We need to mix the original value in
  27607. if (originalValue.scale) {
  27608. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27609. }
  27610. else {
  27611. finalValue = originalValue * (1.0 - holder.totalWeight);
  27612. }
  27613. }
  27614. else {
  27615. // We need to normalize the weights
  27616. normalizer = holder.totalWeight;
  27617. var scale_1 = originalAnimation.weight / normalizer;
  27618. if (scale_1 !== 1) {
  27619. if (originalAnimation.currentValue.scale) {
  27620. finalValue = originalAnimation.currentValue.scale(scale_1);
  27621. }
  27622. else {
  27623. finalValue = originalAnimation.currentValue * scale_1;
  27624. }
  27625. }
  27626. else {
  27627. finalValue = originalAnimation.currentValue;
  27628. }
  27629. startIndex = 1;
  27630. }
  27631. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27632. var runtimeAnimation = holder.animations[animIndex];
  27633. var scale = runtimeAnimation.weight / normalizer;
  27634. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27635. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27636. }
  27637. else {
  27638. finalValue += runtimeAnimation.currentValue * scale;
  27639. }
  27640. }
  27641. }
  27642. }
  27643. target[path] = finalValue;
  27644. }
  27645. target._lateAnimationHolders = {};
  27646. }
  27647. this._registeredForLateAnimationBindings.reset();
  27648. };
  27649. // Matrix
  27650. /** @hidden */
  27651. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27652. this._useAlternateCameraConfiguration = active;
  27653. };
  27654. /**
  27655. * Gets the current view matrix
  27656. * @returns a Matrix
  27657. */
  27658. Scene.prototype.getViewMatrix = function () {
  27659. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27660. };
  27661. /**
  27662. * Gets the current projection matrix
  27663. * @returns a Matrix
  27664. */
  27665. Scene.prototype.getProjectionMatrix = function () {
  27666. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27667. };
  27668. /**
  27669. * Gets the current transform matrix
  27670. * @returns a Matrix made of View * Projection
  27671. */
  27672. Scene.prototype.getTransformMatrix = function () {
  27673. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  27674. };
  27675. /**
  27676. * Sets the current transform matrix
  27677. * @param view defines the View matrix to use
  27678. * @param projection defines the Projection matrix to use
  27679. */
  27680. Scene.prototype.setTransformMatrix = function (view, projection) {
  27681. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  27682. return;
  27683. }
  27684. this._viewUpdateFlag = view.updateFlag;
  27685. this._projectionUpdateFlag = projection.updateFlag;
  27686. this._viewMatrix = view;
  27687. this._projectionMatrix = projection;
  27688. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  27689. // Update frustum
  27690. if (!this._frustumPlanes) {
  27691. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  27692. }
  27693. else {
  27694. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  27695. }
  27696. if (this.activeCamera && this.activeCamera._alternateCamera) {
  27697. var otherCamera = this.activeCamera._alternateCamera;
  27698. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  27699. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  27700. }
  27701. if (this._sceneUbo.useUbo) {
  27702. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  27703. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  27704. this._sceneUbo.update();
  27705. }
  27706. };
  27707. /** @hidden */
  27708. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  27709. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  27710. return;
  27711. }
  27712. this._alternateViewUpdateFlag = view.updateFlag;
  27713. this._alternateProjectionUpdateFlag = projection.updateFlag;
  27714. this._alternateViewMatrix = view;
  27715. this._alternateProjectionMatrix = projection;
  27716. if (!this._alternateTransformMatrix) {
  27717. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  27718. }
  27719. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  27720. if (!this._alternateSceneUbo) {
  27721. this._createAlternateUbo();
  27722. }
  27723. if (this._alternateSceneUbo.useUbo) {
  27724. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  27725. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  27726. this._alternateSceneUbo.update();
  27727. }
  27728. };
  27729. /**
  27730. * Gets the uniform buffer used to store scene data
  27731. * @returns a UniformBuffer
  27732. */
  27733. Scene.prototype.getSceneUniformBuffer = function () {
  27734. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  27735. };
  27736. /**
  27737. * Gets an unique (relatively to the current scene) Id
  27738. * @returns an unique number for the scene
  27739. */
  27740. Scene.prototype.getUniqueId = function () {
  27741. var result = Scene._uniqueIdCounter;
  27742. Scene._uniqueIdCounter++;
  27743. return result;
  27744. };
  27745. /**
  27746. * Add a mesh to the list of scene's meshes
  27747. * @param newMesh defines the mesh to add
  27748. * @param recursive if all child meshes should also be added to the scene
  27749. */
  27750. Scene.prototype.addMesh = function (newMesh, recursive) {
  27751. var _this = this;
  27752. if (recursive === void 0) { recursive = false; }
  27753. this.meshes.push(newMesh);
  27754. //notify the collision coordinator
  27755. if (this.collisionCoordinator) {
  27756. this.collisionCoordinator.onMeshAdded(newMesh);
  27757. }
  27758. newMesh._resyncLightSources();
  27759. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  27760. if (recursive) {
  27761. newMesh.getChildMeshes().forEach(function (m) {
  27762. _this.addMesh(m);
  27763. });
  27764. }
  27765. };
  27766. /**
  27767. * Remove a mesh for the list of scene's meshes
  27768. * @param toRemove defines the mesh to remove
  27769. * @param recursive if all child meshes should also be removed from the scene
  27770. * @returns the index where the mesh was in the mesh list
  27771. */
  27772. Scene.prototype.removeMesh = function (toRemove, recursive) {
  27773. var _this = this;
  27774. if (recursive === void 0) { recursive = false; }
  27775. var index = this.meshes.indexOf(toRemove);
  27776. if (index !== -1) {
  27777. // Remove from the scene if mesh found
  27778. this.meshes.splice(index, 1);
  27779. }
  27780. this.onMeshRemovedObservable.notifyObservers(toRemove);
  27781. if (recursive) {
  27782. toRemove.getChildMeshes().forEach(function (m) {
  27783. _this.removeMesh(m);
  27784. });
  27785. }
  27786. return index;
  27787. };
  27788. /**
  27789. * Add a transform node to the list of scene's transform nodes
  27790. * @param newTransformNode defines the transform node to add
  27791. */
  27792. Scene.prototype.addTransformNode = function (newTransformNode) {
  27793. this.transformNodes.push(newTransformNode);
  27794. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  27795. };
  27796. /**
  27797. * Remove a transform node for the list of scene's transform nodes
  27798. * @param toRemove defines the transform node to remove
  27799. * @returns the index where the transform node was in the transform node list
  27800. */
  27801. Scene.prototype.removeTransformNode = function (toRemove) {
  27802. var index = this.transformNodes.indexOf(toRemove);
  27803. if (index !== -1) {
  27804. // Remove from the scene if found
  27805. this.transformNodes.splice(index, 1);
  27806. }
  27807. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  27808. return index;
  27809. };
  27810. /**
  27811. * Remove a skeleton for the list of scene's skeletons
  27812. * @param toRemove defines the skeleton to remove
  27813. * @returns the index where the skeleton was in the skeleton list
  27814. */
  27815. Scene.prototype.removeSkeleton = function (toRemove) {
  27816. var index = this.skeletons.indexOf(toRemove);
  27817. if (index !== -1) {
  27818. // Remove from the scene if found
  27819. this.skeletons.splice(index, 1);
  27820. }
  27821. return index;
  27822. };
  27823. /**
  27824. * Remove a morph target for the list of scene's morph targets
  27825. * @param toRemove defines the morph target to remove
  27826. * @returns the index where the morph target was in the morph target list
  27827. */
  27828. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  27829. var index = this.morphTargetManagers.indexOf(toRemove);
  27830. if (index !== -1) {
  27831. // Remove from the scene if found
  27832. this.morphTargetManagers.splice(index, 1);
  27833. }
  27834. return index;
  27835. };
  27836. /**
  27837. * Remove a light for the list of scene's lights
  27838. * @param toRemove defines the light to remove
  27839. * @returns the index where the light was in the light list
  27840. */
  27841. Scene.prototype.removeLight = function (toRemove) {
  27842. var index = this.lights.indexOf(toRemove);
  27843. if (index !== -1) {
  27844. // Remove from meshes
  27845. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  27846. var mesh = _a[_i];
  27847. mesh._removeLightSource(toRemove);
  27848. }
  27849. // Remove from the scene if mesh found
  27850. this.lights.splice(index, 1);
  27851. this.sortLightsByPriority();
  27852. }
  27853. this.onLightRemovedObservable.notifyObservers(toRemove);
  27854. return index;
  27855. };
  27856. /**
  27857. * Remove a camera for the list of scene's cameras
  27858. * @param toRemove defines the camera to remove
  27859. * @returns the index where the camera was in the camera list
  27860. */
  27861. Scene.prototype.removeCamera = function (toRemove) {
  27862. var index = this.cameras.indexOf(toRemove);
  27863. if (index !== -1) {
  27864. // Remove from the scene if mesh found
  27865. this.cameras.splice(index, 1);
  27866. }
  27867. // Remove from activeCameras
  27868. var index2 = this.activeCameras.indexOf(toRemove);
  27869. if (index2 !== -1) {
  27870. // Remove from the scene if mesh found
  27871. this.activeCameras.splice(index2, 1);
  27872. }
  27873. // Reset the activeCamera
  27874. if (this.activeCamera === toRemove) {
  27875. if (this.cameras.length > 0) {
  27876. this.activeCamera = this.cameras[0];
  27877. }
  27878. else {
  27879. this.activeCamera = null;
  27880. }
  27881. }
  27882. this.onCameraRemovedObservable.notifyObservers(toRemove);
  27883. return index;
  27884. };
  27885. /**
  27886. * Remove a particle system for the list of scene's particle systems
  27887. * @param toRemove defines the particle system to remove
  27888. * @returns the index where the particle system was in the particle system list
  27889. */
  27890. Scene.prototype.removeParticleSystem = function (toRemove) {
  27891. var index = this.particleSystems.indexOf(toRemove);
  27892. if (index !== -1) {
  27893. this.particleSystems.splice(index, 1);
  27894. }
  27895. return index;
  27896. };
  27897. /**
  27898. * Remove a animation for the list of scene's animations
  27899. * @param toRemove defines the animation to remove
  27900. * @returns the index where the animation was in the animation list
  27901. */
  27902. Scene.prototype.removeAnimation = function (toRemove) {
  27903. var index = this.animations.indexOf(toRemove);
  27904. if (index !== -1) {
  27905. this.animations.splice(index, 1);
  27906. }
  27907. return index;
  27908. };
  27909. /**
  27910. * Removes the given animation group from this scene.
  27911. * @param toRemove The animation group to remove
  27912. * @returns The index of the removed animation group
  27913. */
  27914. Scene.prototype.removeAnimationGroup = function (toRemove) {
  27915. var index = this.animationGroups.indexOf(toRemove);
  27916. if (index !== -1) {
  27917. this.animationGroups.splice(index, 1);
  27918. }
  27919. return index;
  27920. };
  27921. /**
  27922. * Removes the given multi-material from this scene.
  27923. * @param toRemove The multi-material to remove
  27924. * @returns The index of the removed multi-material
  27925. */
  27926. Scene.prototype.removeMultiMaterial = function (toRemove) {
  27927. var index = this.multiMaterials.indexOf(toRemove);
  27928. if (index !== -1) {
  27929. this.multiMaterials.splice(index, 1);
  27930. }
  27931. return index;
  27932. };
  27933. /**
  27934. * Removes the given material from this scene.
  27935. * @param toRemove The material to remove
  27936. * @returns The index of the removed material
  27937. */
  27938. Scene.prototype.removeMaterial = function (toRemove) {
  27939. var index = this.materials.indexOf(toRemove);
  27940. if (index !== -1) {
  27941. this.materials.splice(index, 1);
  27942. }
  27943. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  27944. return index;
  27945. };
  27946. /**
  27947. * Removes the given action manager from this scene.
  27948. * @param toRemove The action manager to remove
  27949. * @returns The index of the removed action manager
  27950. */
  27951. Scene.prototype.removeActionManager = function (toRemove) {
  27952. var index = this.actionManagers.indexOf(toRemove);
  27953. if (index !== -1) {
  27954. this.actionManagers.splice(index, 1);
  27955. }
  27956. return index;
  27957. };
  27958. /**
  27959. * Removes the given texture from this scene.
  27960. * @param toRemove The texture to remove
  27961. * @returns The index of the removed texture
  27962. */
  27963. Scene.prototype.removeTexture = function (toRemove) {
  27964. var index = this.textures.indexOf(toRemove);
  27965. if (index !== -1) {
  27966. this.textures.splice(index, 1);
  27967. }
  27968. this.onTextureRemovedObservable.notifyObservers(toRemove);
  27969. return index;
  27970. };
  27971. /**
  27972. * Adds the given light to this scene
  27973. * @param newLight The light to add
  27974. */
  27975. Scene.prototype.addLight = function (newLight) {
  27976. this.lights.push(newLight);
  27977. this.sortLightsByPriority();
  27978. // Add light to all meshes (To support if the light is removed and then readded)
  27979. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  27980. var mesh = _a[_i];
  27981. if (mesh._lightSources.indexOf(newLight) === -1) {
  27982. mesh._lightSources.push(newLight);
  27983. mesh._resyncLightSources();
  27984. }
  27985. }
  27986. this.onNewLightAddedObservable.notifyObservers(newLight);
  27987. };
  27988. /**
  27989. * Sorts the list list based on light priorities
  27990. */
  27991. Scene.prototype.sortLightsByPriority = function () {
  27992. if (this.requireLightSorting) {
  27993. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  27994. }
  27995. };
  27996. /**
  27997. * Adds the given camera to this scene
  27998. * @param newCamera The camera to add
  27999. */
  28000. Scene.prototype.addCamera = function (newCamera) {
  28001. this.cameras.push(newCamera);
  28002. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28003. };
  28004. /**
  28005. * Adds the given skeleton to this scene
  28006. * @param newSkeleton The skeleton to add
  28007. */
  28008. Scene.prototype.addSkeleton = function (newSkeleton) {
  28009. this.skeletons.push(newSkeleton);
  28010. };
  28011. /**
  28012. * Adds the given particle system to this scene
  28013. * @param newParticleSystem The particle system to add
  28014. */
  28015. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28016. this.particleSystems.push(newParticleSystem);
  28017. };
  28018. /**
  28019. * Adds the given animation to this scene
  28020. * @param newAnimation The animation to add
  28021. */
  28022. Scene.prototype.addAnimation = function (newAnimation) {
  28023. this.animations.push(newAnimation);
  28024. };
  28025. /**
  28026. * Adds the given animation group to this scene.
  28027. * @param newAnimationGroup The animation group to add
  28028. */
  28029. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28030. this.animationGroups.push(newAnimationGroup);
  28031. };
  28032. /**
  28033. * Adds the given multi-material to this scene
  28034. * @param newMultiMaterial The multi-material to add
  28035. */
  28036. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28037. this.multiMaterials.push(newMultiMaterial);
  28038. };
  28039. /**
  28040. * Adds the given material to this scene
  28041. * @param newMaterial The material to add
  28042. */
  28043. Scene.prototype.addMaterial = function (newMaterial) {
  28044. this.materials.push(newMaterial);
  28045. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28046. };
  28047. /**
  28048. * Adds the given morph target to this scene
  28049. * @param newMorphTargetManager The morph target to add
  28050. */
  28051. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28052. this.morphTargetManagers.push(newMorphTargetManager);
  28053. };
  28054. /**
  28055. * Adds the given geometry to this scene
  28056. * @param newGeometry The geometry to add
  28057. */
  28058. Scene.prototype.addGeometry = function (newGeometry) {
  28059. if (this.geometriesById) {
  28060. this.geometriesById[newGeometry.id] = this.geometries.length;
  28061. }
  28062. this.geometries.push(newGeometry);
  28063. };
  28064. /**
  28065. * Adds the given action manager to this scene
  28066. * @param newActionManager The action manager to add
  28067. */
  28068. Scene.prototype.addActionManager = function (newActionManager) {
  28069. this.actionManagers.push(newActionManager);
  28070. };
  28071. /**
  28072. * Adds the given texture to this scene.
  28073. * @param newTexture The texture to add
  28074. */
  28075. Scene.prototype.addTexture = function (newTexture) {
  28076. this.textures.push(newTexture);
  28077. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28078. };
  28079. /**
  28080. * Switch active camera
  28081. * @param newCamera defines the new active camera
  28082. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28083. */
  28084. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28085. if (attachControl === void 0) { attachControl = true; }
  28086. var canvas = this._engine.getRenderingCanvas();
  28087. if (!canvas) {
  28088. return;
  28089. }
  28090. if (this.activeCamera) {
  28091. this.activeCamera.detachControl(canvas);
  28092. }
  28093. this.activeCamera = newCamera;
  28094. if (attachControl) {
  28095. newCamera.attachControl(canvas);
  28096. }
  28097. };
  28098. /**
  28099. * sets the active camera of the scene using its ID
  28100. * @param id defines the camera's ID
  28101. * @return the new active camera or null if none found.
  28102. */
  28103. Scene.prototype.setActiveCameraByID = function (id) {
  28104. var camera = this.getCameraByID(id);
  28105. if (camera) {
  28106. this.activeCamera = camera;
  28107. return camera;
  28108. }
  28109. return null;
  28110. };
  28111. /**
  28112. * sets the active camera of the scene using its name
  28113. * @param name defines the camera's name
  28114. * @returns the new active camera or null if none found.
  28115. */
  28116. Scene.prototype.setActiveCameraByName = function (name) {
  28117. var camera = this.getCameraByName(name);
  28118. if (camera) {
  28119. this.activeCamera = camera;
  28120. return camera;
  28121. }
  28122. return null;
  28123. };
  28124. /**
  28125. * get an animation group using its name
  28126. * @param name defines the material's name
  28127. * @return the animation group or null if none found.
  28128. */
  28129. Scene.prototype.getAnimationGroupByName = function (name) {
  28130. for (var index = 0; index < this.animationGroups.length; index++) {
  28131. if (this.animationGroups[index].name === name) {
  28132. return this.animationGroups[index];
  28133. }
  28134. }
  28135. return null;
  28136. };
  28137. /**
  28138. * get a material using its id
  28139. * @param id defines the material's ID
  28140. * @return the material or null if none found.
  28141. */
  28142. Scene.prototype.getMaterialByID = function (id) {
  28143. for (var index = 0; index < this.materials.length; index++) {
  28144. if (this.materials[index].id === id) {
  28145. return this.materials[index];
  28146. }
  28147. }
  28148. return null;
  28149. };
  28150. /**
  28151. * Gets a material using its name
  28152. * @param name defines the material's name
  28153. * @return the material or null if none found.
  28154. */
  28155. Scene.prototype.getMaterialByName = function (name) {
  28156. for (var index = 0; index < this.materials.length; index++) {
  28157. if (this.materials[index].name === name) {
  28158. return this.materials[index];
  28159. }
  28160. }
  28161. return null;
  28162. };
  28163. /**
  28164. * Gets a camera using its id
  28165. * @param id defines the id to look for
  28166. * @returns the camera or null if not found
  28167. */
  28168. Scene.prototype.getCameraByID = function (id) {
  28169. for (var index = 0; index < this.cameras.length; index++) {
  28170. if (this.cameras[index].id === id) {
  28171. return this.cameras[index];
  28172. }
  28173. }
  28174. return null;
  28175. };
  28176. /**
  28177. * Gets a camera using its unique id
  28178. * @param uniqueId defines the unique id to look for
  28179. * @returns the camera or null if not found
  28180. */
  28181. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28182. for (var index = 0; index < this.cameras.length; index++) {
  28183. if (this.cameras[index].uniqueId === uniqueId) {
  28184. return this.cameras[index];
  28185. }
  28186. }
  28187. return null;
  28188. };
  28189. /**
  28190. * Gets a camera using its name
  28191. * @param name defines the camera's name
  28192. * @return the camera or null if none found.
  28193. */
  28194. Scene.prototype.getCameraByName = function (name) {
  28195. for (var index = 0; index < this.cameras.length; index++) {
  28196. if (this.cameras[index].name === name) {
  28197. return this.cameras[index];
  28198. }
  28199. }
  28200. return null;
  28201. };
  28202. /**
  28203. * Gets a bone using its id
  28204. * @param id defines the bone's id
  28205. * @return the bone or null if not found
  28206. */
  28207. Scene.prototype.getBoneByID = function (id) {
  28208. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28209. var skeleton = this.skeletons[skeletonIndex];
  28210. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28211. if (skeleton.bones[boneIndex].id === id) {
  28212. return skeleton.bones[boneIndex];
  28213. }
  28214. }
  28215. }
  28216. return null;
  28217. };
  28218. /**
  28219. * Gets a bone using its id
  28220. * @param name defines the bone's name
  28221. * @return the bone or null if not found
  28222. */
  28223. Scene.prototype.getBoneByName = function (name) {
  28224. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28225. var skeleton = this.skeletons[skeletonIndex];
  28226. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28227. if (skeleton.bones[boneIndex].name === name) {
  28228. return skeleton.bones[boneIndex];
  28229. }
  28230. }
  28231. }
  28232. return null;
  28233. };
  28234. /**
  28235. * Gets a light node using its name
  28236. * @param name defines the the light's name
  28237. * @return the light or null if none found.
  28238. */
  28239. Scene.prototype.getLightByName = function (name) {
  28240. for (var index = 0; index < this.lights.length; index++) {
  28241. if (this.lights[index].name === name) {
  28242. return this.lights[index];
  28243. }
  28244. }
  28245. return null;
  28246. };
  28247. /**
  28248. * Gets a light node using its id
  28249. * @param id defines the light's id
  28250. * @return the light or null if none found.
  28251. */
  28252. Scene.prototype.getLightByID = function (id) {
  28253. for (var index = 0; index < this.lights.length; index++) {
  28254. if (this.lights[index].id === id) {
  28255. return this.lights[index];
  28256. }
  28257. }
  28258. return null;
  28259. };
  28260. /**
  28261. * Gets a light node using its scene-generated unique ID
  28262. * @param uniqueId defines the light's unique id
  28263. * @return the light or null if none found.
  28264. */
  28265. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28266. for (var index = 0; index < this.lights.length; index++) {
  28267. if (this.lights[index].uniqueId === uniqueId) {
  28268. return this.lights[index];
  28269. }
  28270. }
  28271. return null;
  28272. };
  28273. /**
  28274. * Gets a particle system by id
  28275. * @param id defines the particle system id
  28276. * @return the corresponding system or null if none found
  28277. */
  28278. Scene.prototype.getParticleSystemByID = function (id) {
  28279. for (var index = 0; index < this.particleSystems.length; index++) {
  28280. if (this.particleSystems[index].id === id) {
  28281. return this.particleSystems[index];
  28282. }
  28283. }
  28284. return null;
  28285. };
  28286. /**
  28287. * Gets a geometry using its ID
  28288. * @param id defines the geometry's id
  28289. * @return the geometry or null if none found.
  28290. */
  28291. Scene.prototype.getGeometryByID = function (id) {
  28292. if (this.geometriesById) {
  28293. var index_1 = this.geometriesById[id];
  28294. if (index_1 !== undefined) {
  28295. return this.geometries[index_1];
  28296. }
  28297. }
  28298. else {
  28299. for (var index = 0; index < this.geometries.length; index++) {
  28300. if (this.geometries[index].id === id) {
  28301. return this.geometries[index];
  28302. }
  28303. }
  28304. }
  28305. return null;
  28306. };
  28307. /**
  28308. * Add a new geometry to this scene
  28309. * @param geometry defines the geometry to be added to the scene.
  28310. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28311. * @return a boolean defining if the geometry was added or not
  28312. */
  28313. Scene.prototype.pushGeometry = function (geometry, force) {
  28314. if (!force && this.getGeometryByID(geometry.id)) {
  28315. return false;
  28316. }
  28317. this.addGeometry(geometry);
  28318. //notify the collision coordinator
  28319. if (this.collisionCoordinator) {
  28320. this.collisionCoordinator.onGeometryAdded(geometry);
  28321. }
  28322. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28323. return true;
  28324. };
  28325. /**
  28326. * Removes an existing geometry
  28327. * @param geometry defines the geometry to be removed from the scene
  28328. * @return a boolean defining if the geometry was removed or not
  28329. */
  28330. Scene.prototype.removeGeometry = function (geometry) {
  28331. var index;
  28332. if (this.geometriesById) {
  28333. index = this.geometriesById[geometry.id];
  28334. if (index === undefined) {
  28335. return false;
  28336. }
  28337. }
  28338. else {
  28339. index = this.geometries.indexOf(geometry);
  28340. if (index < 0) {
  28341. return false;
  28342. }
  28343. }
  28344. if (index !== this.geometries.length - 1) {
  28345. var lastGeometry = this.geometries[this.geometries.length - 1];
  28346. this.geometries[index] = lastGeometry;
  28347. if (this.geometriesById) {
  28348. this.geometriesById[lastGeometry.id] = index;
  28349. this.geometriesById[geometry.id] = undefined;
  28350. }
  28351. }
  28352. this.geometries.pop();
  28353. //notify the collision coordinator
  28354. if (this.collisionCoordinator) {
  28355. this.collisionCoordinator.onGeometryDeleted(geometry);
  28356. }
  28357. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28358. return true;
  28359. };
  28360. /**
  28361. * Gets the list of geometries attached to the scene
  28362. * @returns an array of Geometry
  28363. */
  28364. Scene.prototype.getGeometries = function () {
  28365. return this.geometries;
  28366. };
  28367. /**
  28368. * Gets the first added mesh found of a given ID
  28369. * @param id defines the id to search for
  28370. * @return the mesh found or null if not found at all
  28371. */
  28372. Scene.prototype.getMeshByID = function (id) {
  28373. for (var index = 0; index < this.meshes.length; index++) {
  28374. if (this.meshes[index].id === id) {
  28375. return this.meshes[index];
  28376. }
  28377. }
  28378. return null;
  28379. };
  28380. /**
  28381. * Gets a list of meshes using their id
  28382. * @param id defines the id to search for
  28383. * @returns a list of meshes
  28384. */
  28385. Scene.prototype.getMeshesByID = function (id) {
  28386. return this.meshes.filter(function (m) {
  28387. return m.id === id;
  28388. });
  28389. };
  28390. /**
  28391. * Gets the first added transform node found of a given ID
  28392. * @param id defines the id to search for
  28393. * @return the found transform node or null if not found at all.
  28394. */
  28395. Scene.prototype.getTransformNodeByID = function (id) {
  28396. for (var index = 0; index < this.transformNodes.length; index++) {
  28397. if (this.transformNodes[index].id === id) {
  28398. return this.transformNodes[index];
  28399. }
  28400. }
  28401. return null;
  28402. };
  28403. /**
  28404. * Gets a list of transform nodes using their id
  28405. * @param id defines the id to search for
  28406. * @returns a list of transform nodes
  28407. */
  28408. Scene.prototype.getTransformNodesByID = function (id) {
  28409. return this.transformNodes.filter(function (m) {
  28410. return m.id === id;
  28411. });
  28412. };
  28413. /**
  28414. * Gets a mesh with its auto-generated unique id
  28415. * @param uniqueId defines the unique id to search for
  28416. * @return the found mesh or null if not found at all.
  28417. */
  28418. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28419. for (var index = 0; index < this.meshes.length; index++) {
  28420. if (this.meshes[index].uniqueId === uniqueId) {
  28421. return this.meshes[index];
  28422. }
  28423. }
  28424. return null;
  28425. };
  28426. /**
  28427. * Gets a the last added mesh using a given id
  28428. * @param id defines the id to search for
  28429. * @return the found mesh or null if not found at all.
  28430. */
  28431. Scene.prototype.getLastMeshByID = function (id) {
  28432. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28433. if (this.meshes[index].id === id) {
  28434. return this.meshes[index];
  28435. }
  28436. }
  28437. return null;
  28438. };
  28439. /**
  28440. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28441. * @param id defines the id to search for
  28442. * @return the found node or null if not found at all
  28443. */
  28444. Scene.prototype.getLastEntryByID = function (id) {
  28445. var index;
  28446. for (index = this.meshes.length - 1; index >= 0; index--) {
  28447. if (this.meshes[index].id === id) {
  28448. return this.meshes[index];
  28449. }
  28450. }
  28451. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28452. if (this.transformNodes[index].id === id) {
  28453. return this.transformNodes[index];
  28454. }
  28455. }
  28456. for (index = this.cameras.length - 1; index >= 0; index--) {
  28457. if (this.cameras[index].id === id) {
  28458. return this.cameras[index];
  28459. }
  28460. }
  28461. for (index = this.lights.length - 1; index >= 0; index--) {
  28462. if (this.lights[index].id === id) {
  28463. return this.lights[index];
  28464. }
  28465. }
  28466. return null;
  28467. };
  28468. /**
  28469. * Gets a node (Mesh, Camera, Light) using a given id
  28470. * @param id defines the id to search for
  28471. * @return the found node or null if not found at all
  28472. */
  28473. Scene.prototype.getNodeByID = function (id) {
  28474. var mesh = this.getMeshByID(id);
  28475. if (mesh) {
  28476. return mesh;
  28477. }
  28478. var light = this.getLightByID(id);
  28479. if (light) {
  28480. return light;
  28481. }
  28482. var camera = this.getCameraByID(id);
  28483. if (camera) {
  28484. return camera;
  28485. }
  28486. var bone = this.getBoneByID(id);
  28487. return bone;
  28488. };
  28489. /**
  28490. * Gets a node (Mesh, Camera, Light) using a given name
  28491. * @param name defines the name to search for
  28492. * @return the found node or null if not found at all.
  28493. */
  28494. Scene.prototype.getNodeByName = function (name) {
  28495. var mesh = this.getMeshByName(name);
  28496. if (mesh) {
  28497. return mesh;
  28498. }
  28499. var light = this.getLightByName(name);
  28500. if (light) {
  28501. return light;
  28502. }
  28503. var camera = this.getCameraByName(name);
  28504. if (camera) {
  28505. return camera;
  28506. }
  28507. var bone = this.getBoneByName(name);
  28508. return bone;
  28509. };
  28510. /**
  28511. * Gets a mesh using a given name
  28512. * @param name defines the name to search for
  28513. * @return the found mesh or null if not found at all.
  28514. */
  28515. Scene.prototype.getMeshByName = function (name) {
  28516. for (var index = 0; index < this.meshes.length; index++) {
  28517. if (this.meshes[index].name === name) {
  28518. return this.meshes[index];
  28519. }
  28520. }
  28521. return null;
  28522. };
  28523. /**
  28524. * Gets a transform node using a given name
  28525. * @param name defines the name to search for
  28526. * @return the found transform node or null if not found at all.
  28527. */
  28528. Scene.prototype.getTransformNodeByName = function (name) {
  28529. for (var index = 0; index < this.transformNodes.length; index++) {
  28530. if (this.transformNodes[index].name === name) {
  28531. return this.transformNodes[index];
  28532. }
  28533. }
  28534. return null;
  28535. };
  28536. /**
  28537. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28538. * @param id defines the id to search for
  28539. * @return the found skeleton or null if not found at all.
  28540. */
  28541. Scene.prototype.getLastSkeletonByID = function (id) {
  28542. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28543. if (this.skeletons[index].id === id) {
  28544. return this.skeletons[index];
  28545. }
  28546. }
  28547. return null;
  28548. };
  28549. /**
  28550. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28551. * @param id defines the id to search for
  28552. * @return the found skeleton or null if not found at all.
  28553. */
  28554. Scene.prototype.getSkeletonById = function (id) {
  28555. for (var index = 0; index < this.skeletons.length; index++) {
  28556. if (this.skeletons[index].id === id) {
  28557. return this.skeletons[index];
  28558. }
  28559. }
  28560. return null;
  28561. };
  28562. /**
  28563. * Gets a skeleton using a given name
  28564. * @param name defines the name to search for
  28565. * @return the found skeleton or null if not found at all.
  28566. */
  28567. Scene.prototype.getSkeletonByName = function (name) {
  28568. for (var index = 0; index < this.skeletons.length; index++) {
  28569. if (this.skeletons[index].name === name) {
  28570. return this.skeletons[index];
  28571. }
  28572. }
  28573. return null;
  28574. };
  28575. /**
  28576. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28577. * @param id defines the id to search for
  28578. * @return the found morph target manager or null if not found at all.
  28579. */
  28580. Scene.prototype.getMorphTargetManagerById = function (id) {
  28581. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28582. if (this.morphTargetManagers[index].uniqueId === id) {
  28583. return this.morphTargetManagers[index];
  28584. }
  28585. }
  28586. return null;
  28587. };
  28588. /**
  28589. * Gets a boolean indicating if the given mesh is active
  28590. * @param mesh defines the mesh to look for
  28591. * @returns true if the mesh is in the active list
  28592. */
  28593. Scene.prototype.isActiveMesh = function (mesh) {
  28594. return (this._activeMeshes.indexOf(mesh) !== -1);
  28595. };
  28596. Object.defineProperty(Scene.prototype, "uid", {
  28597. /**
  28598. * Return a unique id as a string which can serve as an identifier for the scene
  28599. */
  28600. get: function () {
  28601. if (!this._uid) {
  28602. this._uid = BABYLON.Tools.RandomId();
  28603. }
  28604. return this._uid;
  28605. },
  28606. enumerable: true,
  28607. configurable: true
  28608. });
  28609. /**
  28610. * Add an externaly attached data from its key.
  28611. * This method call will fail and return false, if such key already exists.
  28612. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28613. * @param key the unique key that identifies the data
  28614. * @param data the data object to associate to the key for this Engine instance
  28615. * @return true if no such key were already present and the data was added successfully, false otherwise
  28616. */
  28617. Scene.prototype.addExternalData = function (key, data) {
  28618. if (!this._externalData) {
  28619. this._externalData = new BABYLON.StringDictionary();
  28620. }
  28621. return this._externalData.add(key, data);
  28622. };
  28623. /**
  28624. * Get an externaly attached data from its key
  28625. * @param key the unique key that identifies the data
  28626. * @return the associated data, if present (can be null), or undefined if not present
  28627. */
  28628. Scene.prototype.getExternalData = function (key) {
  28629. if (!this._externalData) {
  28630. return null;
  28631. }
  28632. return this._externalData.get(key);
  28633. };
  28634. /**
  28635. * Get an externaly attached data from its key, create it using a factory if it's not already present
  28636. * @param key the unique key that identifies the data
  28637. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  28638. * @return the associated data, can be null if the factory returned null.
  28639. */
  28640. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  28641. if (!this._externalData) {
  28642. this._externalData = new BABYLON.StringDictionary();
  28643. }
  28644. return this._externalData.getOrAddWithFactory(key, factory);
  28645. };
  28646. /**
  28647. * Remove an externaly attached data from the Engine instance
  28648. * @param key the unique key that identifies the data
  28649. * @return true if the data was successfully removed, false if it doesn't exist
  28650. */
  28651. Scene.prototype.removeExternalData = function (key) {
  28652. return this._externalData.remove(key);
  28653. };
  28654. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  28655. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  28656. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  28657. var step = _a[_i];
  28658. step.action(mesh, subMesh);
  28659. }
  28660. var material = subMesh.getMaterial();
  28661. if (material !== null && material !== undefined) {
  28662. // Render targets
  28663. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  28664. if (this._processedMaterials.indexOf(material) === -1) {
  28665. this._processedMaterials.push(material);
  28666. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  28667. }
  28668. }
  28669. // Dispatch
  28670. this._activeIndices.addCount(subMesh.indexCount, false);
  28671. this._renderingManager.dispatch(subMesh, mesh, material);
  28672. }
  28673. }
  28674. };
  28675. /**
  28676. * Clear the processed materials smart array preventing retention point in material dispose.
  28677. */
  28678. Scene.prototype.freeProcessedMaterials = function () {
  28679. this._processedMaterials.dispose();
  28680. };
  28681. /**
  28682. * Clear the active meshes smart array preventing retention point in mesh dispose.
  28683. */
  28684. Scene.prototype.freeActiveMeshes = function () {
  28685. this._activeMeshes.dispose();
  28686. if (this.activeCamera && this.activeCamera._activeMeshes) {
  28687. this.activeCamera._activeMeshes.dispose();
  28688. }
  28689. if (this.activeCameras) {
  28690. for (var i = 0; i < this.activeCameras.length; i++) {
  28691. var activeCamera = this.activeCameras[i];
  28692. if (activeCamera && activeCamera._activeMeshes) {
  28693. activeCamera._activeMeshes.dispose();
  28694. }
  28695. }
  28696. }
  28697. };
  28698. /**
  28699. * Clear the info related to rendering groups preventing retention points during dispose.
  28700. */
  28701. Scene.prototype.freeRenderingGroups = function () {
  28702. if (this._renderingManager) {
  28703. this._renderingManager.freeRenderingGroups();
  28704. }
  28705. if (this.textures) {
  28706. for (var i = 0; i < this.textures.length; i++) {
  28707. var texture = this.textures[i];
  28708. if (texture && texture.renderList) {
  28709. texture.freeRenderingGroups();
  28710. }
  28711. }
  28712. }
  28713. };
  28714. /** @hidden */
  28715. Scene.prototype._isInIntermediateRendering = function () {
  28716. return this._intermediateRendering;
  28717. };
  28718. /**
  28719. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  28720. * @returns the current scene
  28721. */
  28722. Scene.prototype.freezeActiveMeshes = function () {
  28723. if (!this.activeCamera) {
  28724. return this;
  28725. }
  28726. if (!this._frustumPlanes) {
  28727. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28728. }
  28729. this._evaluateActiveMeshes();
  28730. this._activeMeshesFrozen = true;
  28731. return this;
  28732. };
  28733. /**
  28734. * Use this function to restart evaluating active meshes on every frame
  28735. * @returns the current scene
  28736. */
  28737. Scene.prototype.unfreezeActiveMeshes = function () {
  28738. this._activeMeshesFrozen = false;
  28739. return this;
  28740. };
  28741. Scene.prototype._evaluateActiveMeshes = function () {
  28742. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  28743. return;
  28744. }
  28745. if (!this.activeCamera) {
  28746. return;
  28747. }
  28748. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  28749. this.activeCamera._activeMeshes.reset();
  28750. this._activeMeshes.reset();
  28751. this._renderingManager.reset();
  28752. this._processedMaterials.reset();
  28753. this._activeParticleSystems.reset();
  28754. this._activeSkeletons.reset();
  28755. this._softwareSkinnedMeshes.reset();
  28756. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  28757. var step = _a[_i];
  28758. step.action();
  28759. }
  28760. // Determine mesh candidates
  28761. var meshes = this.getActiveMeshCandidates();
  28762. // Check each mesh
  28763. var len = meshes.length;
  28764. for (var i = 0; i < len; i++) {
  28765. var mesh = meshes.data[i];
  28766. if (mesh.isBlocked) {
  28767. continue;
  28768. }
  28769. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  28770. if (!mesh.isReady() || !mesh.isEnabled()) {
  28771. continue;
  28772. }
  28773. mesh.computeWorldMatrix();
  28774. // Intersections
  28775. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  28776. this._meshesForIntersections.pushNoDuplicate(mesh);
  28777. }
  28778. // Switch to current LOD
  28779. var meshLOD = mesh.getLOD(this.activeCamera);
  28780. if (meshLOD === undefined || meshLOD === null) {
  28781. continue;
  28782. }
  28783. mesh._preActivate();
  28784. if (mesh.isVisible && mesh.visibility > 0 && (mesh.alwaysSelectAsActiveMesh || ((mesh.layerMask & this.activeCamera.layerMask) !== 0 && mesh.isInFrustum(this._frustumPlanes)))) {
  28785. this._activeMeshes.push(mesh);
  28786. this.activeCamera._activeMeshes.push(mesh);
  28787. mesh._activate(this._renderId);
  28788. if (meshLOD !== mesh) {
  28789. meshLOD._activate(this._renderId);
  28790. }
  28791. this._activeMesh(mesh, meshLOD);
  28792. }
  28793. }
  28794. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  28795. // Particle systems
  28796. if (this.particlesEnabled) {
  28797. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  28798. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  28799. var particleSystem = this.particleSystems[particleIndex];
  28800. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  28801. continue;
  28802. }
  28803. var emitter = particleSystem.emitter;
  28804. if (!emitter.position || emitter.isEnabled()) {
  28805. this._activeParticleSystems.push(particleSystem);
  28806. particleSystem.animate();
  28807. this._renderingManager.dispatchParticles(particleSystem);
  28808. }
  28809. }
  28810. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  28811. }
  28812. };
  28813. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  28814. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  28815. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  28816. mesh.skeleton.prepare();
  28817. }
  28818. if (!mesh.computeBonesUsingShaders) {
  28819. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  28820. }
  28821. }
  28822. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  28823. var step = _a[_i];
  28824. step.action(sourceMesh, mesh);
  28825. }
  28826. if (mesh !== undefined && mesh !== null
  28827. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  28828. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  28829. var len = subMeshes.length;
  28830. for (var i = 0; i < len; i++) {
  28831. var subMesh = subMeshes.data[i];
  28832. this._evaluateSubMesh(subMesh, mesh);
  28833. }
  28834. }
  28835. };
  28836. /**
  28837. * Update the transform matrix to update from the current active camera
  28838. * @param force defines a boolean used to force the update even if cache is up to date
  28839. */
  28840. Scene.prototype.updateTransformMatrix = function (force) {
  28841. if (!this.activeCamera) {
  28842. return;
  28843. }
  28844. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  28845. };
  28846. /**
  28847. * 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)
  28848. * @param alternateCamera defines the camera to use
  28849. */
  28850. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  28851. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  28852. };
  28853. Scene.prototype._renderForCamera = function (camera, rigParent) {
  28854. if (camera && camera._skipRendering) {
  28855. return;
  28856. }
  28857. var engine = this._engine;
  28858. this.activeCamera = camera;
  28859. if (!this.activeCamera) {
  28860. throw new Error("Active camera not set");
  28861. }
  28862. // Viewport
  28863. engine.setViewport(this.activeCamera.viewport);
  28864. // Camera
  28865. this.resetCachedMaterial();
  28866. this._renderId++;
  28867. this.updateTransformMatrix();
  28868. if (camera._alternateCamera) {
  28869. this.updateAlternateTransformMatrix(camera._alternateCamera);
  28870. this._alternateRendering = true;
  28871. }
  28872. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  28873. // Meshes
  28874. this._evaluateActiveMeshes();
  28875. // Software skinning
  28876. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  28877. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  28878. mesh.applySkeleton(mesh.skeleton);
  28879. }
  28880. // Render targets
  28881. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  28882. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  28883. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  28884. }
  28885. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  28886. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  28887. }
  28888. // Collects render targets from external components.
  28889. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  28890. var step = _a[_i];
  28891. step.action(this._renderTargets);
  28892. }
  28893. if (this.renderTargetsEnabled) {
  28894. this._intermediateRendering = true;
  28895. if (this._renderTargets.length > 0) {
  28896. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  28897. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  28898. var renderTarget = this._renderTargets.data[renderIndex];
  28899. if (renderTarget._shouldRender()) {
  28900. this._renderId++;
  28901. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  28902. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  28903. }
  28904. }
  28905. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  28906. this._renderId++;
  28907. }
  28908. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  28909. var step = _c[_b];
  28910. step.action(this.activeCamera);
  28911. }
  28912. this._intermediateRendering = false;
  28913. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  28914. }
  28915. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  28916. // Prepare Frame
  28917. if (this.postProcessManager) {
  28918. this.postProcessManager._prepareFrame();
  28919. }
  28920. // Before Camera Draw
  28921. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  28922. var step = _e[_d];
  28923. step.action(this.activeCamera);
  28924. }
  28925. // Render
  28926. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  28927. this._renderingManager.render(null, null, true, true);
  28928. this.onAfterDrawPhaseObservable.notifyObservers(this);
  28929. // After Camera Draw
  28930. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  28931. var step = _g[_f];
  28932. step.action(this.activeCamera);
  28933. }
  28934. // Finalize frame
  28935. if (this.postProcessManager) {
  28936. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  28937. }
  28938. // Reset some special arrays
  28939. this._renderTargets.reset();
  28940. this._alternateRendering = false;
  28941. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  28942. };
  28943. Scene.prototype._processSubCameras = function (camera) {
  28944. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  28945. this._renderForCamera(camera);
  28946. return;
  28947. }
  28948. // rig cameras
  28949. for (var index = 0; index < camera._rigCameras.length; index++) {
  28950. this._renderForCamera(camera._rigCameras[index], camera);
  28951. }
  28952. this.activeCamera = camera;
  28953. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28954. };
  28955. Scene.prototype._checkIntersections = function () {
  28956. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  28957. var sourceMesh = this._meshesForIntersections.data[index];
  28958. if (!sourceMesh.actionManager) {
  28959. continue;
  28960. }
  28961. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  28962. var action = sourceMesh.actionManager.actions[actionIndex];
  28963. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28964. var parameters = action.getTriggerParameter();
  28965. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  28966. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  28967. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  28968. if (areIntersecting && currentIntersectionInProgress === -1) {
  28969. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  28970. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  28971. sourceMesh._intersectionsInProgress.push(otherMesh);
  28972. }
  28973. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28974. sourceMesh._intersectionsInProgress.push(otherMesh);
  28975. }
  28976. }
  28977. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  28978. //They intersected, and now they don't.
  28979. //is this trigger an exit trigger? execute an event.
  28980. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28981. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  28982. }
  28983. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  28984. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  28985. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  28986. return otherMesh === parameterMesh;
  28987. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28988. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  28989. }
  28990. }
  28991. }
  28992. }
  28993. }
  28994. };
  28995. /** @hidden */
  28996. Scene.prototype._advancePhysicsEngineStep = function (step) {
  28997. // Do nothing. Code will be replaced if physics engine component is referenced
  28998. };
  28999. /**
  29000. * Render the scene
  29001. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29002. */
  29003. Scene.prototype.render = function (updateCameras) {
  29004. if (updateCameras === void 0) { updateCameras = true; }
  29005. if (this.isDisposed) {
  29006. return;
  29007. }
  29008. this._frameId++;
  29009. // Register components that have been associated lately to the scene.
  29010. this._registerTransientComponents();
  29011. this._activeParticles.fetchNewFrame();
  29012. this._totalVertices.fetchNewFrame();
  29013. this._activeIndices.fetchNewFrame();
  29014. this._activeBones.fetchNewFrame();
  29015. this._meshesForIntersections.reset();
  29016. this.resetCachedMaterial();
  29017. this.onBeforeAnimationsObservable.notifyObservers(this);
  29018. // Actions
  29019. if (this.actionManager) {
  29020. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29021. }
  29022. if (this._engine.isDeterministicLockStep()) {
  29023. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29024. var defaultFPS = (60.0 / 1000.0);
  29025. var defaultFrameTime = this.getDeterministicFrameTime();
  29026. var stepsTaken = 0;
  29027. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29028. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29029. internalSteps = Math.min(internalSteps, maxSubSteps);
  29030. do {
  29031. this.onBeforeStepObservable.notifyObservers(this);
  29032. // Animations
  29033. this._animationRatio = defaultFrameTime * defaultFPS;
  29034. this._animate();
  29035. this.onAfterAnimationsObservable.notifyObservers(this);
  29036. // Physics
  29037. this._advancePhysicsEngineStep(defaultFrameTime);
  29038. this.onAfterStepObservable.notifyObservers(this);
  29039. this._currentStepId++;
  29040. stepsTaken++;
  29041. deltaTime -= defaultFrameTime;
  29042. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29043. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29044. }
  29045. else {
  29046. // Animations
  29047. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29048. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29049. this._animate();
  29050. this.onAfterAnimationsObservable.notifyObservers(this);
  29051. // Physics
  29052. this._advancePhysicsEngineStep(deltaTime);
  29053. }
  29054. // Before camera update steps
  29055. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29056. var step = _a[_i];
  29057. step.action();
  29058. }
  29059. // Update Cameras
  29060. if (updateCameras) {
  29061. if (this.activeCameras.length > 0) {
  29062. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29063. var camera = this.activeCameras[cameraIndex];
  29064. camera.update();
  29065. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29066. // rig cameras
  29067. for (var index = 0; index < camera._rigCameras.length; index++) {
  29068. camera._rigCameras[index].update();
  29069. }
  29070. }
  29071. }
  29072. }
  29073. else if (this.activeCamera) {
  29074. this.activeCamera.update();
  29075. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29076. // rig cameras
  29077. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29078. this.activeCamera._rigCameras[index].update();
  29079. }
  29080. }
  29081. }
  29082. }
  29083. // Before render
  29084. this.onBeforeRenderObservable.notifyObservers(this);
  29085. // Customs render targets
  29086. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29087. var engine = this.getEngine();
  29088. var currentActiveCamera = this.activeCamera;
  29089. if (this.renderTargetsEnabled) {
  29090. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29091. this._intermediateRendering = true;
  29092. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29093. var renderTarget = this.customRenderTargets[customIndex];
  29094. if (renderTarget._shouldRender()) {
  29095. this._renderId++;
  29096. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29097. if (!this.activeCamera) {
  29098. throw new Error("Active camera not set");
  29099. }
  29100. // Viewport
  29101. engine.setViewport(this.activeCamera.viewport);
  29102. // Camera
  29103. this.updateTransformMatrix();
  29104. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29105. }
  29106. }
  29107. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29108. this._intermediateRendering = false;
  29109. this._renderId++;
  29110. }
  29111. // Restore back buffer
  29112. if (this.customRenderTargets.length > 0) {
  29113. engine.restoreDefaultFramebuffer();
  29114. }
  29115. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29116. this.activeCamera = currentActiveCamera;
  29117. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29118. var step = _c[_b];
  29119. step.action();
  29120. }
  29121. // Clear
  29122. if (this.autoClearDepthAndStencil || this.autoClear) {
  29123. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29124. }
  29125. // Collects render targets from external components.
  29126. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29127. var step = _e[_d];
  29128. step.action(this._renderTargets);
  29129. }
  29130. // Multi-cameras?
  29131. if (this.activeCameras.length > 0) {
  29132. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29133. if (cameraIndex > 0) {
  29134. this._engine.clear(null, false, true, true);
  29135. }
  29136. this._processSubCameras(this.activeCameras[cameraIndex]);
  29137. }
  29138. }
  29139. else {
  29140. if (!this.activeCamera) {
  29141. throw new Error("No camera defined");
  29142. }
  29143. this._processSubCameras(this.activeCamera);
  29144. }
  29145. // Intersection checks
  29146. this._checkIntersections();
  29147. // Executes the after render stage actions.
  29148. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29149. var step = _g[_f];
  29150. step.action();
  29151. }
  29152. // After render
  29153. if (this.afterRender) {
  29154. this.afterRender();
  29155. }
  29156. this.onAfterRenderObservable.notifyObservers(this);
  29157. // Cleaning
  29158. if (this._toBeDisposed.length) {
  29159. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29160. var data = this._toBeDisposed[index];
  29161. if (data) {
  29162. data.dispose();
  29163. }
  29164. }
  29165. this._toBeDisposed = [];
  29166. }
  29167. if (this.dumpNextRenderTargets) {
  29168. this.dumpNextRenderTargets = false;
  29169. }
  29170. this._activeBones.addCount(0, true);
  29171. this._activeIndices.addCount(0, true);
  29172. this._activeParticles.addCount(0, true);
  29173. };
  29174. /**
  29175. * Freeze all materials
  29176. * A frozen material will not be updatable but should be faster to render
  29177. */
  29178. Scene.prototype.freezeMaterials = function () {
  29179. for (var i = 0; i < this.materials.length; i++) {
  29180. this.materials[i].freeze();
  29181. }
  29182. };
  29183. /**
  29184. * Unfreeze all materials
  29185. * A frozen material will not be updatable but should be faster to render
  29186. */
  29187. Scene.prototype.unfreezeMaterials = function () {
  29188. for (var i = 0; i < this.materials.length; i++) {
  29189. this.materials[i].unfreeze();
  29190. }
  29191. };
  29192. /**
  29193. * Releases all held ressources
  29194. */
  29195. Scene.prototype.dispose = function () {
  29196. this.beforeRender = null;
  29197. this.afterRender = null;
  29198. this.skeletons = [];
  29199. this.morphTargetManagers = [];
  29200. this._transientComponents = [];
  29201. this._isReadyForMeshStage.clear();
  29202. this._beforeEvaluateActiveMeshStage.clear();
  29203. this._evaluateSubMeshStage.clear();
  29204. this._activeMeshStage.clear();
  29205. this._cameraDrawRenderTargetStage.clear();
  29206. this._beforeCameraDrawStage.clear();
  29207. this._beforeRenderingGroupDrawStage.clear();
  29208. this._beforeRenderingMeshStage.clear();
  29209. this._afterRenderingMeshStage.clear();
  29210. this._afterRenderingGroupDrawStage.clear();
  29211. this._afterCameraDrawStage.clear();
  29212. this._afterRenderStage.clear();
  29213. this._beforeCameraUpdateStage.clear();
  29214. this._beforeClearStage.clear();
  29215. this._gatherRenderTargetsStage.clear();
  29216. this._gatherActiveCameraRenderTargetsStage.clear();
  29217. this._pointerMoveStage.clear();
  29218. this._pointerDownStage.clear();
  29219. this._pointerUpStage.clear();
  29220. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29221. var component = _a[_i];
  29222. component.dispose();
  29223. }
  29224. this.importedMeshesFiles = new Array();
  29225. this.stopAllAnimations();
  29226. this.resetCachedMaterial();
  29227. // Smart arrays
  29228. if (this.activeCamera) {
  29229. this.activeCamera._activeMeshes.dispose();
  29230. this.activeCamera = null;
  29231. }
  29232. this._activeMeshes.dispose();
  29233. this._renderingManager.dispose();
  29234. this._processedMaterials.dispose();
  29235. this._activeParticleSystems.dispose();
  29236. this._activeSkeletons.dispose();
  29237. this._softwareSkinnedMeshes.dispose();
  29238. this._renderTargets.dispose();
  29239. this._registeredForLateAnimationBindings.dispose();
  29240. this._meshesForIntersections.dispose();
  29241. this._toBeDisposed = [];
  29242. // Abort active requests
  29243. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29244. var request = _c[_b];
  29245. request.abort();
  29246. }
  29247. // Events
  29248. this.onDisposeObservable.notifyObservers(this);
  29249. this.onDisposeObservable.clear();
  29250. this.onBeforeRenderObservable.clear();
  29251. this.onAfterRenderObservable.clear();
  29252. this.onBeforeRenderTargetsRenderObservable.clear();
  29253. this.onAfterRenderTargetsRenderObservable.clear();
  29254. this.onAfterStepObservable.clear();
  29255. this.onBeforeStepObservable.clear();
  29256. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29257. this.onAfterActiveMeshesEvaluationObservable.clear();
  29258. this.onBeforeParticlesRenderingObservable.clear();
  29259. this.onAfterParticlesRenderingObservable.clear();
  29260. this.onBeforeDrawPhaseObservable.clear();
  29261. this.onAfterDrawPhaseObservable.clear();
  29262. this.onBeforeAnimationsObservable.clear();
  29263. this.onAfterAnimationsObservable.clear();
  29264. this.onDataLoadedObservable.clear();
  29265. this.onBeforeRenderingGroupObservable.clear();
  29266. this.onAfterRenderingGroupObservable.clear();
  29267. this.onMeshImportedObservable.clear();
  29268. this.onBeforeCameraRenderObservable.clear();
  29269. this.onAfterCameraRenderObservable.clear();
  29270. this.onReadyObservable.clear();
  29271. this.onNewCameraAddedObservable.clear();
  29272. this.onCameraRemovedObservable.clear();
  29273. this.onNewLightAddedObservable.clear();
  29274. this.onLightRemovedObservable.clear();
  29275. this.onNewGeometryAddedObservable.clear();
  29276. this.onGeometryRemovedObservable.clear();
  29277. this.onNewTransformNodeAddedObservable.clear();
  29278. this.onTransformNodeRemovedObservable.clear();
  29279. this.onNewMeshAddedObservable.clear();
  29280. this.onMeshRemovedObservable.clear();
  29281. this.onNewMaterialAddedObservable.clear();
  29282. this.onMaterialRemovedObservable.clear();
  29283. this.onNewTextureAddedObservable.clear();
  29284. this.onTextureRemovedObservable.clear();
  29285. this.onPrePointerObservable.clear();
  29286. this.onPointerObservable.clear();
  29287. this.onPreKeyboardObservable.clear();
  29288. this.onKeyboardObservable.clear();
  29289. this.detachControl();
  29290. // Detach cameras
  29291. var canvas = this._engine.getRenderingCanvas();
  29292. if (canvas) {
  29293. var index;
  29294. for (index = 0; index < this.cameras.length; index++) {
  29295. this.cameras[index].detachControl(canvas);
  29296. }
  29297. }
  29298. // Release animation groups
  29299. while (this.animationGroups.length) {
  29300. this.animationGroups[0].dispose();
  29301. }
  29302. // Release lights
  29303. while (this.lights.length) {
  29304. this.lights[0].dispose();
  29305. }
  29306. // Release meshes
  29307. while (this.meshes.length) {
  29308. this.meshes[0].dispose(true);
  29309. }
  29310. while (this.transformNodes.length) {
  29311. this.removeTransformNode(this.transformNodes[0]);
  29312. }
  29313. // Release cameras
  29314. while (this.cameras.length) {
  29315. this.cameras[0].dispose();
  29316. }
  29317. // Release materials
  29318. if (this.defaultMaterial) {
  29319. this.defaultMaterial.dispose();
  29320. }
  29321. while (this.multiMaterials.length) {
  29322. this.multiMaterials[0].dispose();
  29323. }
  29324. while (this.materials.length) {
  29325. this.materials[0].dispose();
  29326. }
  29327. // Release particles
  29328. while (this.particleSystems.length) {
  29329. this.particleSystems[0].dispose();
  29330. }
  29331. // Release postProcesses
  29332. while (this.postProcesses.length) {
  29333. this.postProcesses[0].dispose();
  29334. }
  29335. // Release textures
  29336. while (this.textures.length) {
  29337. this.textures[0].dispose();
  29338. }
  29339. // Release UBO
  29340. this._sceneUbo.dispose();
  29341. if (this._alternateSceneUbo) {
  29342. this._alternateSceneUbo.dispose();
  29343. }
  29344. // Post-processes
  29345. this.postProcessManager.dispose();
  29346. // Remove from engine
  29347. index = this._engine.scenes.indexOf(this);
  29348. if (index > -1) {
  29349. this._engine.scenes.splice(index, 1);
  29350. }
  29351. this._engine.wipeCaches(true);
  29352. this._isDisposed = true;
  29353. };
  29354. Object.defineProperty(Scene.prototype, "isDisposed", {
  29355. /**
  29356. * Gets if the scene is already disposed
  29357. */
  29358. get: function () {
  29359. return this._isDisposed;
  29360. },
  29361. enumerable: true,
  29362. configurable: true
  29363. });
  29364. /**
  29365. * Call this function to reduce memory footprint of the scene.
  29366. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29367. */
  29368. Scene.prototype.clearCachedVertexData = function () {
  29369. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29370. var mesh = this.meshes[meshIndex];
  29371. var geometry = mesh.geometry;
  29372. if (geometry) {
  29373. geometry._indices = [];
  29374. for (var vbName in geometry._vertexBuffers) {
  29375. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29376. continue;
  29377. }
  29378. geometry._vertexBuffers[vbName]._buffer._data = null;
  29379. }
  29380. }
  29381. }
  29382. };
  29383. /**
  29384. * This function will remove the local cached buffer data from texture.
  29385. * It will save memory but will prevent the texture from being rebuilt
  29386. */
  29387. Scene.prototype.cleanCachedTextureBuffer = function () {
  29388. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29389. var baseTexture = _a[_i];
  29390. var buffer = baseTexture._buffer;
  29391. if (buffer) {
  29392. baseTexture._buffer = null;
  29393. }
  29394. }
  29395. };
  29396. /**
  29397. * Get the world extend vectors with an optional filter
  29398. *
  29399. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29400. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29401. */
  29402. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29403. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29404. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29405. filterPredicate = filterPredicate || (function () { return true; });
  29406. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29407. mesh.computeWorldMatrix(true);
  29408. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29409. return;
  29410. }
  29411. var boundingInfo = mesh.getBoundingInfo();
  29412. var minBox = boundingInfo.boundingBox.minimumWorld;
  29413. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29414. BABYLON.Tools.CheckExtends(minBox, min, max);
  29415. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29416. });
  29417. return {
  29418. min: min,
  29419. max: max
  29420. };
  29421. };
  29422. // Picking
  29423. /**
  29424. * Creates a ray that can be used to pick in the scene
  29425. * @param x defines the x coordinate of the origin (on-screen)
  29426. * @param y defines the y coordinate of the origin (on-screen)
  29427. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29428. * @param camera defines the camera to use for the picking
  29429. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29430. * @returns a Ray
  29431. */
  29432. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29433. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29434. var result = BABYLON.Ray.Zero();
  29435. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29436. return result;
  29437. };
  29438. /**
  29439. * Creates a ray that can be used to pick in the scene
  29440. * @param x defines the x coordinate of the origin (on-screen)
  29441. * @param y defines the y coordinate of the origin (on-screen)
  29442. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29443. * @param result defines the ray where to store the picking ray
  29444. * @param camera defines the camera to use for the picking
  29445. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29446. * @returns the current scene
  29447. */
  29448. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29449. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29450. var engine = this._engine;
  29451. if (!camera) {
  29452. if (!this.activeCamera) {
  29453. throw new Error("Active camera not set");
  29454. }
  29455. camera = this.activeCamera;
  29456. }
  29457. var cameraViewport = camera.viewport;
  29458. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29459. // Moving coordinates to local viewport world
  29460. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29461. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29462. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  29463. return this;
  29464. };
  29465. /**
  29466. * Creates a ray that can be used to pick in the scene
  29467. * @param x defines the x coordinate of the origin (on-screen)
  29468. * @param y defines the y coordinate of the origin (on-screen)
  29469. * @param camera defines the camera to use for the picking
  29470. * @returns a Ray
  29471. */
  29472. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29473. var result = BABYLON.Ray.Zero();
  29474. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29475. return result;
  29476. };
  29477. /**
  29478. * Creates a ray that can be used to pick in the scene
  29479. * @param x defines the x coordinate of the origin (on-screen)
  29480. * @param y defines the y coordinate of the origin (on-screen)
  29481. * @param result defines the ray where to store the picking ray
  29482. * @param camera defines the camera to use for the picking
  29483. * @returns the current scene
  29484. */
  29485. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29486. if (!BABYLON.PickingInfo) {
  29487. return this;
  29488. }
  29489. var engine = this._engine;
  29490. if (!camera) {
  29491. if (!this.activeCamera) {
  29492. throw new Error("Active camera not set");
  29493. }
  29494. camera = this.activeCamera;
  29495. }
  29496. var cameraViewport = camera.viewport;
  29497. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29498. var identity = BABYLON.Matrix.Identity();
  29499. // Moving coordinates to local viewport world
  29500. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29501. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29502. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29503. return this;
  29504. };
  29505. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29506. if (!BABYLON.PickingInfo) {
  29507. return null;
  29508. }
  29509. var pickingInfo = null;
  29510. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29511. var mesh = this.meshes[meshIndex];
  29512. if (predicate) {
  29513. if (!predicate(mesh)) {
  29514. continue;
  29515. }
  29516. }
  29517. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29518. continue;
  29519. }
  29520. var world = mesh.getWorldMatrix();
  29521. var ray = rayFunction(world);
  29522. var result = mesh.intersects(ray, fastCheck);
  29523. if (!result || !result.hit) {
  29524. continue;
  29525. }
  29526. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29527. continue;
  29528. }
  29529. pickingInfo = result;
  29530. if (fastCheck) {
  29531. break;
  29532. }
  29533. }
  29534. return pickingInfo || new BABYLON.PickingInfo();
  29535. };
  29536. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29537. if (!BABYLON.PickingInfo) {
  29538. return null;
  29539. }
  29540. var pickingInfos = new Array();
  29541. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29542. var mesh = this.meshes[meshIndex];
  29543. if (predicate) {
  29544. if (!predicate(mesh)) {
  29545. continue;
  29546. }
  29547. }
  29548. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29549. continue;
  29550. }
  29551. var world = mesh.getWorldMatrix();
  29552. var ray = rayFunction(world);
  29553. var result = mesh.intersects(ray, false);
  29554. if (!result || !result.hit) {
  29555. continue;
  29556. }
  29557. pickingInfos.push(result);
  29558. }
  29559. return pickingInfos;
  29560. };
  29561. /** Launch a ray to try to pick a mesh in the scene
  29562. * @param x position on screen
  29563. * @param y position on screen
  29564. * @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
  29565. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29566. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29567. * @returns a PickingInfo
  29568. */
  29569. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29570. var _this = this;
  29571. if (!BABYLON.PickingInfo) {
  29572. return null;
  29573. }
  29574. var result = this._internalPick(function (world) {
  29575. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29576. return _this._tempPickingRay;
  29577. }, predicate, fastCheck);
  29578. if (result) {
  29579. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29580. }
  29581. return result;
  29582. };
  29583. /** Use the given ray to pick a mesh in the scene
  29584. * @param ray The ray to use to pick meshes
  29585. * @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
  29586. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  29587. * @returns a PickingInfo
  29588. */
  29589. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  29590. var _this = this;
  29591. var result = this._internalPick(function (world) {
  29592. if (!_this._pickWithRayInverseMatrix) {
  29593. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29594. }
  29595. world.invertToRef(_this._pickWithRayInverseMatrix);
  29596. if (!_this._cachedRayForTransform) {
  29597. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29598. }
  29599. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29600. return _this._cachedRayForTransform;
  29601. }, predicate, fastCheck);
  29602. if (result) {
  29603. result.ray = ray;
  29604. }
  29605. return result;
  29606. };
  29607. /**
  29608. * Launch a ray to try to pick a mesh in the scene
  29609. * @param x X position on screen
  29610. * @param y Y position on screen
  29611. * @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
  29612. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29613. * @returns an array of PickingInfo
  29614. */
  29615. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  29616. var _this = this;
  29617. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  29618. };
  29619. /**
  29620. * Launch a ray to try to pick a mesh in the scene
  29621. * @param ray Ray to use
  29622. * @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
  29623. * @returns an array of PickingInfo
  29624. */
  29625. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  29626. var _this = this;
  29627. return this._internalMultiPick(function (world) {
  29628. if (!_this._pickWithRayInverseMatrix) {
  29629. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29630. }
  29631. world.invertToRef(_this._pickWithRayInverseMatrix);
  29632. if (!_this._cachedRayForTransform) {
  29633. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29634. }
  29635. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29636. return _this._cachedRayForTransform;
  29637. }, predicate);
  29638. };
  29639. /**
  29640. * Force the value of meshUnderPointer
  29641. * @param mesh defines the mesh to use
  29642. */
  29643. Scene.prototype.setPointerOverMesh = function (mesh) {
  29644. if (this._pointerOverMesh === mesh) {
  29645. return;
  29646. }
  29647. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29648. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29649. }
  29650. this._pointerOverMesh = mesh;
  29651. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29652. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29653. }
  29654. };
  29655. /**
  29656. * Gets the mesh under the pointer
  29657. * @returns a Mesh or null if no mesh is under the pointer
  29658. */
  29659. Scene.prototype.getPointerOverMesh = function () {
  29660. return this._pointerOverMesh;
  29661. };
  29662. // Misc.
  29663. /** @hidden */
  29664. Scene.prototype._rebuildGeometries = function () {
  29665. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  29666. var geometry = _a[_i];
  29667. geometry._rebuild();
  29668. }
  29669. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  29670. var mesh = _c[_b];
  29671. mesh._rebuild();
  29672. }
  29673. if (this.postProcessManager) {
  29674. this.postProcessManager._rebuild();
  29675. }
  29676. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  29677. var component = _e[_d];
  29678. component.rebuild();
  29679. }
  29680. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  29681. var system = _g[_f];
  29682. system.rebuild();
  29683. }
  29684. };
  29685. /** @hidden */
  29686. Scene.prototype._rebuildTextures = function () {
  29687. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29688. var texture = _a[_i];
  29689. texture._rebuild();
  29690. }
  29691. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  29692. };
  29693. // Tags
  29694. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  29695. if (tagsQuery === undefined) {
  29696. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  29697. return list;
  29698. }
  29699. var listByTags = [];
  29700. forEach = forEach || (function (item) { return; });
  29701. for (var i in list) {
  29702. var item = list[i];
  29703. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  29704. listByTags.push(item);
  29705. forEach(item);
  29706. }
  29707. }
  29708. return listByTags;
  29709. };
  29710. /**
  29711. * Get a list of meshes by tags
  29712. * @param tagsQuery defines the tags query to use
  29713. * @param forEach defines a predicate used to filter results
  29714. * @returns an array of Mesh
  29715. */
  29716. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  29717. return this._getByTags(this.meshes, tagsQuery, forEach);
  29718. };
  29719. /**
  29720. * Get a list of cameras by tags
  29721. * @param tagsQuery defines the tags query to use
  29722. * @param forEach defines a predicate used to filter results
  29723. * @returns an array of Camera
  29724. */
  29725. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  29726. return this._getByTags(this.cameras, tagsQuery, forEach);
  29727. };
  29728. /**
  29729. * Get a list of lights by tags
  29730. * @param tagsQuery defines the tags query to use
  29731. * @param forEach defines a predicate used to filter results
  29732. * @returns an array of Light
  29733. */
  29734. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  29735. return this._getByTags(this.lights, tagsQuery, forEach);
  29736. };
  29737. /**
  29738. * Get a list of materials by tags
  29739. * @param tagsQuery defines the tags query to use
  29740. * @param forEach defines a predicate used to filter results
  29741. * @returns an array of Material
  29742. */
  29743. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  29744. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  29745. };
  29746. /**
  29747. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  29748. * This allowed control for front to back rendering or reversly depending of the special needs.
  29749. *
  29750. * @param renderingGroupId The rendering group id corresponding to its index
  29751. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  29752. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  29753. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  29754. */
  29755. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  29756. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  29757. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  29758. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  29759. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  29760. };
  29761. /**
  29762. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  29763. *
  29764. * @param renderingGroupId The rendering group id corresponding to its index
  29765. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  29766. * @param depth Automatically clears depth between groups if true and autoClear is true.
  29767. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  29768. */
  29769. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  29770. if (depth === void 0) { depth = true; }
  29771. if (stencil === void 0) { stencil = true; }
  29772. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  29773. };
  29774. /**
  29775. * Gets the current auto clear configuration for one rendering group of the rendering
  29776. * manager.
  29777. * @param index the rendering group index to get the information for
  29778. * @returns The auto clear setup for the requested rendering group
  29779. */
  29780. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  29781. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  29782. };
  29783. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  29784. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  29785. get: function () {
  29786. return this._blockMaterialDirtyMechanism;
  29787. },
  29788. set: function (value) {
  29789. if (this._blockMaterialDirtyMechanism === value) {
  29790. return;
  29791. }
  29792. this._blockMaterialDirtyMechanism = value;
  29793. if (!value) { // Do a complete update
  29794. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  29795. }
  29796. },
  29797. enumerable: true,
  29798. configurable: true
  29799. });
  29800. /**
  29801. * Will flag all materials as dirty to trigger new shader compilation
  29802. * @param flag defines the flag used to specify which material part must be marked as dirty
  29803. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  29804. */
  29805. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  29806. if (this._blockMaterialDirtyMechanism) {
  29807. return;
  29808. }
  29809. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  29810. var material = _a[_i];
  29811. if (predicate && !predicate(material)) {
  29812. continue;
  29813. }
  29814. material.markAsDirty(flag);
  29815. }
  29816. };
  29817. /** @hidden */
  29818. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useDatabase, useArrayBuffer, onError) {
  29819. var _this = this;
  29820. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useDatabase ? this.database : undefined, useArrayBuffer, onError);
  29821. this._activeRequests.push(request);
  29822. request.onCompleteObservable.add(function (request) {
  29823. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  29824. });
  29825. return request;
  29826. };
  29827. /** @hidden */
  29828. Scene.prototype._loadFileAsync = function (url, useDatabase, useArrayBuffer) {
  29829. var _this = this;
  29830. return new Promise(function (resolve, reject) {
  29831. _this._loadFile(url, function (data) {
  29832. resolve(data);
  29833. }, undefined, useDatabase, useArrayBuffer, function (request, exception) {
  29834. reject(exception);
  29835. });
  29836. });
  29837. };
  29838. // Statics
  29839. Scene._uniqueIdCounter = 0;
  29840. /** The fog is deactivated */
  29841. Scene.FOGMODE_NONE = 0;
  29842. /** The fog density is following an exponential function */
  29843. Scene.FOGMODE_EXP = 1;
  29844. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  29845. Scene.FOGMODE_EXP2 = 2;
  29846. /** The fog density is following a linear function. */
  29847. Scene.FOGMODE_LINEAR = 3;
  29848. /**
  29849. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  29850. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29851. */
  29852. Scene.MinDeltaTime = 1.0;
  29853. /**
  29854. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  29855. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29856. */
  29857. Scene.MaxDeltaTime = 1000.0;
  29858. /** The distance in pixel that you have to move to prevent some events */
  29859. Scene.DragMovementThreshold = 10; // in pixels
  29860. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  29861. Scene.LongPressDelay = 500; // in milliseconds
  29862. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  29863. Scene.DoubleClickDelay = 300; // in milliseconds
  29864. /** If you need to check double click without raising a single click at first click, enable this flag */
  29865. Scene.ExclusiveDoubleClickMode = false;
  29866. return Scene;
  29867. }(BABYLON.AbstractScene));
  29868. BABYLON.Scene = Scene;
  29869. })(BABYLON || (BABYLON = {}));
  29870. //# sourceMappingURL=babylon.scene.js.map
  29871. var BABYLON;
  29872. (function (BABYLON) {
  29873. /**
  29874. * Set of assets to keep when moving a scene into an asset container.
  29875. */
  29876. var KeepAssets = /** @class */ (function (_super) {
  29877. __extends(KeepAssets, _super);
  29878. function KeepAssets() {
  29879. return _super !== null && _super.apply(this, arguments) || this;
  29880. }
  29881. return KeepAssets;
  29882. }(BABYLON.AbstractScene));
  29883. BABYLON.KeepAssets = KeepAssets;
  29884. /**
  29885. * Container with a set of assets that can be added or removed from a scene.
  29886. */
  29887. var AssetContainer = /** @class */ (function (_super) {
  29888. __extends(AssetContainer, _super);
  29889. /**
  29890. * Instantiates an AssetContainer.
  29891. * @param scene The scene the AssetContainer belongs to.
  29892. */
  29893. function AssetContainer(scene) {
  29894. var _this = _super.call(this) || this;
  29895. _this.scene = scene;
  29896. return _this;
  29897. }
  29898. /**
  29899. * Adds all the assets from the container to the scene.
  29900. */
  29901. AssetContainer.prototype.addAllToScene = function () {
  29902. var _this = this;
  29903. this.cameras.forEach(function (o) {
  29904. _this.scene.addCamera(o);
  29905. });
  29906. this.lights.forEach(function (o) {
  29907. _this.scene.addLight(o);
  29908. });
  29909. this.meshes.forEach(function (o) {
  29910. _this.scene.addMesh(o);
  29911. });
  29912. this.skeletons.forEach(function (o) {
  29913. _this.scene.addSkeleton(o);
  29914. });
  29915. this.animations.forEach(function (o) {
  29916. _this.scene.addAnimation(o);
  29917. });
  29918. this.animationGroups.forEach(function (o) {
  29919. _this.scene.addAnimationGroup(o);
  29920. });
  29921. this.multiMaterials.forEach(function (o) {
  29922. _this.scene.addMultiMaterial(o);
  29923. });
  29924. this.materials.forEach(function (o) {
  29925. _this.scene.addMaterial(o);
  29926. });
  29927. this.morphTargetManagers.forEach(function (o) {
  29928. _this.scene.addMorphTargetManager(o);
  29929. });
  29930. this.geometries.forEach(function (o) {
  29931. _this.scene.addGeometry(o);
  29932. });
  29933. this.transformNodes.forEach(function (o) {
  29934. _this.scene.addTransformNode(o);
  29935. });
  29936. this.actionManagers.forEach(function (o) {
  29937. _this.scene.addActionManager(o);
  29938. });
  29939. this.textures.forEach(function (o) {
  29940. _this.scene.addTexture(o);
  29941. });
  29942. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  29943. var component = _a[_i];
  29944. component.addFromContainer(this.scene);
  29945. }
  29946. };
  29947. /**
  29948. * Removes all the assets in the container from the scene
  29949. */
  29950. AssetContainer.prototype.removeAllFromScene = function () {
  29951. var _this = this;
  29952. this.cameras.forEach(function (o) {
  29953. _this.scene.removeCamera(o);
  29954. });
  29955. this.lights.forEach(function (o) {
  29956. _this.scene.removeLight(o);
  29957. });
  29958. this.meshes.forEach(function (o) {
  29959. _this.scene.removeMesh(o);
  29960. });
  29961. this.skeletons.forEach(function (o) {
  29962. _this.scene.removeSkeleton(o);
  29963. });
  29964. this.animations.forEach(function (o) {
  29965. _this.scene.removeAnimation(o);
  29966. });
  29967. this.animationGroups.forEach(function (o) {
  29968. _this.scene.removeAnimationGroup(o);
  29969. });
  29970. this.multiMaterials.forEach(function (o) {
  29971. _this.scene.removeMultiMaterial(o);
  29972. });
  29973. this.materials.forEach(function (o) {
  29974. _this.scene.removeMaterial(o);
  29975. });
  29976. this.morphTargetManagers.forEach(function (o) {
  29977. _this.scene.removeMorphTargetManager(o);
  29978. });
  29979. this.geometries.forEach(function (o) {
  29980. _this.scene.removeGeometry(o);
  29981. });
  29982. this.transformNodes.forEach(function (o) {
  29983. _this.scene.removeTransformNode(o);
  29984. });
  29985. this.actionManagers.forEach(function (o) {
  29986. _this.scene.removeActionManager(o);
  29987. });
  29988. this.textures.forEach(function (o) {
  29989. _this.scene.removeTexture(o);
  29990. });
  29991. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  29992. var component = _a[_i];
  29993. component.removeFromContainer(this.scene);
  29994. }
  29995. };
  29996. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  29997. if (!sourceAssets) {
  29998. return;
  29999. }
  30000. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30001. var asset = sourceAssets_1[_i];
  30002. var move = true;
  30003. if (keepAssets) {
  30004. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30005. var keepAsset = keepAssets_1[_a];
  30006. if (asset === keepAsset) {
  30007. move = false;
  30008. break;
  30009. }
  30010. }
  30011. }
  30012. if (move) {
  30013. targetAssets.push(asset);
  30014. }
  30015. }
  30016. };
  30017. /**
  30018. * Removes all the assets contained in the scene and adds them to the container.
  30019. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30020. */
  30021. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30022. if (keepAssets === undefined) {
  30023. keepAssets = new KeepAssets();
  30024. }
  30025. for (var key in this) {
  30026. if (this.hasOwnProperty(key)) {
  30027. this[key] = this[key] || [];
  30028. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30029. }
  30030. }
  30031. this.removeAllFromScene();
  30032. };
  30033. /**
  30034. * 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.
  30035. * @returns the root mesh
  30036. */
  30037. AssetContainer.prototype.createRootMesh = function () {
  30038. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30039. this.meshes.forEach(function (m) {
  30040. if (!m.parent) {
  30041. rootMesh.addChild(m);
  30042. }
  30043. });
  30044. this.meshes.unshift(rootMesh);
  30045. return rootMesh;
  30046. };
  30047. return AssetContainer;
  30048. }(BABYLON.AbstractScene));
  30049. BABYLON.AssetContainer = AssetContainer;
  30050. })(BABYLON || (BABYLON = {}));
  30051. //# sourceMappingURL=babylon.assetContainer.js.map
  30052. var BABYLON;
  30053. (function (BABYLON) {
  30054. /**
  30055. * Class used to store data that will be store in GPU memory
  30056. */
  30057. var Buffer = /** @class */ (function () {
  30058. /**
  30059. * Constructor
  30060. * @param engine the engine
  30061. * @param data the data to use for this buffer
  30062. * @param updatable whether the data is updatable
  30063. * @param stride the stride (optional)
  30064. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30065. * @param instanced whether the buffer is instanced (optional)
  30066. * @param useBytes set to true if the stride in in bytes (optional)
  30067. */
  30068. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30069. if (stride === void 0) { stride = 0; }
  30070. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30071. if (instanced === void 0) { instanced = false; }
  30072. if (useBytes === void 0) { useBytes = false; }
  30073. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30074. this._engine = engine.getScene().getEngine();
  30075. }
  30076. else {
  30077. this._engine = engine;
  30078. }
  30079. this._updatable = updatable;
  30080. this._instanced = instanced;
  30081. this._data = data;
  30082. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30083. if (!postponeInternalCreation) { // by default
  30084. this.create();
  30085. }
  30086. }
  30087. /**
  30088. * Create a new VertexBuffer based on the current buffer
  30089. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30090. * @param offset defines offset in the buffer (0 by default)
  30091. * @param size defines the size in floats of attributes (position is 3 for instance)
  30092. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30093. * @param instanced defines if the vertex buffer contains indexed data
  30094. * @param useBytes defines if the offset and stride are in bytes
  30095. * @returns the new vertex buffer
  30096. */
  30097. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30098. if (useBytes === void 0) { useBytes = false; }
  30099. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30100. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30101. // a lot of these parameters are ignored as they are overriden by the buffer
  30102. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30103. };
  30104. // Properties
  30105. /**
  30106. * Gets a boolean indicating if the Buffer is updatable?
  30107. * @returns true if the buffer is updatable
  30108. */
  30109. Buffer.prototype.isUpdatable = function () {
  30110. return this._updatable;
  30111. };
  30112. /**
  30113. * Gets current buffer's data
  30114. * @returns a DataArray or null
  30115. */
  30116. Buffer.prototype.getData = function () {
  30117. return this._data;
  30118. };
  30119. /**
  30120. * Gets underlying native buffer
  30121. * @returns underlying native buffer
  30122. */
  30123. Buffer.prototype.getBuffer = function () {
  30124. return this._buffer;
  30125. };
  30126. /**
  30127. * Gets the stride in float32 units (i.e. byte stride / 4).
  30128. * May not be an integer if the byte stride is not divisible by 4.
  30129. * DEPRECATED. Use byteStride instead.
  30130. * @returns the stride in float32 units
  30131. */
  30132. Buffer.prototype.getStrideSize = function () {
  30133. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30134. };
  30135. // Methods
  30136. /**
  30137. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30138. * @param data defines the data to store
  30139. */
  30140. Buffer.prototype.create = function (data) {
  30141. if (data === void 0) { data = null; }
  30142. if (!data && this._buffer) {
  30143. return; // nothing to do
  30144. }
  30145. data = data || this._data;
  30146. if (!data) {
  30147. return;
  30148. }
  30149. if (!this._buffer) { // create buffer
  30150. if (this._updatable) {
  30151. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30152. this._data = data;
  30153. }
  30154. else {
  30155. this._buffer = this._engine.createVertexBuffer(data);
  30156. }
  30157. }
  30158. else if (this._updatable) { // update buffer
  30159. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30160. this._data = data;
  30161. }
  30162. };
  30163. /** @hidden */
  30164. Buffer.prototype._rebuild = function () {
  30165. this._buffer = null;
  30166. this.create(this._data);
  30167. };
  30168. /**
  30169. * Update current buffer data
  30170. * @param data defines the data to store
  30171. */
  30172. Buffer.prototype.update = function (data) {
  30173. this.create(data);
  30174. };
  30175. /**
  30176. * Updates the data directly.
  30177. * @param data the new data
  30178. * @param offset the new offset
  30179. * @param vertexCount the vertex count (optional)
  30180. * @param useBytes set to true if the offset is in bytes
  30181. */
  30182. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30183. if (useBytes === void 0) { useBytes = false; }
  30184. if (!this._buffer) {
  30185. return;
  30186. }
  30187. if (this._updatable) { // update buffer
  30188. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30189. this._data = null;
  30190. }
  30191. };
  30192. /**
  30193. * Release all resources
  30194. */
  30195. Buffer.prototype.dispose = function () {
  30196. if (!this._buffer) {
  30197. return;
  30198. }
  30199. if (this._engine._releaseBuffer(this._buffer)) {
  30200. this._buffer = null;
  30201. }
  30202. };
  30203. return Buffer;
  30204. }());
  30205. BABYLON.Buffer = Buffer;
  30206. })(BABYLON || (BABYLON = {}));
  30207. //# sourceMappingURL=babylon.buffer.js.map
  30208. var BABYLON;
  30209. (function (BABYLON) {
  30210. /**
  30211. * Specialized buffer used to store vertex data
  30212. */
  30213. var VertexBuffer = /** @class */ (function () {
  30214. /**
  30215. * Constructor
  30216. * @param engine the engine
  30217. * @param data the data to use for this vertex buffer
  30218. * @param kind the vertex buffer kind
  30219. * @param updatable whether the data is updatable
  30220. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30221. * @param stride the stride (optional)
  30222. * @param instanced whether the buffer is instanced (optional)
  30223. * @param offset the offset of the data (optional)
  30224. * @param size the number of components (optional)
  30225. * @param type the type of the component (optional)
  30226. * @param normalized whether the data contains normalized data (optional)
  30227. * @param useBytes set to true if stride and offset are in bytes (optional)
  30228. */
  30229. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30230. if (normalized === void 0) { normalized = false; }
  30231. if (useBytes === void 0) { useBytes = false; }
  30232. if (data instanceof BABYLON.Buffer) {
  30233. this._buffer = data;
  30234. this._ownsBuffer = false;
  30235. }
  30236. else {
  30237. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30238. this._ownsBuffer = true;
  30239. }
  30240. this._kind = kind;
  30241. if (type == undefined) {
  30242. var data_1 = this.getData();
  30243. this.type = VertexBuffer.FLOAT;
  30244. if (data_1 instanceof Int8Array) {
  30245. this.type = VertexBuffer.BYTE;
  30246. }
  30247. else if (data_1 instanceof Uint8Array) {
  30248. this.type = VertexBuffer.UNSIGNED_BYTE;
  30249. }
  30250. else if (data_1 instanceof Int16Array) {
  30251. this.type = VertexBuffer.SHORT;
  30252. }
  30253. else if (data_1 instanceof Uint16Array) {
  30254. this.type = VertexBuffer.UNSIGNED_SHORT;
  30255. }
  30256. else if (data_1 instanceof Int32Array) {
  30257. this.type = VertexBuffer.INT;
  30258. }
  30259. else if (data_1 instanceof Uint32Array) {
  30260. this.type = VertexBuffer.UNSIGNED_INT;
  30261. }
  30262. }
  30263. else {
  30264. this.type = type;
  30265. }
  30266. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30267. if (useBytes) {
  30268. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30269. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30270. this.byteOffset = offset || 0;
  30271. }
  30272. else {
  30273. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30274. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30275. this.byteOffset = (offset || 0) * typeByteLength;
  30276. }
  30277. this.normalized = normalized;
  30278. this._instanced = instanced !== undefined ? instanced : false;
  30279. this._instanceDivisor = instanced ? 1 : 0;
  30280. }
  30281. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30282. /**
  30283. * Gets or sets the instance divisor when in instanced mode
  30284. */
  30285. get: function () {
  30286. return this._instanceDivisor;
  30287. },
  30288. set: function (value) {
  30289. this._instanceDivisor = value;
  30290. if (value == 0) {
  30291. this._instanced = false;
  30292. }
  30293. else {
  30294. this._instanced = true;
  30295. }
  30296. },
  30297. enumerable: true,
  30298. configurable: true
  30299. });
  30300. /** @hidden */
  30301. VertexBuffer.prototype._rebuild = function () {
  30302. if (!this._buffer) {
  30303. return;
  30304. }
  30305. this._buffer._rebuild();
  30306. };
  30307. /**
  30308. * Returns the kind of the VertexBuffer (string)
  30309. * @returns a string
  30310. */
  30311. VertexBuffer.prototype.getKind = function () {
  30312. return this._kind;
  30313. };
  30314. // Properties
  30315. /**
  30316. * Gets a boolean indicating if the VertexBuffer is updatable?
  30317. * @returns true if the buffer is updatable
  30318. */
  30319. VertexBuffer.prototype.isUpdatable = function () {
  30320. return this._buffer.isUpdatable();
  30321. };
  30322. /**
  30323. * Gets current buffer's data
  30324. * @returns a DataArray or null
  30325. */
  30326. VertexBuffer.prototype.getData = function () {
  30327. return this._buffer.getData();
  30328. };
  30329. /**
  30330. * Gets underlying native buffer
  30331. * @returns underlying native buffer
  30332. */
  30333. VertexBuffer.prototype.getBuffer = function () {
  30334. return this._buffer.getBuffer();
  30335. };
  30336. /**
  30337. * Gets the stride in float32 units (i.e. byte stride / 4).
  30338. * May not be an integer if the byte stride is not divisible by 4.
  30339. * DEPRECATED. Use byteStride instead.
  30340. * @returns the stride in float32 units
  30341. */
  30342. VertexBuffer.prototype.getStrideSize = function () {
  30343. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30344. };
  30345. /**
  30346. * Returns the offset as a multiple of the type byte length.
  30347. * DEPRECATED. Use byteOffset instead.
  30348. * @returns the offset in bytes
  30349. */
  30350. VertexBuffer.prototype.getOffset = function () {
  30351. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30352. };
  30353. /**
  30354. * Returns the number of components per vertex attribute (integer)
  30355. * @returns the size in float
  30356. */
  30357. VertexBuffer.prototype.getSize = function () {
  30358. return this._size;
  30359. };
  30360. /**
  30361. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30362. * @returns true if this buffer is instanced
  30363. */
  30364. VertexBuffer.prototype.getIsInstanced = function () {
  30365. return this._instanced;
  30366. };
  30367. /**
  30368. * Returns the instancing divisor, zero for non-instanced (integer).
  30369. * @returns a number
  30370. */
  30371. VertexBuffer.prototype.getInstanceDivisor = function () {
  30372. return this._instanceDivisor;
  30373. };
  30374. // Methods
  30375. /**
  30376. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30377. * @param data defines the data to store
  30378. */
  30379. VertexBuffer.prototype.create = function (data) {
  30380. this._buffer.create(data);
  30381. };
  30382. /**
  30383. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30384. * This function will create a new buffer if the current one is not updatable
  30385. * @param data defines the data to store
  30386. */
  30387. VertexBuffer.prototype.update = function (data) {
  30388. this._buffer.update(data);
  30389. };
  30390. /**
  30391. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30392. * Returns the directly updated WebGLBuffer.
  30393. * @param data the new data
  30394. * @param offset the new offset
  30395. * @param useBytes set to true if the offset is in bytes
  30396. */
  30397. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30398. if (useBytes === void 0) { useBytes = false; }
  30399. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30400. };
  30401. /**
  30402. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30403. */
  30404. VertexBuffer.prototype.dispose = function () {
  30405. if (this._ownsBuffer) {
  30406. this._buffer.dispose();
  30407. }
  30408. };
  30409. /**
  30410. * Enumerates each value of this vertex buffer as numbers.
  30411. * @param count the number of values to enumerate
  30412. * @param callback the callback function called for each value
  30413. */
  30414. VertexBuffer.prototype.forEach = function (count, callback) {
  30415. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30416. };
  30417. /**
  30418. * Deduces the stride given a kind.
  30419. * @param kind The kind string to deduce
  30420. * @returns The deduced stride
  30421. */
  30422. VertexBuffer.DeduceStride = function (kind) {
  30423. switch (kind) {
  30424. case VertexBuffer.UVKind:
  30425. case VertexBuffer.UV2Kind:
  30426. case VertexBuffer.UV3Kind:
  30427. case VertexBuffer.UV4Kind:
  30428. case VertexBuffer.UV5Kind:
  30429. case VertexBuffer.UV6Kind:
  30430. return 2;
  30431. case VertexBuffer.NormalKind:
  30432. case VertexBuffer.PositionKind:
  30433. return 3;
  30434. case VertexBuffer.ColorKind:
  30435. case VertexBuffer.MatricesIndicesKind:
  30436. case VertexBuffer.MatricesIndicesExtraKind:
  30437. case VertexBuffer.MatricesWeightsKind:
  30438. case VertexBuffer.MatricesWeightsExtraKind:
  30439. case VertexBuffer.TangentKind:
  30440. return 4;
  30441. default:
  30442. throw new Error("Invalid kind '" + kind + "'");
  30443. }
  30444. };
  30445. /**
  30446. * Gets the byte length of the given type.
  30447. * @param type the type
  30448. * @returns the number of bytes
  30449. */
  30450. VertexBuffer.GetTypeByteLength = function (type) {
  30451. switch (type) {
  30452. case VertexBuffer.BYTE:
  30453. case VertexBuffer.UNSIGNED_BYTE:
  30454. return 1;
  30455. case VertexBuffer.SHORT:
  30456. case VertexBuffer.UNSIGNED_SHORT:
  30457. return 2;
  30458. case VertexBuffer.INT:
  30459. case VertexBuffer.FLOAT:
  30460. return 4;
  30461. default:
  30462. throw new Error("Invalid type '" + type + "'");
  30463. }
  30464. };
  30465. /**
  30466. * Enumerates each value of the given parameters as numbers.
  30467. * @param data the data to enumerate
  30468. * @param byteOffset the byte offset of the data
  30469. * @param byteStride the byte stride of the data
  30470. * @param componentCount the number of components per element
  30471. * @param componentType the type of the component
  30472. * @param count the total number of components
  30473. * @param normalized whether the data is normalized
  30474. * @param callback the callback function called for each value
  30475. */
  30476. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30477. if (data instanceof Array) {
  30478. var offset = byteOffset / 4;
  30479. var stride = byteStride / 4;
  30480. for (var index = 0; index < count; index += componentCount) {
  30481. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30482. callback(data[offset + componentIndex], index + componentIndex);
  30483. }
  30484. offset += stride;
  30485. }
  30486. }
  30487. else {
  30488. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30489. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30490. for (var index = 0; index < count; index += componentCount) {
  30491. var componentByteOffset = byteOffset;
  30492. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30493. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30494. callback(value, index + componentIndex);
  30495. componentByteOffset += componentByteLength;
  30496. }
  30497. byteOffset += byteStride;
  30498. }
  30499. }
  30500. };
  30501. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30502. switch (type) {
  30503. case VertexBuffer.BYTE: {
  30504. var value = dataView.getInt8(byteOffset);
  30505. if (normalized) {
  30506. value = Math.max(value / 127, -1);
  30507. }
  30508. return value;
  30509. }
  30510. case VertexBuffer.UNSIGNED_BYTE: {
  30511. var value = dataView.getUint8(byteOffset);
  30512. if (normalized) {
  30513. value = value / 255;
  30514. }
  30515. return value;
  30516. }
  30517. case VertexBuffer.SHORT: {
  30518. var value = dataView.getInt16(byteOffset, true);
  30519. if (normalized) {
  30520. value = Math.max(value / 16383, -1);
  30521. }
  30522. return value;
  30523. }
  30524. case VertexBuffer.UNSIGNED_SHORT: {
  30525. var value = dataView.getUint16(byteOffset, true);
  30526. if (normalized) {
  30527. value = value / 65535;
  30528. }
  30529. return value;
  30530. }
  30531. case VertexBuffer.FLOAT: {
  30532. return dataView.getFloat32(byteOffset, true);
  30533. }
  30534. default: {
  30535. throw new Error("Invalid component type " + type);
  30536. }
  30537. }
  30538. };
  30539. /**
  30540. * The byte type.
  30541. */
  30542. VertexBuffer.BYTE = 5120;
  30543. /**
  30544. * The unsigned byte type.
  30545. */
  30546. VertexBuffer.UNSIGNED_BYTE = 5121;
  30547. /**
  30548. * The short type.
  30549. */
  30550. VertexBuffer.SHORT = 5122;
  30551. /**
  30552. * The unsigned short type.
  30553. */
  30554. VertexBuffer.UNSIGNED_SHORT = 5123;
  30555. /**
  30556. * The integer type.
  30557. */
  30558. VertexBuffer.INT = 5124;
  30559. /**
  30560. * The unsigned integer type.
  30561. */
  30562. VertexBuffer.UNSIGNED_INT = 5125;
  30563. /**
  30564. * The float type.
  30565. */
  30566. VertexBuffer.FLOAT = 5126;
  30567. // Enums
  30568. /**
  30569. * Positions
  30570. */
  30571. VertexBuffer.PositionKind = "position";
  30572. /**
  30573. * Normals
  30574. */
  30575. VertexBuffer.NormalKind = "normal";
  30576. /**
  30577. * Tangents
  30578. */
  30579. VertexBuffer.TangentKind = "tangent";
  30580. /**
  30581. * Texture coordinates
  30582. */
  30583. VertexBuffer.UVKind = "uv";
  30584. /**
  30585. * Texture coordinates 2
  30586. */
  30587. VertexBuffer.UV2Kind = "uv2";
  30588. /**
  30589. * Texture coordinates 3
  30590. */
  30591. VertexBuffer.UV3Kind = "uv3";
  30592. /**
  30593. * Texture coordinates 4
  30594. */
  30595. VertexBuffer.UV4Kind = "uv4";
  30596. /**
  30597. * Texture coordinates 5
  30598. */
  30599. VertexBuffer.UV5Kind = "uv5";
  30600. /**
  30601. * Texture coordinates 6
  30602. */
  30603. VertexBuffer.UV6Kind = "uv6";
  30604. /**
  30605. * Colors
  30606. */
  30607. VertexBuffer.ColorKind = "color";
  30608. /**
  30609. * Matrix indices (for bones)
  30610. */
  30611. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  30612. /**
  30613. * Matrix weights (for bones)
  30614. */
  30615. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  30616. /**
  30617. * Additional matrix indices (for bones)
  30618. */
  30619. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  30620. /**
  30621. * Additional matrix weights (for bones)
  30622. */
  30623. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  30624. return VertexBuffer;
  30625. }());
  30626. BABYLON.VertexBuffer = VertexBuffer;
  30627. })(BABYLON || (BABYLON = {}));
  30628. //# sourceMappingURL=babylon.vertexBuffer.js.map
  30629. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  30630. var BABYLON;
  30631. (function (BABYLON) {
  30632. /**
  30633. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  30634. */
  30635. var DummyInternalTextureTracker = /** @class */ (function () {
  30636. function DummyInternalTextureTracker() {
  30637. /**
  30638. * Gets or set the previous tracker in the list
  30639. */
  30640. this.previous = null;
  30641. /**
  30642. * Gets or set the next tracker in the list
  30643. */
  30644. this.next = null;
  30645. }
  30646. return DummyInternalTextureTracker;
  30647. }());
  30648. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  30649. })(BABYLON || (BABYLON = {}));
  30650. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  30651. var BABYLON;
  30652. (function (BABYLON) {
  30653. /**
  30654. * Class used to store data associated with WebGL texture data for the engine
  30655. * This class should not be used directly
  30656. */
  30657. var InternalTexture = /** @class */ (function () {
  30658. /**
  30659. * Creates a new InternalTexture
  30660. * @param engine defines the engine to use
  30661. * @param dataSource defines the type of data that will be used
  30662. */
  30663. function InternalTexture(engine, dataSource) {
  30664. /**
  30665. * Observable called when the texture is loaded
  30666. */
  30667. this.onLoadedObservable = new BABYLON.Observable();
  30668. /**
  30669. * Gets or set the previous tracker in the list
  30670. */
  30671. this.previous = null;
  30672. /**
  30673. * Gets or set the next tracker in the list
  30674. */
  30675. this.next = null;
  30676. // Private
  30677. /** @hidden */
  30678. this._initialSlot = -1;
  30679. /** @hidden */
  30680. this._designatedSlot = -1;
  30681. /** @hidden */
  30682. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  30683. /** @hidden */
  30684. this._comparisonFunction = 0;
  30685. /** @hidden */
  30686. this._sphericalPolynomial = null;
  30687. /** @hidden */
  30688. this._lodGenerationScale = 0;
  30689. /** @hidden */
  30690. this._lodGenerationOffset = 0;
  30691. /** @hidden */
  30692. this._isRGBD = false;
  30693. /** @hidden */
  30694. this._references = 1;
  30695. this._engine = engine;
  30696. this._dataSource = dataSource;
  30697. this._webGLTexture = engine._createTexture();
  30698. }
  30699. /**
  30700. * Gets the Engine the texture belongs to.
  30701. * @returns The babylon engine
  30702. */
  30703. InternalTexture.prototype.getEngine = function () {
  30704. return this._engine;
  30705. };
  30706. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  30707. /**
  30708. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  30709. */
  30710. get: function () {
  30711. return this._dataSource;
  30712. },
  30713. enumerable: true,
  30714. configurable: true
  30715. });
  30716. /**
  30717. * Increments the number of references (ie. the number of Texture that point to it)
  30718. */
  30719. InternalTexture.prototype.incrementReferences = function () {
  30720. this._references++;
  30721. };
  30722. /**
  30723. * Change the size of the texture (not the size of the content)
  30724. * @param width defines the new width
  30725. * @param height defines the new height
  30726. * @param depth defines the new depth (1 by default)
  30727. */
  30728. InternalTexture.prototype.updateSize = function (width, height, depth) {
  30729. if (depth === void 0) { depth = 1; }
  30730. this.width = width;
  30731. this.height = height;
  30732. this.depth = depth;
  30733. this.baseWidth = width;
  30734. this.baseHeight = height;
  30735. this.baseDepth = depth;
  30736. this._size = width * height * depth;
  30737. };
  30738. /** @hidden */
  30739. InternalTexture.prototype._rebuild = function () {
  30740. var _this = this;
  30741. var proxy;
  30742. this.isReady = false;
  30743. this._cachedCoordinatesMode = null;
  30744. this._cachedWrapU = null;
  30745. this._cachedWrapV = null;
  30746. this._cachedAnisotropicFilteringLevel = null;
  30747. switch (this._dataSource) {
  30748. case InternalTexture.DATASOURCE_TEMP:
  30749. return;
  30750. case InternalTexture.DATASOURCE_URL:
  30751. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  30752. _this.isReady = true;
  30753. }, null, this._buffer, undefined, this.format);
  30754. proxy._swapAndDie(this);
  30755. return;
  30756. case InternalTexture.DATASOURCE_RAW:
  30757. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30758. proxy._swapAndDie(this);
  30759. this.isReady = true;
  30760. return;
  30761. case InternalTexture.DATASOURCE_RAW3D:
  30762. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30763. proxy._swapAndDie(this);
  30764. this.isReady = true;
  30765. return;
  30766. case InternalTexture.DATASOURCE_DYNAMIC:
  30767. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  30768. proxy._swapAndDie(this);
  30769. // The engine will make sure to update content so no need to flag it as isReady = true
  30770. return;
  30771. case InternalTexture.DATASOURCE_RENDERTARGET:
  30772. var options = new BABYLON.RenderTargetCreationOptions();
  30773. options.generateDepthBuffer = this._generateDepthBuffer;
  30774. options.generateMipMaps = this.generateMipMaps;
  30775. options.generateStencilBuffer = this._generateStencilBuffer;
  30776. options.samplingMode = this.samplingMode;
  30777. options.type = this.type;
  30778. if (this.isCube) {
  30779. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  30780. }
  30781. else {
  30782. var size = {
  30783. width: this.width,
  30784. height: this.height
  30785. };
  30786. proxy = this._engine.createRenderTargetTexture(size, options);
  30787. }
  30788. proxy._swapAndDie(this);
  30789. this.isReady = true;
  30790. return;
  30791. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  30792. var depthTextureOptions = {
  30793. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  30794. comparisonFunction: this._comparisonFunction,
  30795. generateStencil: this._generateStencilBuffer,
  30796. isCube: this.isCube
  30797. };
  30798. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  30799. proxy._swapAndDie(this);
  30800. this.isReady = true;
  30801. return;
  30802. case InternalTexture.DATASOURCE_CUBE:
  30803. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  30804. _this.isReady = true;
  30805. }, null, this.format, this._extension);
  30806. proxy._swapAndDie(this);
  30807. return;
  30808. case InternalTexture.DATASOURCE_CUBERAW:
  30809. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30810. proxy._swapAndDie(this);
  30811. this.isReady = true;
  30812. return;
  30813. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  30814. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30815. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  30816. _this.isReady = true;
  30817. });
  30818. proxy._swapAndDie(this);
  30819. return;
  30820. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  30821. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  30822. if (proxy) {
  30823. proxy._swapAndDie(_this);
  30824. }
  30825. _this.isReady = true;
  30826. }, null, this.format, this._extension);
  30827. proxy._sphericalPolynomial = this._sphericalPolynomial;
  30828. return;
  30829. }
  30830. };
  30831. /** @hidden */
  30832. InternalTexture.prototype._swapAndDie = function (target) {
  30833. target._webGLTexture = this._webGLTexture;
  30834. if (this._framebuffer) {
  30835. target._framebuffer = this._framebuffer;
  30836. }
  30837. if (this._depthStencilBuffer) {
  30838. target._depthStencilBuffer = this._depthStencilBuffer;
  30839. }
  30840. if (this._lodTextureHigh) {
  30841. if (target._lodTextureHigh) {
  30842. target._lodTextureHigh.dispose();
  30843. }
  30844. target._lodTextureHigh = this._lodTextureHigh;
  30845. }
  30846. if (this._lodTextureMid) {
  30847. if (target._lodTextureMid) {
  30848. target._lodTextureMid.dispose();
  30849. }
  30850. target._lodTextureMid = this._lodTextureMid;
  30851. }
  30852. if (this._lodTextureLow) {
  30853. if (target._lodTextureLow) {
  30854. target._lodTextureLow.dispose();
  30855. }
  30856. target._lodTextureLow = this._lodTextureLow;
  30857. }
  30858. var cache = this._engine.getLoadedTexturesCache();
  30859. var index = cache.indexOf(this);
  30860. if (index !== -1) {
  30861. cache.splice(index, 1);
  30862. }
  30863. };
  30864. /**
  30865. * Dispose the current allocated resources
  30866. */
  30867. InternalTexture.prototype.dispose = function () {
  30868. if (!this._webGLTexture) {
  30869. return;
  30870. }
  30871. this._references--;
  30872. if (this._references === 0) {
  30873. this._engine._releaseTexture(this);
  30874. this._webGLTexture = null;
  30875. this.previous = null;
  30876. this.next = null;
  30877. }
  30878. };
  30879. /**
  30880. * The source of the texture data is unknown
  30881. */
  30882. InternalTexture.DATASOURCE_UNKNOWN = 0;
  30883. /**
  30884. * Texture data comes from an URL
  30885. */
  30886. InternalTexture.DATASOURCE_URL = 1;
  30887. /**
  30888. * Texture data is only used for temporary storage
  30889. */
  30890. InternalTexture.DATASOURCE_TEMP = 2;
  30891. /**
  30892. * Texture data comes from raw data (ArrayBuffer)
  30893. */
  30894. InternalTexture.DATASOURCE_RAW = 3;
  30895. /**
  30896. * Texture content is dynamic (video or dynamic texture)
  30897. */
  30898. InternalTexture.DATASOURCE_DYNAMIC = 4;
  30899. /**
  30900. * Texture content is generated by rendering to it
  30901. */
  30902. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  30903. /**
  30904. * Texture content is part of a multi render target process
  30905. */
  30906. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  30907. /**
  30908. * Texture data comes from a cube data file
  30909. */
  30910. InternalTexture.DATASOURCE_CUBE = 7;
  30911. /**
  30912. * Texture data comes from a raw cube data
  30913. */
  30914. InternalTexture.DATASOURCE_CUBERAW = 8;
  30915. /**
  30916. * Texture data come from a prefiltered cube data file
  30917. */
  30918. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  30919. /**
  30920. * Texture content is raw 3D data
  30921. */
  30922. InternalTexture.DATASOURCE_RAW3D = 10;
  30923. /**
  30924. * Texture content is a depth texture
  30925. */
  30926. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  30927. /**
  30928. * Texture data comes from a raw cube data encoded with RGBD
  30929. */
  30930. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  30931. return InternalTexture;
  30932. }());
  30933. BABYLON.InternalTexture = InternalTexture;
  30934. })(BABYLON || (BABYLON = {}));
  30935. //# sourceMappingURL=babylon.internalTexture.js.map
  30936. var BABYLON;
  30937. (function (BABYLON) {
  30938. /**
  30939. * Base class of all the textures in babylon.
  30940. * It groups all the common properties the materials, post process, lights... might need
  30941. * in order to make a correct use of the texture.
  30942. */
  30943. var BaseTexture = /** @class */ (function () {
  30944. /**
  30945. * Instantiates a new BaseTexture.
  30946. * Base class of all the textures in babylon.
  30947. * It groups all the common properties the materials, post process, lights... might need
  30948. * in order to make a correct use of the texture.
  30949. * @param scene Define the scene the texture blongs to
  30950. */
  30951. function BaseTexture(scene) {
  30952. this._hasAlpha = false;
  30953. /**
  30954. * Defines if the alpha value should be determined via the rgb values.
  30955. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  30956. */
  30957. this.getAlphaFromRGB = false;
  30958. /**
  30959. * Intensity or strength of the texture.
  30960. * It is commonly used by materials to fine tune the intensity of the texture
  30961. */
  30962. this.level = 1;
  30963. /**
  30964. * Define the UV chanel to use starting from 0 and defaulting to 0.
  30965. * This is part of the texture as textures usually maps to one uv set.
  30966. */
  30967. this.coordinatesIndex = 0;
  30968. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  30969. /**
  30970. * | Value | Type | Description |
  30971. * | ----- | ------------------ | ----------- |
  30972. * | 0 | CLAMP_ADDRESSMODE | |
  30973. * | 1 | WRAP_ADDRESSMODE | |
  30974. * | 2 | MIRROR_ADDRESSMODE | |
  30975. */
  30976. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  30977. /**
  30978. * | Value | Type | Description |
  30979. * | ----- | ------------------ | ----------- |
  30980. * | 0 | CLAMP_ADDRESSMODE | |
  30981. * | 1 | WRAP_ADDRESSMODE | |
  30982. * | 2 | MIRROR_ADDRESSMODE | |
  30983. */
  30984. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  30985. /**
  30986. * | Value | Type | Description |
  30987. * | ----- | ------------------ | ----------- |
  30988. * | 0 | CLAMP_ADDRESSMODE | |
  30989. * | 1 | WRAP_ADDRESSMODE | |
  30990. * | 2 | MIRROR_ADDRESSMODE | |
  30991. */
  30992. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  30993. /**
  30994. * With compliant hardware and browser (supporting anisotropic filtering)
  30995. * this defines the level of anisotropic filtering in the texture.
  30996. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  30997. */
  30998. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  30999. /**
  31000. * Define if the texture is a cube texture or if false a 2d texture.
  31001. */
  31002. this.isCube = false;
  31003. /**
  31004. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31005. */
  31006. this.is3D = false;
  31007. /**
  31008. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31009. * HDR texture are usually stored in linear space.
  31010. * This only impacts the PBR and Background materials
  31011. */
  31012. this.gammaSpace = true;
  31013. /**
  31014. * Is Z inverted in the texture (useful in a cube texture).
  31015. */
  31016. this.invertZ = false;
  31017. /**
  31018. * @hidden
  31019. */
  31020. this.lodLevelInAlpha = false;
  31021. /**
  31022. * Define if the texture is a render target.
  31023. */
  31024. this.isRenderTarget = false;
  31025. /**
  31026. * Define the list of animation attached to the texture.
  31027. */
  31028. this.animations = new Array();
  31029. /**
  31030. * An event triggered when the texture is disposed.
  31031. */
  31032. this.onDisposeObservable = new BABYLON.Observable();
  31033. /**
  31034. * Define the current state of the loading sequence when in delayed load mode.
  31035. */
  31036. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31037. this._cachedSize = BABYLON.Size.Zero();
  31038. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31039. if (this._scene) {
  31040. this._scene.textures.push(this);
  31041. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31042. }
  31043. this._uid = null;
  31044. }
  31045. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31046. get: function () {
  31047. return this._hasAlpha;
  31048. },
  31049. /**
  31050. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31051. */
  31052. set: function (value) {
  31053. if (this._hasAlpha === value) {
  31054. return;
  31055. }
  31056. this._hasAlpha = value;
  31057. if (this._scene) {
  31058. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31059. }
  31060. },
  31061. enumerable: true,
  31062. configurable: true
  31063. });
  31064. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31065. get: function () {
  31066. return this._coordinatesMode;
  31067. },
  31068. /**
  31069. * How a texture is mapped.
  31070. *
  31071. * | Value | Type | Description |
  31072. * | ----- | ----------------------------------- | ----------- |
  31073. * | 0 | EXPLICIT_MODE | |
  31074. * | 1 | SPHERICAL_MODE | |
  31075. * | 2 | PLANAR_MODE | |
  31076. * | 3 | CUBIC_MODE | |
  31077. * | 4 | PROJECTION_MODE | |
  31078. * | 5 | SKYBOX_MODE | |
  31079. * | 6 | INVCUBIC_MODE | |
  31080. * | 7 | EQUIRECTANGULAR_MODE | |
  31081. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31082. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31083. */
  31084. set: function (value) {
  31085. if (this._coordinatesMode === value) {
  31086. return;
  31087. }
  31088. this._coordinatesMode = value;
  31089. if (this._scene) {
  31090. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31091. }
  31092. },
  31093. enumerable: true,
  31094. configurable: true
  31095. });
  31096. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31097. /**
  31098. * Gets whether or not the texture contains RGBD data.
  31099. */
  31100. get: function () {
  31101. return this._texture != null && this._texture._isRGBD;
  31102. },
  31103. enumerable: true,
  31104. configurable: true
  31105. });
  31106. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31107. /**
  31108. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31109. */
  31110. get: function () {
  31111. if (this._texture) {
  31112. return this._texture._lodGenerationOffset;
  31113. }
  31114. return 0.0;
  31115. },
  31116. set: function (value) {
  31117. if (this._texture) {
  31118. this._texture._lodGenerationOffset = value;
  31119. }
  31120. },
  31121. enumerable: true,
  31122. configurable: true
  31123. });
  31124. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31125. /**
  31126. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31127. */
  31128. get: function () {
  31129. if (this._texture) {
  31130. return this._texture._lodGenerationScale;
  31131. }
  31132. return 0.0;
  31133. },
  31134. set: function (value) {
  31135. if (this._texture) {
  31136. this._texture._lodGenerationScale = value;
  31137. }
  31138. },
  31139. enumerable: true,
  31140. configurable: true
  31141. });
  31142. Object.defineProperty(BaseTexture.prototype, "uid", {
  31143. /**
  31144. * Define the unique id of the texture in the scene.
  31145. */
  31146. get: function () {
  31147. if (!this._uid) {
  31148. this._uid = BABYLON.Tools.RandomId();
  31149. }
  31150. return this._uid;
  31151. },
  31152. enumerable: true,
  31153. configurable: true
  31154. });
  31155. /**
  31156. * Return a string representation of the texture.
  31157. * @returns the texture as a string
  31158. */
  31159. BaseTexture.prototype.toString = function () {
  31160. return this.name;
  31161. };
  31162. /**
  31163. * Get the class name of the texture.
  31164. * @returns "BaseTexture"
  31165. */
  31166. BaseTexture.prototype.getClassName = function () {
  31167. return "BaseTexture";
  31168. };
  31169. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31170. /**
  31171. * Callback triggered when the texture has been disposed.
  31172. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31173. */
  31174. set: function (callback) {
  31175. if (this._onDisposeObserver) {
  31176. this.onDisposeObservable.remove(this._onDisposeObserver);
  31177. }
  31178. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31179. },
  31180. enumerable: true,
  31181. configurable: true
  31182. });
  31183. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31184. /**
  31185. * Define if the texture is preventinga material to render or not.
  31186. * If not and the texture is not ready, the engine will use a default black texture instead.
  31187. */
  31188. get: function () {
  31189. return true;
  31190. },
  31191. enumerable: true,
  31192. configurable: true
  31193. });
  31194. /**
  31195. * Get the scene the texture belongs to.
  31196. * @returns the scene or null if undefined
  31197. */
  31198. BaseTexture.prototype.getScene = function () {
  31199. return this._scene;
  31200. };
  31201. /**
  31202. * Get the texture transform matrix used to offset tile the texture for istance.
  31203. * @returns the transformation matrix
  31204. */
  31205. BaseTexture.prototype.getTextureMatrix = function () {
  31206. return BABYLON.Matrix.IdentityReadOnly;
  31207. };
  31208. /**
  31209. * Get the texture reflection matrix used to rotate/transform the reflection.
  31210. * @returns the reflection matrix
  31211. */
  31212. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31213. return BABYLON.Matrix.IdentityReadOnly;
  31214. };
  31215. /**
  31216. * Get the underlying lower level texture from Babylon.
  31217. * @returns the insternal texture
  31218. */
  31219. BaseTexture.prototype.getInternalTexture = function () {
  31220. return this._texture;
  31221. };
  31222. /**
  31223. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31224. * @returns true if ready or not blocking
  31225. */
  31226. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31227. return !this.isBlocking || this.isReady();
  31228. };
  31229. /**
  31230. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31231. * @returns true if fully ready
  31232. */
  31233. BaseTexture.prototype.isReady = function () {
  31234. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31235. this.delayLoad();
  31236. return false;
  31237. }
  31238. if (this._texture) {
  31239. return this._texture.isReady;
  31240. }
  31241. return false;
  31242. };
  31243. /**
  31244. * Get the size of the texture.
  31245. * @returns the texture size.
  31246. */
  31247. BaseTexture.prototype.getSize = function () {
  31248. if (this._texture) {
  31249. if (this._texture.width) {
  31250. this._cachedSize.width = this._texture.width;
  31251. this._cachedSize.height = this._texture.height;
  31252. return this._cachedSize;
  31253. }
  31254. if (this._texture._size) {
  31255. this._cachedSize.width = this._texture._size;
  31256. this._cachedSize.height = this._texture._size;
  31257. return this._cachedSize;
  31258. }
  31259. }
  31260. return this._cachedSize;
  31261. };
  31262. /**
  31263. * Get the base size of the texture.
  31264. * It can be different from the size if the texture has been resized for POT for instance
  31265. * @returns the base size
  31266. */
  31267. BaseTexture.prototype.getBaseSize = function () {
  31268. if (!this.isReady() || !this._texture) {
  31269. return BABYLON.Size.Zero();
  31270. }
  31271. if (this._texture._size) {
  31272. return new BABYLON.Size(this._texture._size, this._texture._size);
  31273. }
  31274. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31275. };
  31276. /**
  31277. * Scales the texture if is `canRescale()`
  31278. * @param ratio the resize factor we want to use to rescale
  31279. */
  31280. BaseTexture.prototype.scale = function (ratio) {
  31281. };
  31282. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31283. /**
  31284. * Get if the texture can rescale.
  31285. */
  31286. get: function () {
  31287. return false;
  31288. },
  31289. enumerable: true,
  31290. configurable: true
  31291. });
  31292. /** @hidden */
  31293. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31294. if (!this._scene) {
  31295. return null;
  31296. }
  31297. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31298. for (var index = 0; index < texturesCache.length; index++) {
  31299. var texturesCacheEntry = texturesCache[index];
  31300. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31301. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31302. texturesCacheEntry.incrementReferences();
  31303. return texturesCacheEntry;
  31304. }
  31305. }
  31306. }
  31307. return null;
  31308. };
  31309. /** @hidden */
  31310. BaseTexture.prototype._rebuild = function () {
  31311. };
  31312. /**
  31313. * Triggers the load sequence in delayed load mode.
  31314. */
  31315. BaseTexture.prototype.delayLoad = function () {
  31316. };
  31317. /**
  31318. * Clones the texture.
  31319. * @returns the cloned texture
  31320. */
  31321. BaseTexture.prototype.clone = function () {
  31322. return null;
  31323. };
  31324. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31325. /**
  31326. * Get the texture underlying type (INT, FLOAT...)
  31327. */
  31328. get: function () {
  31329. if (!this._texture) {
  31330. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31331. }
  31332. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31333. },
  31334. enumerable: true,
  31335. configurable: true
  31336. });
  31337. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31338. /**
  31339. * Get the texture underlying format (RGB, RGBA...)
  31340. */
  31341. get: function () {
  31342. if (!this._texture) {
  31343. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31344. }
  31345. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31346. },
  31347. enumerable: true,
  31348. configurable: true
  31349. });
  31350. /**
  31351. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31352. * This will returns an RGBA array buffer containing either in values (0-255) or
  31353. * float values (0-1) depending of the underlying buffer type.
  31354. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31355. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31356. * @param buffer defines a user defined buffer to fill with data (can be null)
  31357. * @returns The Array buffer containing the pixels data.
  31358. */
  31359. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31360. if (faceIndex === void 0) { faceIndex = 0; }
  31361. if (level === void 0) { level = 0; }
  31362. if (buffer === void 0) { buffer = null; }
  31363. if (!this._texture) {
  31364. return null;
  31365. }
  31366. var size = this.getSize();
  31367. var width = size.width;
  31368. var height = size.height;
  31369. var scene = this.getScene();
  31370. if (!scene) {
  31371. return null;
  31372. }
  31373. var engine = scene.getEngine();
  31374. if (level != 0) {
  31375. width = width / Math.pow(2, level);
  31376. height = height / Math.pow(2, level);
  31377. width = Math.round(width);
  31378. height = Math.round(height);
  31379. }
  31380. if (this._texture.isCube) {
  31381. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31382. }
  31383. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31384. };
  31385. /**
  31386. * Release and destroy the underlying lower level texture aka internalTexture.
  31387. */
  31388. BaseTexture.prototype.releaseInternalTexture = function () {
  31389. if (this._texture) {
  31390. this._texture.dispose();
  31391. this._texture = null;
  31392. }
  31393. };
  31394. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31395. /**
  31396. * Get the polynomial representation of the texture data.
  31397. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31398. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31399. */
  31400. get: function () {
  31401. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31402. return null;
  31403. }
  31404. if (!this._texture._sphericalPolynomial) {
  31405. this._texture._sphericalPolynomial =
  31406. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31407. }
  31408. return this._texture._sphericalPolynomial;
  31409. },
  31410. set: function (value) {
  31411. if (this._texture) {
  31412. this._texture._sphericalPolynomial = value;
  31413. }
  31414. },
  31415. enumerable: true,
  31416. configurable: true
  31417. });
  31418. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31419. /** @hidden */
  31420. get: function () {
  31421. if (this._texture) {
  31422. return this._texture._lodTextureHigh;
  31423. }
  31424. return null;
  31425. },
  31426. enumerable: true,
  31427. configurable: true
  31428. });
  31429. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31430. /** @hidden */
  31431. get: function () {
  31432. if (this._texture) {
  31433. return this._texture._lodTextureMid;
  31434. }
  31435. return null;
  31436. },
  31437. enumerable: true,
  31438. configurable: true
  31439. });
  31440. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31441. /** @hidden */
  31442. get: function () {
  31443. if (this._texture) {
  31444. return this._texture._lodTextureLow;
  31445. }
  31446. return null;
  31447. },
  31448. enumerable: true,
  31449. configurable: true
  31450. });
  31451. /**
  31452. * Dispose the texture and release its associated resources.
  31453. */
  31454. BaseTexture.prototype.dispose = function () {
  31455. if (!this._scene) {
  31456. return;
  31457. }
  31458. // Animations
  31459. this._scene.stopAnimation(this);
  31460. // Remove from scene
  31461. this._scene._removePendingData(this);
  31462. var index = this._scene.textures.indexOf(this);
  31463. if (index >= 0) {
  31464. this._scene.textures.splice(index, 1);
  31465. }
  31466. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31467. if (this._texture === undefined) {
  31468. return;
  31469. }
  31470. // Release
  31471. this.releaseInternalTexture();
  31472. // Callback
  31473. this.onDisposeObservable.notifyObservers(this);
  31474. this.onDisposeObservable.clear();
  31475. };
  31476. /**
  31477. * Serialize the texture into a JSON representation that can be parsed later on.
  31478. * @returns the JSON representation of the texture
  31479. */
  31480. BaseTexture.prototype.serialize = function () {
  31481. if (!this.name) {
  31482. return null;
  31483. }
  31484. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31485. // Animations
  31486. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31487. return serializationObject;
  31488. };
  31489. /**
  31490. * Helper function to be called back once a list of texture contains only ready textures.
  31491. * @param textures Define the list of textures to wait for
  31492. * @param callback Define the callback triggered once the entire list will be ready
  31493. */
  31494. BaseTexture.WhenAllReady = function (textures, callback) {
  31495. var numRemaining = textures.length;
  31496. if (numRemaining === 0) {
  31497. callback();
  31498. return;
  31499. }
  31500. var _loop_1 = function () {
  31501. texture = textures[i];
  31502. if (texture.isReady()) {
  31503. if (--numRemaining === 0) {
  31504. callback();
  31505. }
  31506. }
  31507. else {
  31508. onLoadObservable = texture.onLoadObservable;
  31509. var onLoadCallback_1 = function () {
  31510. onLoadObservable.removeCallback(onLoadCallback_1);
  31511. if (--numRemaining === 0) {
  31512. callback();
  31513. }
  31514. };
  31515. onLoadObservable.add(onLoadCallback_1);
  31516. }
  31517. };
  31518. var texture, onLoadObservable;
  31519. for (var i = 0; i < textures.length; i++) {
  31520. _loop_1();
  31521. }
  31522. };
  31523. /**
  31524. * Default anisotropic filtering level for the application.
  31525. * It is set to 4 as a good tradeoff between perf and quality.
  31526. */
  31527. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31528. __decorate([
  31529. BABYLON.serialize()
  31530. ], BaseTexture.prototype, "name", void 0);
  31531. __decorate([
  31532. BABYLON.serialize("hasAlpha")
  31533. ], BaseTexture.prototype, "_hasAlpha", void 0);
  31534. __decorate([
  31535. BABYLON.serialize()
  31536. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  31537. __decorate([
  31538. BABYLON.serialize()
  31539. ], BaseTexture.prototype, "level", void 0);
  31540. __decorate([
  31541. BABYLON.serialize()
  31542. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  31543. __decorate([
  31544. BABYLON.serialize("coordinatesMode")
  31545. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  31546. __decorate([
  31547. BABYLON.serialize()
  31548. ], BaseTexture.prototype, "wrapU", void 0);
  31549. __decorate([
  31550. BABYLON.serialize()
  31551. ], BaseTexture.prototype, "wrapV", void 0);
  31552. __decorate([
  31553. BABYLON.serialize()
  31554. ], BaseTexture.prototype, "wrapR", void 0);
  31555. __decorate([
  31556. BABYLON.serialize()
  31557. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  31558. __decorate([
  31559. BABYLON.serialize()
  31560. ], BaseTexture.prototype, "isCube", void 0);
  31561. __decorate([
  31562. BABYLON.serialize()
  31563. ], BaseTexture.prototype, "is3D", void 0);
  31564. __decorate([
  31565. BABYLON.serialize()
  31566. ], BaseTexture.prototype, "gammaSpace", void 0);
  31567. __decorate([
  31568. BABYLON.serialize()
  31569. ], BaseTexture.prototype, "invertZ", void 0);
  31570. __decorate([
  31571. BABYLON.serialize()
  31572. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  31573. __decorate([
  31574. BABYLON.serialize()
  31575. ], BaseTexture.prototype, "lodGenerationOffset", null);
  31576. __decorate([
  31577. BABYLON.serialize()
  31578. ], BaseTexture.prototype, "lodGenerationScale", null);
  31579. __decorate([
  31580. BABYLON.serialize()
  31581. ], BaseTexture.prototype, "isRenderTarget", void 0);
  31582. return BaseTexture;
  31583. }());
  31584. BABYLON.BaseTexture = BaseTexture;
  31585. })(BABYLON || (BABYLON = {}));
  31586. //# sourceMappingURL=babylon.baseTexture.js.map
  31587. var BABYLON;
  31588. (function (BABYLON) {
  31589. /**
  31590. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31591. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31592. */
  31593. var Texture = /** @class */ (function (_super) {
  31594. __extends(Texture, _super);
  31595. /**
  31596. * Instantiates a new texture.
  31597. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31598. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31599. * @param url define the url of the picture to load as a texture
  31600. * @param scene define the scene the texture will belong to
  31601. * @param noMipmap define if the texture will require mip maps or not
  31602. * @param invertY define if the texture needs to be inverted on the y axis during loading
  31603. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  31604. * @param onLoad define a callback triggered when the texture has been loaded
  31605. * @param onError define a callback triggered when an error occurred during the loading session
  31606. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  31607. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  31608. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  31609. */
  31610. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  31611. if (noMipmap === void 0) { noMipmap = false; }
  31612. if (invertY === void 0) { invertY = true; }
  31613. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  31614. if (onLoad === void 0) { onLoad = null; }
  31615. if (onError === void 0) { onError = null; }
  31616. if (buffer === void 0) { buffer = null; }
  31617. if (deleteBuffer === void 0) { deleteBuffer = false; }
  31618. var _this = _super.call(this, scene) || this;
  31619. /**
  31620. * Define an offset on the texture to offset the u coordinates of the UVs
  31621. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31622. */
  31623. _this.uOffset = 0;
  31624. /**
  31625. * Define an offset on the texture to offset the v coordinates of the UVs
  31626. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31627. */
  31628. _this.vOffset = 0;
  31629. /**
  31630. * Define an offset on the texture to scale the u coordinates of the UVs
  31631. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31632. */
  31633. _this.uScale = 1.0;
  31634. /**
  31635. * Define an offset on the texture to scale the v coordinates of the UVs
  31636. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31637. */
  31638. _this.vScale = 1.0;
  31639. /**
  31640. * Define an offset on the texture to rotate around the u coordinates of the UVs
  31641. * @see http://doc.babylonjs.com/how_to/more_materials
  31642. */
  31643. _this.uAng = 0;
  31644. /**
  31645. * Define an offset on the texture to rotate around the v coordinates of the UVs
  31646. * @see http://doc.babylonjs.com/how_to/more_materials
  31647. */
  31648. _this.vAng = 0;
  31649. /**
  31650. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  31651. * @see http://doc.babylonjs.com/how_to/more_materials
  31652. */
  31653. _this.wAng = 0;
  31654. /**
  31655. * Defines the center of rotation (U)
  31656. */
  31657. _this.uRotationCenter = 0.5;
  31658. /**
  31659. * Defines the center of rotation (V)
  31660. */
  31661. _this.vRotationCenter = 0.5;
  31662. /**
  31663. * Defines the center of rotation (W)
  31664. */
  31665. _this.wRotationCenter = 0.5;
  31666. /**
  31667. * Observable triggered once the texture has been loaded.
  31668. */
  31669. _this.onLoadObservable = new BABYLON.Observable();
  31670. _this._isBlocking = true;
  31671. _this.name = url || "";
  31672. _this.url = url;
  31673. _this._noMipmap = noMipmap;
  31674. _this._invertY = invertY;
  31675. _this._samplingMode = samplingMode;
  31676. _this._buffer = buffer;
  31677. _this._deleteBuffer = deleteBuffer;
  31678. if (format) {
  31679. _this._format = format;
  31680. }
  31681. scene = _this.getScene();
  31682. if (!scene) {
  31683. return _this;
  31684. }
  31685. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  31686. var load = function () {
  31687. if (_this.onLoadObservable.hasObservers()) {
  31688. _this.onLoadObservable.notifyObservers(_this);
  31689. }
  31690. if (onLoad) {
  31691. onLoad();
  31692. }
  31693. if (!_this.isBlocking && scene) {
  31694. scene.resetCachedMaterial();
  31695. }
  31696. };
  31697. if (!_this.url) {
  31698. _this._delayedOnLoad = load;
  31699. _this._delayedOnError = onError;
  31700. return _this;
  31701. }
  31702. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  31703. if (!_this._texture) {
  31704. if (!scene.useDelayedTextureLoading) {
  31705. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  31706. if (deleteBuffer) {
  31707. delete _this._buffer;
  31708. }
  31709. }
  31710. else {
  31711. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31712. _this._delayedOnLoad = load;
  31713. _this._delayedOnError = onError;
  31714. }
  31715. }
  31716. else {
  31717. if (_this._texture.isReady) {
  31718. BABYLON.Tools.SetImmediate(function () { return load(); });
  31719. }
  31720. else {
  31721. _this._texture.onLoadedObservable.add(load);
  31722. }
  31723. }
  31724. return _this;
  31725. }
  31726. Object.defineProperty(Texture.prototype, "noMipmap", {
  31727. /**
  31728. * Are mip maps generated for this texture or not.
  31729. */
  31730. get: function () {
  31731. return this._noMipmap;
  31732. },
  31733. enumerable: true,
  31734. configurable: true
  31735. });
  31736. Object.defineProperty(Texture.prototype, "isBlocking", {
  31737. get: function () {
  31738. return this._isBlocking;
  31739. },
  31740. /**
  31741. * Is the texture preventing material to render while loading.
  31742. * If false, a default texture will be used instead of the loading one during the preparation step.
  31743. */
  31744. set: function (value) {
  31745. this._isBlocking = value;
  31746. },
  31747. enumerable: true,
  31748. configurable: true
  31749. });
  31750. Object.defineProperty(Texture.prototype, "samplingMode", {
  31751. /**
  31752. * Get the current sampling mode associated with the texture.
  31753. */
  31754. get: function () {
  31755. return this._samplingMode;
  31756. },
  31757. enumerable: true,
  31758. configurable: true
  31759. });
  31760. /**
  31761. * Update the url (and optional buffer) of this texture if url was null during construction.
  31762. * @param url the url of the texture
  31763. * @param buffer the buffer of the texture (defaults to null)
  31764. */
  31765. Texture.prototype.updateURL = function (url, buffer) {
  31766. if (buffer === void 0) { buffer = null; }
  31767. if (this.url) {
  31768. throw new Error("URL is already set");
  31769. }
  31770. this.url = url;
  31771. this._buffer = buffer;
  31772. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31773. this.delayLoad();
  31774. };
  31775. /**
  31776. * Finish the loading sequence of a texture flagged as delayed load.
  31777. * @hidden
  31778. */
  31779. Texture.prototype.delayLoad = function () {
  31780. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31781. return;
  31782. }
  31783. var scene = this.getScene();
  31784. if (!scene) {
  31785. return;
  31786. }
  31787. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  31788. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  31789. if (!this._texture) {
  31790. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  31791. if (this._deleteBuffer) {
  31792. delete this._buffer;
  31793. }
  31794. }
  31795. else {
  31796. if (this._delayedOnLoad) {
  31797. if (this._texture.isReady) {
  31798. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  31799. }
  31800. else {
  31801. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  31802. }
  31803. }
  31804. }
  31805. this._delayedOnLoad = null;
  31806. this._delayedOnError = null;
  31807. };
  31808. /**
  31809. * Update the sampling mode of the texture.
  31810. * Default is Trilinear mode.
  31811. *
  31812. * | Value | Type | Description |
  31813. * | ----- | ------------------ | ----------- |
  31814. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31815. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31816. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31817. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31818. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31819. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31820. * | 7 | NEAREST_LINEAR | |
  31821. * | 8 | NEAREST_NEAREST | |
  31822. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31823. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31824. * | 11 | LINEAR_LINEAR | |
  31825. * | 12 | LINEAR_NEAREST | |
  31826. *
  31827. * > _mag_: magnification filter (close to the viewer)
  31828. * > _min_: minification filter (far from the viewer)
  31829. * > _mip_: filter used between mip map levels
  31830. *@param samplingMode Define the new sampling mode of the texture
  31831. */
  31832. Texture.prototype.updateSamplingMode = function (samplingMode) {
  31833. if (!this._texture) {
  31834. return;
  31835. }
  31836. var scene = this.getScene();
  31837. if (!scene) {
  31838. return;
  31839. }
  31840. this._samplingMode = samplingMode;
  31841. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31842. };
  31843. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  31844. x *= this.uScale;
  31845. y *= this.vScale;
  31846. x -= this.uRotationCenter * this.uScale;
  31847. y -= this.vRotationCenter * this.vScale;
  31848. z -= this.wRotationCenter;
  31849. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  31850. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  31851. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  31852. t.z += this.wRotationCenter;
  31853. };
  31854. /**
  31855. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  31856. * @returns the transform matrix of the texture.
  31857. */
  31858. Texture.prototype.getTextureMatrix = function () {
  31859. var _this = this;
  31860. if (this.uOffset === this._cachedUOffset &&
  31861. this.vOffset === this._cachedVOffset &&
  31862. this.uScale === this._cachedUScale &&
  31863. this.vScale === this._cachedVScale &&
  31864. this.uAng === this._cachedUAng &&
  31865. this.vAng === this._cachedVAng &&
  31866. this.wAng === this._cachedWAng) {
  31867. return this._cachedTextureMatrix;
  31868. }
  31869. this._cachedUOffset = this.uOffset;
  31870. this._cachedVOffset = this.vOffset;
  31871. this._cachedUScale = this.uScale;
  31872. this._cachedVScale = this.vScale;
  31873. this._cachedUAng = this.uAng;
  31874. this._cachedVAng = this.vAng;
  31875. this._cachedWAng = this.wAng;
  31876. if (!this._cachedTextureMatrix) {
  31877. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  31878. this._rowGenerationMatrix = new BABYLON.Matrix();
  31879. this._t0 = BABYLON.Vector3.Zero();
  31880. this._t1 = BABYLON.Vector3.Zero();
  31881. this._t2 = BABYLON.Vector3.Zero();
  31882. }
  31883. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  31884. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  31885. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  31886. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  31887. this._t1.subtractInPlace(this._t0);
  31888. this._t2.subtractInPlace(this._t0);
  31889. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31890. this._cachedTextureMatrix.m[0] = this._t1.x;
  31891. this._cachedTextureMatrix.m[1] = this._t1.y;
  31892. this._cachedTextureMatrix.m[2] = this._t1.z;
  31893. this._cachedTextureMatrix.m[4] = this._t2.x;
  31894. this._cachedTextureMatrix.m[5] = this._t2.y;
  31895. this._cachedTextureMatrix.m[6] = this._t2.z;
  31896. this._cachedTextureMatrix.m[8] = this._t0.x;
  31897. this._cachedTextureMatrix.m[9] = this._t0.y;
  31898. this._cachedTextureMatrix.m[10] = this._t0.z;
  31899. var scene = this.getScene();
  31900. if (!scene) {
  31901. return this._cachedTextureMatrix;
  31902. }
  31903. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  31904. return mat.hasTexture(_this);
  31905. });
  31906. return this._cachedTextureMatrix;
  31907. };
  31908. /**
  31909. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  31910. * @returns The reflection texture transform
  31911. */
  31912. Texture.prototype.getReflectionTextureMatrix = function () {
  31913. var _this = this;
  31914. var scene = this.getScene();
  31915. if (!scene) {
  31916. return this._cachedTextureMatrix;
  31917. }
  31918. if (this.uOffset === this._cachedUOffset &&
  31919. this.vOffset === this._cachedVOffset &&
  31920. this.uScale === this._cachedUScale &&
  31921. this.vScale === this._cachedVScale &&
  31922. this.coordinatesMode === this._cachedCoordinatesMode) {
  31923. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  31924. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  31925. return this._cachedTextureMatrix;
  31926. }
  31927. }
  31928. else {
  31929. return this._cachedTextureMatrix;
  31930. }
  31931. }
  31932. if (!this._cachedTextureMatrix) {
  31933. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  31934. }
  31935. if (!this._projectionModeMatrix) {
  31936. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  31937. }
  31938. this._cachedUOffset = this.uOffset;
  31939. this._cachedVOffset = this.vOffset;
  31940. this._cachedUScale = this.uScale;
  31941. this._cachedVScale = this.vScale;
  31942. this._cachedCoordinatesMode = this.coordinatesMode;
  31943. switch (this.coordinatesMode) {
  31944. case Texture.PLANAR_MODE:
  31945. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31946. this._cachedTextureMatrix[0] = this.uScale;
  31947. this._cachedTextureMatrix[5] = this.vScale;
  31948. this._cachedTextureMatrix[12] = this.uOffset;
  31949. this._cachedTextureMatrix[13] = this.vOffset;
  31950. break;
  31951. case Texture.PROJECTION_MODE:
  31952. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  31953. this._projectionModeMatrix.m[0] = 0.5;
  31954. this._projectionModeMatrix.m[5] = -0.5;
  31955. this._projectionModeMatrix.m[10] = 0.0;
  31956. this._projectionModeMatrix.m[12] = 0.5;
  31957. this._projectionModeMatrix.m[13] = 0.5;
  31958. this._projectionModeMatrix.m[14] = 1.0;
  31959. this._projectionModeMatrix.m[15] = 1.0;
  31960. var projectionMatrix = scene.getProjectionMatrix();
  31961. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  31962. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  31963. break;
  31964. default:
  31965. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31966. break;
  31967. }
  31968. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  31969. return (mat.getActiveTextures().indexOf(_this) !== -1);
  31970. });
  31971. return this._cachedTextureMatrix;
  31972. };
  31973. /**
  31974. * Clones the texture.
  31975. * @returns the cloned texture
  31976. */
  31977. Texture.prototype.clone = function () {
  31978. var _this = this;
  31979. return BABYLON.SerializationHelper.Clone(function () {
  31980. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  31981. }, this);
  31982. };
  31983. /**
  31984. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  31985. * @returns The JSON representation of the texture
  31986. */
  31987. Texture.prototype.serialize = function () {
  31988. var serializationObject = _super.prototype.serialize.call(this);
  31989. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  31990. serializationObject.base64String = this._buffer;
  31991. serializationObject.name = serializationObject.name.replace("data:", "");
  31992. }
  31993. serializationObject.invertY = this._invertY;
  31994. serializationObject.samplingMode = this.samplingMode;
  31995. return serializationObject;
  31996. };
  31997. /**
  31998. * Get the current class name of the texture usefull for serialization or dynamic coding.
  31999. * @returns "Texture"
  32000. */
  32001. Texture.prototype.getClassName = function () {
  32002. return "Texture";
  32003. };
  32004. /**
  32005. * Dispose the texture and release its associated resources.
  32006. */
  32007. Texture.prototype.dispose = function () {
  32008. _super.prototype.dispose.call(this);
  32009. this.onLoadObservable.clear();
  32010. this._delayedOnLoad = null;
  32011. this._delayedOnError = null;
  32012. };
  32013. /**
  32014. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32015. * @param parsedTexture Define the JSON representation of the texture
  32016. * @param scene Define the scene the parsed texture should be instantiated in
  32017. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32018. * @returns The parsed texture if successful
  32019. */
  32020. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32021. if (parsedTexture.customType) {
  32022. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32023. // Update Sampling Mode
  32024. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32025. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32026. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32027. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32028. }
  32029. }
  32030. return parsedCustomTexture;
  32031. }
  32032. if (parsedTexture.isCube) {
  32033. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32034. }
  32035. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32036. return null;
  32037. }
  32038. var texture = BABYLON.SerializationHelper.Parse(function () {
  32039. var generateMipMaps = true;
  32040. if (parsedTexture.noMipmap) {
  32041. generateMipMaps = false;
  32042. }
  32043. if (parsedTexture.mirrorPlane) {
  32044. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32045. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32046. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32047. return mirrorTexture;
  32048. }
  32049. else if (parsedTexture.isRenderTarget) {
  32050. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32051. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32052. return renderTargetTexture;
  32053. }
  32054. else {
  32055. var texture;
  32056. if (parsedTexture.base64String) {
  32057. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32058. }
  32059. else {
  32060. var url = rootUrl + parsedTexture.name;
  32061. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32062. url = parsedTexture.url;
  32063. }
  32064. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32065. }
  32066. return texture;
  32067. }
  32068. }, parsedTexture, scene);
  32069. // Update Sampling Mode
  32070. if (parsedTexture.samplingMode) {
  32071. var sampling = parsedTexture.samplingMode;
  32072. if (texture._samplingMode !== sampling) {
  32073. texture.updateSamplingMode(sampling);
  32074. }
  32075. }
  32076. // Animations
  32077. if (parsedTexture.animations) {
  32078. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32079. var parsedAnimation = parsedTexture.animations[animationIndex];
  32080. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32081. }
  32082. }
  32083. return texture;
  32084. };
  32085. /**
  32086. * Creates a texture from its base 64 representation.
  32087. * @param data Define the base64 payload without the data: prefix
  32088. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32089. * @param scene Define the scene the texture should belong to
  32090. * @param noMipmap Forces the texture to not create mip map information if true
  32091. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32092. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32093. * @param onLoad define a callback triggered when the texture has been loaded
  32094. * @param onError define a callback triggered when an error occurred during the loading session
  32095. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32096. * @returns the created texture
  32097. */
  32098. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32099. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32100. if (onLoad === void 0) { onLoad = null; }
  32101. if (onError === void 0) { onError = null; }
  32102. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32103. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32104. };
  32105. /**
  32106. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32107. * @param data Define the base64 payload without the data: prefix
  32108. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32109. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32110. * @param scene Define the scene the texture should belong to
  32111. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32112. * @param noMipmap Forces the texture to not create mip map information if true
  32113. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32114. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32115. * @param onLoad define a callback triggered when the texture has been loaded
  32116. * @param onError define a callback triggered when an error occurred during the loading session
  32117. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32118. * @returns the created texture
  32119. */
  32120. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32121. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32122. if (noMipmap === void 0) { noMipmap = false; }
  32123. if (invertY === void 0) { invertY = true; }
  32124. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32125. if (onLoad === void 0) { onLoad = null; }
  32126. if (onError === void 0) { onError = null; }
  32127. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32128. if (name.substr(0, 5) !== "data:") {
  32129. name = "data:" + name;
  32130. }
  32131. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32132. };
  32133. /** nearest is mag = nearest and min = nearest and mip = linear */
  32134. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32135. /** nearest is mag = nearest and min = nearest and mip = linear */
  32136. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32137. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32138. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32139. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32140. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32141. /** Trilinear is mag = linear and min = linear and mip = linear */
  32142. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32143. /** Trilinear is mag = linear and min = linear and mip = linear */
  32144. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32145. /** mag = nearest and min = nearest and mip = nearest */
  32146. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32147. /** mag = nearest and min = linear and mip = nearest */
  32148. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32149. /** mag = nearest and min = linear and mip = linear */
  32150. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32151. /** mag = nearest and min = linear and mip = none */
  32152. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32153. /** mag = nearest and min = nearest and mip = none */
  32154. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32155. /** mag = linear and min = nearest and mip = nearest */
  32156. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32157. /** mag = linear and min = nearest and mip = linear */
  32158. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32159. /** mag = linear and min = linear and mip = none */
  32160. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32161. /** mag = linear and min = nearest and mip = none */
  32162. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32163. /** Explicit coordinates mode */
  32164. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32165. /** Spherical coordinates mode */
  32166. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32167. /** Planar coordinates mode */
  32168. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32169. /** Cubic coordinates mode */
  32170. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32171. /** Projection coordinates mode */
  32172. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32173. /** Inverse Cubic coordinates mode */
  32174. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32175. /** Inverse Cubic coordinates mode */
  32176. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32177. /** Equirectangular coordinates mode */
  32178. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32179. /** Equirectangular Fixed coordinates mode */
  32180. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32181. /** Equirectangular Fixed Mirrored coordinates mode */
  32182. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32183. /** Texture is not repeating outside of 0..1 UVs */
  32184. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32185. /** Texture is repeating outside of 0..1 UVs */
  32186. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32187. /** Texture is repeating and mirrored */
  32188. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32189. /**
  32190. * 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
  32191. */
  32192. Texture.UseSerializedUrlIfAny = false;
  32193. __decorate([
  32194. BABYLON.serialize()
  32195. ], Texture.prototype, "url", void 0);
  32196. __decorate([
  32197. BABYLON.serialize()
  32198. ], Texture.prototype, "uOffset", void 0);
  32199. __decorate([
  32200. BABYLON.serialize()
  32201. ], Texture.prototype, "vOffset", void 0);
  32202. __decorate([
  32203. BABYLON.serialize()
  32204. ], Texture.prototype, "uScale", void 0);
  32205. __decorate([
  32206. BABYLON.serialize()
  32207. ], Texture.prototype, "vScale", void 0);
  32208. __decorate([
  32209. BABYLON.serialize()
  32210. ], Texture.prototype, "uAng", void 0);
  32211. __decorate([
  32212. BABYLON.serialize()
  32213. ], Texture.prototype, "vAng", void 0);
  32214. __decorate([
  32215. BABYLON.serialize()
  32216. ], Texture.prototype, "wAng", void 0);
  32217. __decorate([
  32218. BABYLON.serialize()
  32219. ], Texture.prototype, "uRotationCenter", void 0);
  32220. __decorate([
  32221. BABYLON.serialize()
  32222. ], Texture.prototype, "vRotationCenter", void 0);
  32223. __decorate([
  32224. BABYLON.serialize()
  32225. ], Texture.prototype, "wRotationCenter", void 0);
  32226. __decorate([
  32227. BABYLON.serialize()
  32228. ], Texture.prototype, "isBlocking", null);
  32229. return Texture;
  32230. }(BABYLON.BaseTexture));
  32231. BABYLON.Texture = Texture;
  32232. })(BABYLON || (BABYLON = {}));
  32233. //# sourceMappingURL=babylon.texture.js.map
  32234. var BABYLON;
  32235. (function (BABYLON) {
  32236. /**
  32237. * @hidden
  32238. **/
  32239. var _CreationDataStorage = /** @class */ (function () {
  32240. function _CreationDataStorage() {
  32241. }
  32242. return _CreationDataStorage;
  32243. }());
  32244. BABYLON._CreationDataStorage = _CreationDataStorage;
  32245. /**
  32246. * @hidden
  32247. **/
  32248. var _InstanceDataStorage = /** @class */ (function () {
  32249. function _InstanceDataStorage() {
  32250. this.visibleInstances = {};
  32251. this.renderIdForInstances = new Array();
  32252. this.batchCache = new _InstancesBatch();
  32253. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32254. }
  32255. return _InstanceDataStorage;
  32256. }());
  32257. /**
  32258. * @hidden
  32259. **/
  32260. var _InstancesBatch = /** @class */ (function () {
  32261. function _InstancesBatch() {
  32262. this.mustReturn = false;
  32263. this.visibleInstances = new Array();
  32264. this.renderSelf = new Array();
  32265. }
  32266. return _InstancesBatch;
  32267. }());
  32268. BABYLON._InstancesBatch = _InstancesBatch;
  32269. /**
  32270. * Class used to represent renderable models
  32271. */
  32272. var Mesh = /** @class */ (function (_super) {
  32273. __extends(Mesh, _super);
  32274. /**
  32275. * @constructor
  32276. * @param name The value used by scene.getMeshByName() to do a lookup.
  32277. * @param scene The scene to add this mesh to.
  32278. * @param parent The parent of this mesh, if it has one
  32279. * @param source An optional Mesh from which geometry is shared, cloned.
  32280. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32281. * When false, achieved by calling a clone(), also passing False.
  32282. * This will make creation of children, recursive.
  32283. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32284. */
  32285. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32286. if (scene === void 0) { scene = null; }
  32287. if (parent === void 0) { parent = null; }
  32288. if (source === void 0) { source = null; }
  32289. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32290. var _this = _super.call(this, name, scene) || this;
  32291. // Members
  32292. /**
  32293. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32294. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32295. */
  32296. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32297. /**
  32298. * Gets the list of instances created from this mesh
  32299. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32300. */
  32301. _this.instances = new Array();
  32302. _this._LODLevels = new Array();
  32303. /** @hidden */
  32304. _this._instanceDataStorage = new _InstanceDataStorage();
  32305. // Use by builder only to know what orientation were the mesh build in.
  32306. /** @hidden */
  32307. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32308. /**
  32309. * Use this property to change the original side orientation defined at construction time
  32310. */
  32311. _this.overrideMaterialSideOrientation = null;
  32312. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32313. // Will be used to save a source mesh reference, If any
  32314. _this._source = null;
  32315. scene = _this.getScene();
  32316. if (source) {
  32317. // Geometry
  32318. if (source._geometry) {
  32319. source._geometry.applyToMesh(_this);
  32320. }
  32321. // Deep copy
  32322. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32323. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32324. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32325. ], ["_poseMatrix"]);
  32326. // Source mesh
  32327. _this._source = source;
  32328. // Construction Params
  32329. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32330. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32331. _this._creationDataStorage = source._creationDataStorage;
  32332. // Animation ranges
  32333. if (_this._source._ranges) {
  32334. var ranges = _this._source._ranges;
  32335. for (var name in ranges) {
  32336. if (!ranges.hasOwnProperty(name)) {
  32337. continue;
  32338. }
  32339. if (!ranges[name]) {
  32340. continue;
  32341. }
  32342. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32343. }
  32344. }
  32345. // Metadata
  32346. if (source.metadata && source.metadata.clone) {
  32347. _this.metadata = source.metadata.clone();
  32348. }
  32349. else {
  32350. _this.metadata = source.metadata;
  32351. }
  32352. // Tags
  32353. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32354. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32355. }
  32356. // Parent
  32357. _this.parent = source.parent;
  32358. // Pivot
  32359. _this.setPivotMatrix(source.getPivotMatrix());
  32360. _this.id = name + "." + source.id;
  32361. // Material
  32362. _this.material = source.material;
  32363. var index;
  32364. if (!doNotCloneChildren) {
  32365. // Children
  32366. var directDescendants = source.getDescendants(true);
  32367. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32368. var child = directDescendants[index_1];
  32369. if (child.clone) {
  32370. child.clone(name + "." + child.name, _this);
  32371. }
  32372. }
  32373. }
  32374. // Physics clone
  32375. var physicsEngine = _this.getScene().getPhysicsEngine();
  32376. if (clonePhysicsImpostor && physicsEngine) {
  32377. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32378. if (impostor) {
  32379. _this.physicsImpostor = impostor.clone(_this);
  32380. }
  32381. }
  32382. // Particles
  32383. for (index = 0; index < scene.particleSystems.length; index++) {
  32384. var system = scene.particleSystems[index];
  32385. if (system.emitter === source) {
  32386. system.clone(system.name, _this);
  32387. }
  32388. }
  32389. _this.refreshBoundingInfo();
  32390. _this.computeWorldMatrix(true);
  32391. }
  32392. // Parent
  32393. if (parent !== null) {
  32394. _this.parent = parent;
  32395. }
  32396. return _this;
  32397. }
  32398. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32399. /**
  32400. * An event triggered before rendering the mesh
  32401. */
  32402. get: function () {
  32403. if (!this._onBeforeRenderObservable) {
  32404. this._onBeforeRenderObservable = new BABYLON.Observable();
  32405. }
  32406. return this._onBeforeRenderObservable;
  32407. },
  32408. enumerable: true,
  32409. configurable: true
  32410. });
  32411. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32412. /**
  32413. * An event triggered after rendering the mesh
  32414. */
  32415. get: function () {
  32416. if (!this._onAfterRenderObservable) {
  32417. this._onAfterRenderObservable = new BABYLON.Observable();
  32418. }
  32419. return this._onAfterRenderObservable;
  32420. },
  32421. enumerable: true,
  32422. configurable: true
  32423. });
  32424. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32425. /**
  32426. * An event triggered before drawing the mesh
  32427. */
  32428. get: function () {
  32429. if (!this._onBeforeDrawObservable) {
  32430. this._onBeforeDrawObservable = new BABYLON.Observable();
  32431. }
  32432. return this._onBeforeDrawObservable;
  32433. },
  32434. enumerable: true,
  32435. configurable: true
  32436. });
  32437. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32438. /**
  32439. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32440. */
  32441. set: function (callback) {
  32442. if (this._onBeforeDrawObserver) {
  32443. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32444. }
  32445. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32446. },
  32447. enumerable: true,
  32448. configurable: true
  32449. });
  32450. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32451. /**
  32452. * Gets or sets the morph target manager
  32453. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32454. */
  32455. get: function () {
  32456. return this._morphTargetManager;
  32457. },
  32458. set: function (value) {
  32459. if (this._morphTargetManager === value) {
  32460. return;
  32461. }
  32462. this._morphTargetManager = value;
  32463. this._syncGeometryWithMorphTargetManager();
  32464. },
  32465. enumerable: true,
  32466. configurable: true
  32467. });
  32468. Object.defineProperty(Mesh.prototype, "source", {
  32469. /**
  32470. * Gets the source mesh (the one used to clone this one from)
  32471. */
  32472. get: function () {
  32473. return this._source;
  32474. },
  32475. enumerable: true,
  32476. configurable: true
  32477. });
  32478. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32479. /**
  32480. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32481. */
  32482. get: function () {
  32483. return this._unIndexed;
  32484. },
  32485. set: function (value) {
  32486. if (this._unIndexed !== value) {
  32487. this._unIndexed = value;
  32488. this._markSubMeshesAsAttributesDirty();
  32489. }
  32490. },
  32491. enumerable: true,
  32492. configurable: true
  32493. });
  32494. // Methods
  32495. /**
  32496. * Gets the class name
  32497. * @returns the string "Mesh".
  32498. */
  32499. Mesh.prototype.getClassName = function () {
  32500. return "Mesh";
  32501. };
  32502. /**
  32503. * Returns a description of this mesh
  32504. * @param fullDetails define if full details about this mesh must be used
  32505. * @returns a descriptive string representing this mesh
  32506. */
  32507. Mesh.prototype.toString = function (fullDetails) {
  32508. var ret = _super.prototype.toString.call(this, fullDetails);
  32509. ret += ", n vertices: " + this.getTotalVertices();
  32510. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32511. if (this.animations) {
  32512. for (var i = 0; i < this.animations.length; i++) {
  32513. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32514. }
  32515. }
  32516. if (fullDetails) {
  32517. if (this._geometry) {
  32518. var ib = this.getIndices();
  32519. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32520. if (vb && ib) {
  32521. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  32522. }
  32523. }
  32524. else {
  32525. ret += ", flat shading: UNKNOWN";
  32526. }
  32527. }
  32528. return ret;
  32529. };
  32530. /** @hidden */
  32531. Mesh.prototype._unBindEffect = function () {
  32532. _super.prototype._unBindEffect.call(this);
  32533. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  32534. var instance = _a[_i];
  32535. instance._unBindEffect();
  32536. }
  32537. };
  32538. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  32539. /**
  32540. * Gets a boolean indicating if this mesh has LOD
  32541. */
  32542. get: function () {
  32543. return this._LODLevels.length > 0;
  32544. },
  32545. enumerable: true,
  32546. configurable: true
  32547. });
  32548. /**
  32549. * Gets the list of MeshLODLevel associated with the current mesh
  32550. * @returns an array of MeshLODLevel
  32551. */
  32552. Mesh.prototype.getLODLevels = function () {
  32553. return this._LODLevels;
  32554. };
  32555. Mesh.prototype._sortLODLevels = function () {
  32556. this._LODLevels.sort(function (a, b) {
  32557. if (a.distance < b.distance) {
  32558. return 1;
  32559. }
  32560. if (a.distance > b.distance) {
  32561. return -1;
  32562. }
  32563. return 0;
  32564. });
  32565. };
  32566. /**
  32567. * Add a mesh as LOD level triggered at the given distance.
  32568. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32569. * @param distance The distance from the center of the object to show this level
  32570. * @param mesh The mesh to be added as LOD level (can be null)
  32571. * @return This mesh (for chaining)
  32572. */
  32573. Mesh.prototype.addLODLevel = function (distance, mesh) {
  32574. if (mesh && mesh._masterMesh) {
  32575. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  32576. return this;
  32577. }
  32578. var level = new BABYLON.MeshLODLevel(distance, mesh);
  32579. this._LODLevels.push(level);
  32580. if (mesh) {
  32581. mesh._masterMesh = this;
  32582. }
  32583. this._sortLODLevels();
  32584. return this;
  32585. };
  32586. /**
  32587. * Returns the LOD level mesh at the passed distance or null if not found.
  32588. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32589. * @param distance The distance from the center of the object to show this level
  32590. * @returns a Mesh or `null`
  32591. */
  32592. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  32593. for (var index = 0; index < this._LODLevels.length; index++) {
  32594. var level = this._LODLevels[index];
  32595. if (level.distance === distance) {
  32596. return level.mesh;
  32597. }
  32598. }
  32599. return null;
  32600. };
  32601. /**
  32602. * Remove a mesh from the LOD array
  32603. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32604. * @param mesh defines the mesh to be removed
  32605. * @return This mesh (for chaining)
  32606. */
  32607. Mesh.prototype.removeLODLevel = function (mesh) {
  32608. for (var index = 0; index < this._LODLevels.length; index++) {
  32609. if (this._LODLevels[index].mesh === mesh) {
  32610. this._LODLevels.splice(index, 1);
  32611. if (mesh) {
  32612. mesh._masterMesh = null;
  32613. }
  32614. }
  32615. }
  32616. this._sortLODLevels();
  32617. return this;
  32618. };
  32619. /**
  32620. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  32621. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32622. * @param camera defines the camera to use to compute distance
  32623. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  32624. * @return This mesh (for chaining)
  32625. */
  32626. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  32627. if (!this._LODLevels || this._LODLevels.length === 0) {
  32628. return this;
  32629. }
  32630. var bSphere;
  32631. if (boundingSphere) {
  32632. bSphere = boundingSphere;
  32633. }
  32634. else {
  32635. var boundingInfo = this.getBoundingInfo();
  32636. bSphere = boundingInfo.boundingSphere;
  32637. }
  32638. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  32639. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  32640. if (this.onLODLevelSelection) {
  32641. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  32642. }
  32643. return this;
  32644. }
  32645. for (var index = 0; index < this._LODLevels.length; index++) {
  32646. var level = this._LODLevels[index];
  32647. if (level.distance < distanceToCamera) {
  32648. if (level.mesh) {
  32649. level.mesh._preActivate();
  32650. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  32651. }
  32652. if (this.onLODLevelSelection) {
  32653. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  32654. }
  32655. return level.mesh;
  32656. }
  32657. }
  32658. if (this.onLODLevelSelection) {
  32659. this.onLODLevelSelection(distanceToCamera, this, this);
  32660. }
  32661. return this;
  32662. };
  32663. Object.defineProperty(Mesh.prototype, "geometry", {
  32664. /**
  32665. * Gets the mesh internal Geometry object
  32666. */
  32667. get: function () {
  32668. return this._geometry;
  32669. },
  32670. enumerable: true,
  32671. configurable: true
  32672. });
  32673. /**
  32674. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  32675. * @returns the total number of vertices
  32676. */
  32677. Mesh.prototype.getTotalVertices = function () {
  32678. if (this._geometry === null || this._geometry === undefined) {
  32679. return 0;
  32680. }
  32681. return this._geometry.getTotalVertices();
  32682. };
  32683. /**
  32684. * Returns the content of an associated vertex buffer
  32685. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32686. * - BABYLON.VertexBuffer.PositionKind
  32687. * - BABYLON.VertexBuffer.UVKind
  32688. * - BABYLON.VertexBuffer.UV2Kind
  32689. * - BABYLON.VertexBuffer.UV3Kind
  32690. * - BABYLON.VertexBuffer.UV4Kind
  32691. * - BABYLON.VertexBuffer.UV5Kind
  32692. * - BABYLON.VertexBuffer.UV6Kind
  32693. * - BABYLON.VertexBuffer.ColorKind
  32694. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32695. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32696. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32697. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32698. * @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
  32699. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  32700. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  32701. */
  32702. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  32703. if (!this._geometry) {
  32704. return null;
  32705. }
  32706. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  32707. };
  32708. /**
  32709. * Returns the mesh VertexBuffer object from the requested `kind`
  32710. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32711. * - BABYLON.VertexBuffer.PositionKind
  32712. * - BABYLON.VertexBuffer.UVKind
  32713. * - BABYLON.VertexBuffer.UV2Kind
  32714. * - BABYLON.VertexBuffer.UV3Kind
  32715. * - BABYLON.VertexBuffer.UV4Kind
  32716. * - BABYLON.VertexBuffer.UV5Kind
  32717. * - BABYLON.VertexBuffer.UV6Kind
  32718. * - BABYLON.VertexBuffer.ColorKind
  32719. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32720. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32721. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32722. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32723. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  32724. */
  32725. Mesh.prototype.getVertexBuffer = function (kind) {
  32726. if (!this._geometry) {
  32727. return null;
  32728. }
  32729. return this._geometry.getVertexBuffer(kind);
  32730. };
  32731. /**
  32732. * Tests if a specific vertex buffer is associated with this mesh
  32733. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32734. * - BABYLON.VertexBuffer.PositionKind
  32735. * - BABYLON.VertexBuffer.UVKind
  32736. * - BABYLON.VertexBuffer.UV2Kind
  32737. * - BABYLON.VertexBuffer.UV3Kind
  32738. * - BABYLON.VertexBuffer.UV4Kind
  32739. * - BABYLON.VertexBuffer.UV5Kind
  32740. * - BABYLON.VertexBuffer.UV6Kind
  32741. * - BABYLON.VertexBuffer.ColorKind
  32742. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32743. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32744. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32745. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32746. * @returns a boolean
  32747. */
  32748. Mesh.prototype.isVerticesDataPresent = function (kind) {
  32749. if (!this._geometry) {
  32750. if (this._delayInfo) {
  32751. return this._delayInfo.indexOf(kind) !== -1;
  32752. }
  32753. return false;
  32754. }
  32755. return this._geometry.isVerticesDataPresent(kind);
  32756. };
  32757. /**
  32758. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  32759. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32760. * - BABYLON.VertexBuffer.PositionKind
  32761. * - BABYLON.VertexBuffer.UVKind
  32762. * - BABYLON.VertexBuffer.UV2Kind
  32763. * - BABYLON.VertexBuffer.UV3Kind
  32764. * - BABYLON.VertexBuffer.UV4Kind
  32765. * - BABYLON.VertexBuffer.UV5Kind
  32766. * - BABYLON.VertexBuffer.UV6Kind
  32767. * - BABYLON.VertexBuffer.ColorKind
  32768. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32769. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32770. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32771. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32772. * @returns a boolean
  32773. */
  32774. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  32775. if (!this._geometry) {
  32776. if (this._delayInfo) {
  32777. return this._delayInfo.indexOf(kind) !== -1;
  32778. }
  32779. return false;
  32780. }
  32781. return this._geometry.isVertexBufferUpdatable(kind);
  32782. };
  32783. /**
  32784. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  32785. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32786. * - BABYLON.VertexBuffer.PositionKind
  32787. * - BABYLON.VertexBuffer.UVKind
  32788. * - BABYLON.VertexBuffer.UV2Kind
  32789. * - BABYLON.VertexBuffer.UV3Kind
  32790. * - BABYLON.VertexBuffer.UV4Kind
  32791. * - BABYLON.VertexBuffer.UV5Kind
  32792. * - BABYLON.VertexBuffer.UV6Kind
  32793. * - BABYLON.VertexBuffer.ColorKind
  32794. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32795. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32796. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32797. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32798. * @returns an array of strings
  32799. */
  32800. Mesh.prototype.getVerticesDataKinds = function () {
  32801. if (!this._geometry) {
  32802. var result = new Array();
  32803. if (this._delayInfo) {
  32804. this._delayInfo.forEach(function (kind, index, array) {
  32805. result.push(kind);
  32806. });
  32807. }
  32808. return result;
  32809. }
  32810. return this._geometry.getVerticesDataKinds();
  32811. };
  32812. /**
  32813. * Returns a positive integer : the total number of indices in this mesh geometry.
  32814. * @returns the numner of indices or zero if the mesh has no geometry.
  32815. */
  32816. Mesh.prototype.getTotalIndices = function () {
  32817. if (!this._geometry) {
  32818. return 0;
  32819. }
  32820. return this._geometry.getTotalIndices();
  32821. };
  32822. /**
  32823. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  32824. * @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.
  32825. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  32826. * @returns the indices array or an empty array if the mesh has no geometry
  32827. */
  32828. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  32829. if (!this._geometry) {
  32830. return [];
  32831. }
  32832. return this._geometry.getIndices(copyWhenShared, forceCopy);
  32833. };
  32834. Object.defineProperty(Mesh.prototype, "isBlocked", {
  32835. get: function () {
  32836. return this._masterMesh !== null && this._masterMesh !== undefined;
  32837. },
  32838. enumerable: true,
  32839. configurable: true
  32840. });
  32841. /**
  32842. * Determine if the current mesh is ready to be rendered
  32843. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  32844. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  32845. * @returns true if all associated assets are ready (material, textures, shaders)
  32846. */
  32847. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  32848. if (completeCheck === void 0) { completeCheck = false; }
  32849. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  32850. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  32851. return false;
  32852. }
  32853. if (!_super.prototype.isReady.call(this, completeCheck)) {
  32854. return false;
  32855. }
  32856. if (!this.subMeshes || this.subMeshes.length === 0) {
  32857. return true;
  32858. }
  32859. if (!completeCheck) {
  32860. return true;
  32861. }
  32862. var engine = this.getEngine();
  32863. var scene = this.getScene();
  32864. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  32865. this.computeWorldMatrix();
  32866. var mat = this.material || scene.defaultMaterial;
  32867. if (mat) {
  32868. if (mat.storeEffectOnSubMeshes) {
  32869. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  32870. var subMesh = _a[_i];
  32871. var effectiveMaterial = subMesh.getMaterial();
  32872. if (effectiveMaterial) {
  32873. if (effectiveMaterial.storeEffectOnSubMeshes) {
  32874. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  32875. return false;
  32876. }
  32877. }
  32878. else {
  32879. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  32880. return false;
  32881. }
  32882. }
  32883. }
  32884. }
  32885. }
  32886. else {
  32887. if (!mat.isReady(this, hardwareInstancedRendering)) {
  32888. return false;
  32889. }
  32890. }
  32891. }
  32892. // Shadows
  32893. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  32894. var light = _c[_b];
  32895. var generator = light.getShadowGenerator();
  32896. if (generator) {
  32897. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  32898. var subMesh = _e[_d];
  32899. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  32900. return false;
  32901. }
  32902. }
  32903. }
  32904. }
  32905. // LOD
  32906. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  32907. var lod = _g[_f];
  32908. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  32909. return false;
  32910. }
  32911. }
  32912. return true;
  32913. };
  32914. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  32915. /**
  32916. * 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.
  32917. */
  32918. get: function () {
  32919. return this._areNormalsFrozen;
  32920. },
  32921. enumerable: true,
  32922. configurable: true
  32923. });
  32924. /**
  32925. * 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.
  32926. * @returns the current mesh
  32927. */
  32928. Mesh.prototype.freezeNormals = function () {
  32929. this._areNormalsFrozen = true;
  32930. return this;
  32931. };
  32932. /**
  32933. * 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
  32934. * @returns the current mesh
  32935. */
  32936. Mesh.prototype.unfreezeNormals = function () {
  32937. this._areNormalsFrozen = false;
  32938. return this;
  32939. };
  32940. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  32941. /**
  32942. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  32943. */
  32944. set: function (count) {
  32945. this._instanceDataStorage.overridenInstanceCount = count;
  32946. },
  32947. enumerable: true,
  32948. configurable: true
  32949. });
  32950. // Methods
  32951. /** @hidden */
  32952. Mesh.prototype._preActivate = function () {
  32953. var sceneRenderId = this.getScene().getRenderId();
  32954. if (this._preActivateId === sceneRenderId) {
  32955. return this;
  32956. }
  32957. this._preActivateId = sceneRenderId;
  32958. this._instanceDataStorage.visibleInstances = null;
  32959. return this;
  32960. };
  32961. /** @hidden */
  32962. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  32963. if (this._instanceDataStorage.visibleInstances) {
  32964. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  32965. }
  32966. return this;
  32967. };
  32968. /** @hidden */
  32969. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  32970. if (!this._instanceDataStorage.visibleInstances) {
  32971. this._instanceDataStorage.visibleInstances = {};
  32972. this._instanceDataStorage.visibleInstances.defaultRenderId = renderId;
  32973. this._instanceDataStorage.visibleInstances.selfDefaultRenderId = this._renderId;
  32974. }
  32975. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  32976. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  32977. }
  32978. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  32979. return this;
  32980. };
  32981. /**
  32982. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  32983. * This means the mesh underlying bounding box and sphere are recomputed.
  32984. * @returns the current mesh
  32985. */
  32986. Mesh.prototype.refreshBoundingInfo = function () {
  32987. return this._refreshBoundingInfo(false);
  32988. };
  32989. /** @hidden */
  32990. Mesh.prototype._refreshBoundingInfo = function (applySkeleton) {
  32991. if (this._boundingInfo && this._boundingInfo.isLocked) {
  32992. return this;
  32993. }
  32994. var data = this._getPositionData(applySkeleton);
  32995. if (data) {
  32996. var bias = this.geometry ? this.geometry.boundingBias : null;
  32997. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  32998. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  32999. }
  33000. if (this.subMeshes) {
  33001. for (var index = 0; index < this.subMeshes.length; index++) {
  33002. this.subMeshes[index].refreshBoundingInfo();
  33003. }
  33004. }
  33005. this._updateBoundingInfo();
  33006. return this;
  33007. };
  33008. Mesh.prototype._getPositionData = function (applySkeleton) {
  33009. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33010. if (data && applySkeleton && this.skeleton) {
  33011. data = BABYLON.Tools.Slice(data);
  33012. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33013. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33014. if (matricesWeightsData && matricesIndicesData) {
  33015. var needExtras = this.numBoneInfluencers > 4;
  33016. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  33017. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  33018. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  33019. var tempVector = BABYLON.Tmp.Vector3[0];
  33020. var finalMatrix = BABYLON.Tmp.Matrix[0];
  33021. var tempMatrix = BABYLON.Tmp.Matrix[1];
  33022. var matWeightIdx = 0;
  33023. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  33024. finalMatrix.reset();
  33025. var inf;
  33026. var weight;
  33027. for (inf = 0; inf < 4; inf++) {
  33028. weight = matricesWeightsData[matWeightIdx + inf];
  33029. if (weight > 0) {
  33030. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33031. finalMatrix.addToSelf(tempMatrix);
  33032. }
  33033. }
  33034. if (needExtras) {
  33035. for (inf = 0; inf < 4; inf++) {
  33036. weight = matricesWeightsExtraData[matWeightIdx + inf];
  33037. if (weight > 0) {
  33038. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33039. finalMatrix.addToSelf(tempMatrix);
  33040. }
  33041. }
  33042. }
  33043. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  33044. tempVector.toArray(data, index);
  33045. }
  33046. }
  33047. }
  33048. return data;
  33049. };
  33050. /** @hidden */
  33051. Mesh.prototype._createGlobalSubMesh = function (force) {
  33052. var totalVertices = this.getTotalVertices();
  33053. if (!totalVertices || !this.getIndices()) {
  33054. return null;
  33055. }
  33056. // Check if we need to recreate the submeshes
  33057. if (this.subMeshes && this.subMeshes.length > 0) {
  33058. var ib = this.getIndices();
  33059. if (!ib) {
  33060. return null;
  33061. }
  33062. var totalIndices = ib.length;
  33063. var needToRecreate = false;
  33064. if (force) {
  33065. needToRecreate = true;
  33066. }
  33067. else {
  33068. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33069. var submesh = _a[_i];
  33070. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33071. needToRecreate = true;
  33072. break;
  33073. }
  33074. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33075. needToRecreate = true;
  33076. break;
  33077. }
  33078. }
  33079. }
  33080. if (!needToRecreate) {
  33081. return this.subMeshes[0];
  33082. }
  33083. }
  33084. this.releaseSubMeshes();
  33085. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33086. };
  33087. /**
  33088. * This function will subdivide the mesh into multiple submeshes
  33089. * @param count defines the expected number of submeshes
  33090. */
  33091. Mesh.prototype.subdivide = function (count) {
  33092. if (count < 1) {
  33093. return;
  33094. }
  33095. var totalIndices = this.getTotalIndices();
  33096. var subdivisionSize = (totalIndices / count) | 0;
  33097. var offset = 0;
  33098. // Ensure that subdivisionSize is a multiple of 3
  33099. while (subdivisionSize % 3 !== 0) {
  33100. subdivisionSize++;
  33101. }
  33102. this.releaseSubMeshes();
  33103. for (var index = 0; index < count; index++) {
  33104. if (offset >= totalIndices) {
  33105. break;
  33106. }
  33107. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33108. offset += subdivisionSize;
  33109. }
  33110. this.synchronizeInstances();
  33111. };
  33112. /**
  33113. * Copy a FloatArray into a specific associated vertex buffer
  33114. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33115. * - BABYLON.VertexBuffer.PositionKind
  33116. * - BABYLON.VertexBuffer.UVKind
  33117. * - BABYLON.VertexBuffer.UV2Kind
  33118. * - BABYLON.VertexBuffer.UV3Kind
  33119. * - BABYLON.VertexBuffer.UV4Kind
  33120. * - BABYLON.VertexBuffer.UV5Kind
  33121. * - BABYLON.VertexBuffer.UV6Kind
  33122. * - BABYLON.VertexBuffer.ColorKind
  33123. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33124. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33125. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33126. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33127. * @param data defines the data source
  33128. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33129. * @param stride defines the data stride size (can be null)
  33130. * @returns the current mesh
  33131. */
  33132. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33133. if (updatable === void 0) { updatable = false; }
  33134. if (!this._geometry) {
  33135. var vertexData = new BABYLON.VertexData();
  33136. vertexData.set(data, kind);
  33137. var scene = this.getScene();
  33138. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33139. }
  33140. else {
  33141. this._geometry.setVerticesData(kind, data, updatable, stride);
  33142. }
  33143. return this;
  33144. };
  33145. /**
  33146. * Flags an associated vertex buffer as updatable
  33147. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33148. * - BABYLON.VertexBuffer.PositionKind
  33149. * - BABYLON.VertexBuffer.UVKind
  33150. * - BABYLON.VertexBuffer.UV2Kind
  33151. * - BABYLON.VertexBuffer.UV3Kind
  33152. * - BABYLON.VertexBuffer.UV4Kind
  33153. * - BABYLON.VertexBuffer.UV5Kind
  33154. * - BABYLON.VertexBuffer.UV6Kind
  33155. * - BABYLON.VertexBuffer.ColorKind
  33156. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33157. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33158. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33159. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33160. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33161. */
  33162. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33163. if (updatable === void 0) { updatable = true; }
  33164. var vb = this.getVertexBuffer(kind);
  33165. if (!vb || vb.isUpdatable() === updatable) {
  33166. return;
  33167. }
  33168. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33169. };
  33170. /**
  33171. * Sets the mesh global Vertex Buffer
  33172. * @param buffer defines the buffer to use
  33173. * @returns the current mesh
  33174. */
  33175. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33176. if (!this._geometry) {
  33177. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33178. }
  33179. this._geometry.setVerticesBuffer(buffer);
  33180. return this;
  33181. };
  33182. /**
  33183. * Update a specific associated vertex buffer
  33184. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33185. * - BABYLON.VertexBuffer.PositionKind
  33186. * - BABYLON.VertexBuffer.UVKind
  33187. * - BABYLON.VertexBuffer.UV2Kind
  33188. * - BABYLON.VertexBuffer.UV3Kind
  33189. * - BABYLON.VertexBuffer.UV4Kind
  33190. * - BABYLON.VertexBuffer.UV5Kind
  33191. * - BABYLON.VertexBuffer.UV6Kind
  33192. * - BABYLON.VertexBuffer.ColorKind
  33193. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33194. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33195. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33196. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33197. * @param data defines the data source
  33198. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33199. * @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)
  33200. * @returns the current mesh
  33201. */
  33202. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33203. if (!this._geometry) {
  33204. return this;
  33205. }
  33206. if (!makeItUnique) {
  33207. this._geometry.updateVerticesData(kind, data, updateExtends);
  33208. }
  33209. else {
  33210. this.makeGeometryUnique();
  33211. this.updateVerticesData(kind, data, updateExtends, false);
  33212. }
  33213. return this;
  33214. };
  33215. /**
  33216. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33217. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33218. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33219. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33220. * @returns the current mesh
  33221. */
  33222. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33223. if (computeNormals === void 0) { computeNormals = true; }
  33224. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33225. if (!positions) {
  33226. return this;
  33227. }
  33228. positionFunction(positions);
  33229. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33230. if (computeNormals) {
  33231. var indices = this.getIndices();
  33232. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33233. if (!normals) {
  33234. return this;
  33235. }
  33236. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33237. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33238. }
  33239. return this;
  33240. };
  33241. /**
  33242. * Creates a un-shared specific occurence of the geometry for the mesh.
  33243. * @returns the current mesh
  33244. */
  33245. Mesh.prototype.makeGeometryUnique = function () {
  33246. if (!this._geometry) {
  33247. return this;
  33248. }
  33249. var oldGeometry = this._geometry;
  33250. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33251. oldGeometry.releaseForMesh(this, true);
  33252. geometry.applyToMesh(this);
  33253. return this;
  33254. };
  33255. /**
  33256. * Set the index buffer of this mesh
  33257. * @param indices defines the source data
  33258. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33259. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33260. * @returns the current mesh
  33261. */
  33262. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33263. if (totalVertices === void 0) { totalVertices = null; }
  33264. if (updatable === void 0) { updatable = false; }
  33265. if (!this._geometry) {
  33266. var vertexData = new BABYLON.VertexData();
  33267. vertexData.indices = indices;
  33268. var scene = this.getScene();
  33269. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33270. }
  33271. else {
  33272. this._geometry.setIndices(indices, totalVertices, updatable);
  33273. }
  33274. return this;
  33275. };
  33276. /**
  33277. * Update the current index buffer
  33278. * @param indices defines the source data
  33279. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33280. * @returns the current mesh
  33281. */
  33282. Mesh.prototype.updateIndices = function (indices, offset) {
  33283. if (!this._geometry) {
  33284. return this;
  33285. }
  33286. this._geometry.updateIndices(indices, offset);
  33287. return this;
  33288. };
  33289. /**
  33290. * Invert the geometry to move from a right handed system to a left handed one.
  33291. * @returns the current mesh
  33292. */
  33293. Mesh.prototype.toLeftHanded = function () {
  33294. if (!this._geometry) {
  33295. return this;
  33296. }
  33297. this._geometry.toLeftHanded();
  33298. return this;
  33299. };
  33300. /** @hidden */
  33301. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33302. if (!this._geometry) {
  33303. return this;
  33304. }
  33305. var engine = this.getScene().getEngine();
  33306. // Wireframe
  33307. var indexToBind;
  33308. if (this._unIndexed) {
  33309. indexToBind = null;
  33310. }
  33311. else {
  33312. switch (fillMode) {
  33313. case BABYLON.Material.PointFillMode:
  33314. indexToBind = null;
  33315. break;
  33316. case BABYLON.Material.WireFrameFillMode:
  33317. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33318. break;
  33319. default:
  33320. case BABYLON.Material.TriangleFillMode:
  33321. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33322. break;
  33323. }
  33324. }
  33325. // VBOs
  33326. this._geometry._bind(effect, indexToBind);
  33327. return this;
  33328. };
  33329. /** @hidden */
  33330. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33331. if (alternate === void 0) { alternate = false; }
  33332. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33333. return this;
  33334. }
  33335. if (this._onBeforeDrawObservable) {
  33336. this._onBeforeDrawObservable.notifyObservers(this);
  33337. }
  33338. var scene = this.getScene();
  33339. var engine = scene.getEngine();
  33340. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33341. // or triangles as points
  33342. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33343. }
  33344. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33345. // Triangles as wireframe
  33346. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33347. }
  33348. else {
  33349. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33350. }
  33351. if (scene._isAlternateRenderingEnabled && !alternate) {
  33352. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33353. if (!effect || !scene.activeCamera) {
  33354. return this;
  33355. }
  33356. scene._switchToAlternateCameraConfiguration(true);
  33357. this._effectiveMaterial.bindView(effect);
  33358. this._effectiveMaterial.bindViewProjection(effect);
  33359. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33360. this._draw(subMesh, fillMode, instancesCount, true);
  33361. engine.setViewport(scene.activeCamera.viewport);
  33362. scene._switchToAlternateCameraConfiguration(false);
  33363. this._effectiveMaterial.bindView(effect);
  33364. this._effectiveMaterial.bindViewProjection(effect);
  33365. }
  33366. return this;
  33367. };
  33368. /**
  33369. * Registers for this mesh a javascript function called just before the rendering process
  33370. * @param func defines the function to call before rendering this mesh
  33371. * @returns the current mesh
  33372. */
  33373. Mesh.prototype.registerBeforeRender = function (func) {
  33374. this.onBeforeRenderObservable.add(func);
  33375. return this;
  33376. };
  33377. /**
  33378. * Disposes a previously registered javascript function called before the rendering
  33379. * @param func defines the function to remove
  33380. * @returns the current mesh
  33381. */
  33382. Mesh.prototype.unregisterBeforeRender = function (func) {
  33383. this.onBeforeRenderObservable.removeCallback(func);
  33384. return this;
  33385. };
  33386. /**
  33387. * Registers for this mesh a javascript function called just after the rendering is complete
  33388. * @param func defines the function to call after rendering this mesh
  33389. * @returns the current mesh
  33390. */
  33391. Mesh.prototype.registerAfterRender = function (func) {
  33392. this.onAfterRenderObservable.add(func);
  33393. return this;
  33394. };
  33395. /**
  33396. * Disposes a previously registered javascript function called after the rendering.
  33397. * @param func defines the function to remove
  33398. * @returns the current mesh
  33399. */
  33400. Mesh.prototype.unregisterAfterRender = function (func) {
  33401. this.onAfterRenderObservable.removeCallback(func);
  33402. return this;
  33403. };
  33404. /** @hidden */
  33405. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33406. var scene = this.getScene();
  33407. var batchCache = this._instanceDataStorage.batchCache;
  33408. batchCache.mustReturn = false;
  33409. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33410. batchCache.visibleInstances[subMeshId] = null;
  33411. if (this._instanceDataStorage.visibleInstances) {
  33412. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33413. var currentRenderId = scene.getRenderId();
  33414. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33415. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33416. var selfRenderId = this._renderId;
  33417. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33418. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33419. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33420. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33421. }
  33422. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33423. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33424. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33425. batchCache.mustReturn = true;
  33426. return batchCache;
  33427. }
  33428. if (currentRenderId !== selfRenderId) {
  33429. batchCache.renderSelf[subMeshId] = false;
  33430. }
  33431. }
  33432. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33433. }
  33434. return batchCache;
  33435. };
  33436. /** @hidden */
  33437. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33438. var visibleInstances = batch.visibleInstances[subMesh._id];
  33439. if (!visibleInstances) {
  33440. return this;
  33441. }
  33442. var matricesCount = visibleInstances.length + 1;
  33443. var bufferSize = matricesCount * 16 * 4;
  33444. var instanceStorage = this._instanceDataStorage;
  33445. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33446. var instancesBuffer = instanceStorage.instancesBuffer;
  33447. while (instanceStorage.instancesBufferSize < bufferSize) {
  33448. instanceStorage.instancesBufferSize *= 2;
  33449. }
  33450. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33451. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33452. }
  33453. var offset = 0;
  33454. var instancesCount = 0;
  33455. var world = this.getWorldMatrix();
  33456. if (batch.renderSelf[subMesh._id]) {
  33457. world.copyToArray(instanceStorage.instancesData, offset);
  33458. offset += 16;
  33459. instancesCount++;
  33460. }
  33461. if (visibleInstances) {
  33462. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33463. var instance = visibleInstances[instanceIndex];
  33464. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33465. offset += 16;
  33466. instancesCount++;
  33467. }
  33468. }
  33469. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33470. if (instancesBuffer) {
  33471. instancesBuffer.dispose();
  33472. }
  33473. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33474. instanceStorage.instancesBuffer = instancesBuffer;
  33475. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33476. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33477. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33478. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33479. }
  33480. else {
  33481. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33482. }
  33483. this._bind(subMesh, effect, fillMode);
  33484. this._draw(subMesh, fillMode, instancesCount);
  33485. engine.unbindInstanceAttributes();
  33486. return this;
  33487. };
  33488. /** @hidden */
  33489. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33490. var scene = this.getScene();
  33491. var engine = scene.getEngine();
  33492. if (hardwareInstancedRendering) {
  33493. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33494. }
  33495. else {
  33496. if (batch.renderSelf[subMesh._id]) {
  33497. // Draw
  33498. if (onBeforeDraw) {
  33499. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33500. }
  33501. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33502. }
  33503. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33504. if (visibleInstancesForSubMesh) {
  33505. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33506. var instance = visibleInstancesForSubMesh[instanceIndex];
  33507. // World
  33508. var world = instance.getWorldMatrix();
  33509. if (onBeforeDraw) {
  33510. onBeforeDraw(true, world, effectiveMaterial);
  33511. }
  33512. // Draw
  33513. this._draw(subMesh, fillMode);
  33514. }
  33515. }
  33516. }
  33517. return this;
  33518. };
  33519. /**
  33520. * 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
  33521. * @param subMesh defines the subMesh to render
  33522. * @param enableAlphaMode defines if alpha mode can be changed
  33523. * @returns the current mesh
  33524. */
  33525. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33526. if (this._checkOcclusionQuery()) {
  33527. return this;
  33528. }
  33529. var scene = this.getScene();
  33530. // Managing instances
  33531. var batch = this._getInstancesRenderList(subMesh._id);
  33532. if (batch.mustReturn) {
  33533. return this;
  33534. }
  33535. // Checking geometry state
  33536. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33537. return this;
  33538. }
  33539. if (this._onBeforeRenderObservable) {
  33540. this._onBeforeRenderObservable.notifyObservers(this);
  33541. }
  33542. var engine = scene.getEngine();
  33543. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33544. // Material
  33545. var material = subMesh.getMaterial();
  33546. if (!material) {
  33547. return this;
  33548. }
  33549. this._effectiveMaterial = material;
  33550. if (this._effectiveMaterial.storeEffectOnSubMeshes) {
  33551. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33552. return this;
  33553. }
  33554. }
  33555. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33556. return this;
  33557. }
  33558. // Alpha mode
  33559. if (enableAlphaMode) {
  33560. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33561. }
  33562. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33563. var step = _a[_i];
  33564. step.action(this, subMesh, batch);
  33565. }
  33566. var effect;
  33567. if (this._effectiveMaterial.storeEffectOnSubMeshes) {
  33568. effect = subMesh.effect;
  33569. }
  33570. else {
  33571. effect = this._effectiveMaterial.getEffect();
  33572. }
  33573. if (!effect) {
  33574. return this;
  33575. }
  33576. var sideOrientation = this.overrideMaterialSideOrientation;
  33577. if (sideOrientation == null) {
  33578. sideOrientation = this._effectiveMaterial.sideOrientation;
  33579. if (this._getWorldMatrixDeterminant() < 0) {
  33580. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  33581. }
  33582. }
  33583. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  33584. if (this._effectiveMaterial.forceDepthWrite) {
  33585. engine.setDepthWrite(true);
  33586. }
  33587. // Bind
  33588. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  33589. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  33590. this._bind(subMesh, effect, fillMode);
  33591. }
  33592. var world = this.getWorldMatrix();
  33593. if (this._effectiveMaterial.storeEffectOnSubMeshes) {
  33594. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  33595. }
  33596. else {
  33597. this._effectiveMaterial.bind(world, this);
  33598. }
  33599. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  33600. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  33601. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33602. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  33603. }
  33604. // Draw
  33605. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33606. // Unbind
  33607. this._effectiveMaterial.unbind();
  33608. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  33609. var step = _c[_b];
  33610. step.action(this, subMesh, batch);
  33611. }
  33612. if (this._onAfterRenderObservable) {
  33613. this._onAfterRenderObservable.notifyObservers(this);
  33614. }
  33615. return this;
  33616. };
  33617. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  33618. if (isInstance && effectiveMaterial) {
  33619. effectiveMaterial.bindOnlyWorldMatrix(world);
  33620. }
  33621. };
  33622. /**
  33623. * Renormalize the mesh and patch it up if there are no weights
  33624. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  33625. * However in the case of zero weights then we set just a single influence to 1.
  33626. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  33627. */
  33628. Mesh.prototype.cleanMatrixWeights = function () {
  33629. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33630. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  33631. this.normalizeSkinWeightsAndExtra();
  33632. }
  33633. else {
  33634. this.normalizeSkinFourWeights();
  33635. }
  33636. }
  33637. };
  33638. // faster 4 weight version.
  33639. Mesh.prototype.normalizeSkinFourWeights = function () {
  33640. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33641. var numWeights = matricesWeights.length;
  33642. for (var a = 0; a < numWeights; a += 4) {
  33643. // accumulate weights
  33644. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33645. // check for invalid weight and just set it to 1.
  33646. if (t === 0) {
  33647. matricesWeights[a] = 1;
  33648. }
  33649. else {
  33650. // renormalize so everything adds to 1 use reciprical
  33651. var recip = 1 / t;
  33652. matricesWeights[a] *= recip;
  33653. matricesWeights[a + 1] *= recip;
  33654. matricesWeights[a + 2] *= recip;
  33655. matricesWeights[a + 3] *= recip;
  33656. }
  33657. }
  33658. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33659. };
  33660. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  33661. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  33662. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33663. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33664. var numWeights = matricesWeights.length;
  33665. for (var a = 0; a < numWeights; a += 4) {
  33666. // accumulate weights
  33667. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33668. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  33669. // check for invalid weight and just set it to 1.
  33670. if (t === 0) {
  33671. matricesWeights[a] = 1;
  33672. }
  33673. else {
  33674. // renormalize so everything adds to 1 use reciprical
  33675. var recip = 1 / t;
  33676. matricesWeights[a] *= recip;
  33677. matricesWeights[a + 1] *= recip;
  33678. matricesWeights[a + 2] *= recip;
  33679. matricesWeights[a + 3] *= recip;
  33680. // same goes for extras
  33681. matricesWeightsExtra[a] *= recip;
  33682. matricesWeightsExtra[a + 1] *= recip;
  33683. matricesWeightsExtra[a + 2] *= recip;
  33684. matricesWeightsExtra[a + 3] *= recip;
  33685. }
  33686. }
  33687. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33688. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  33689. };
  33690. /**
  33691. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  33692. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  33693. * the user know there was an issue with importing the mesh
  33694. * @returns a validation object with skinned, valid and report string
  33695. */
  33696. Mesh.prototype.validateSkinning = function () {
  33697. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33698. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33699. if (matricesWeights === null || this.skeleton == null) {
  33700. return { skinned: false, valid: true, report: "not skinned" };
  33701. }
  33702. var numWeights = matricesWeights.length;
  33703. var numberNotSorted = 0;
  33704. var missingWeights = 0;
  33705. var maxUsedWeights = 0;
  33706. var numberNotNormalized = 0;
  33707. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  33708. var usedWeightCounts = new Array();
  33709. for (var a = 0; a <= numInfluences; a++) {
  33710. usedWeightCounts[a] = 0;
  33711. }
  33712. var toleranceEpsilon = 0.001;
  33713. for (var a = 0; a < numWeights; a += 4) {
  33714. var lastWeight = matricesWeights[a];
  33715. var t = lastWeight;
  33716. var usedWeights = t === 0 ? 0 : 1;
  33717. for (var b = 1; b < numInfluences; b++) {
  33718. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  33719. if (d > lastWeight) {
  33720. numberNotSorted++;
  33721. }
  33722. if (d !== 0) {
  33723. usedWeights++;
  33724. }
  33725. t += d;
  33726. lastWeight = d;
  33727. }
  33728. // count the buffer weights usage
  33729. usedWeightCounts[usedWeights]++;
  33730. // max influences
  33731. if (usedWeights > maxUsedWeights) {
  33732. maxUsedWeights = usedWeights;
  33733. }
  33734. // check for invalid weight and just set it to 1.
  33735. if (t === 0) {
  33736. missingWeights++;
  33737. }
  33738. else {
  33739. // renormalize so everything adds to 1 use reciprical
  33740. var recip = 1 / t;
  33741. var tolerance = 0;
  33742. for (b = 0; b < numInfluences; b++) {
  33743. if (b < 4) {
  33744. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  33745. }
  33746. else {
  33747. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  33748. }
  33749. }
  33750. // arbitary epsilon value for dicdating not normalized
  33751. if (tolerance > toleranceEpsilon) {
  33752. numberNotNormalized++;
  33753. }
  33754. }
  33755. }
  33756. // validate bone indices are in range of the skeleton
  33757. var numBones = this.skeleton.bones.length;
  33758. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33759. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  33760. var numBadBoneIndices = 0;
  33761. for (var a = 0; a < numWeights; a++) {
  33762. for (var b = 0; b < numInfluences; b++) {
  33763. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  33764. if (index >= numBones || index < 0) {
  33765. numBadBoneIndices++;
  33766. }
  33767. }
  33768. }
  33769. // log mesh stats
  33770. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  33771. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  33772. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  33773. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  33774. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  33775. };
  33776. /** @hidden */
  33777. Mesh.prototype._checkDelayState = function () {
  33778. var scene = this.getScene();
  33779. if (this._geometry) {
  33780. this._geometry.load(scene);
  33781. }
  33782. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  33783. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  33784. this._queueLoad(scene);
  33785. }
  33786. return this;
  33787. };
  33788. Mesh.prototype._queueLoad = function (scene) {
  33789. var _this = this;
  33790. scene._addPendingData(this);
  33791. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  33792. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  33793. if (data instanceof ArrayBuffer) {
  33794. _this._delayLoadingFunction(data, _this);
  33795. }
  33796. else {
  33797. _this._delayLoadingFunction(JSON.parse(data), _this);
  33798. }
  33799. _this.instances.forEach(function (instance) {
  33800. instance._syncSubMeshes();
  33801. });
  33802. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  33803. scene._removePendingData(_this);
  33804. }, function () { }, scene.database, getBinaryData);
  33805. return this;
  33806. };
  33807. /**
  33808. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  33809. * A mesh is in the frustum if its bounding box intersects the frustum
  33810. * @param frustumPlanes defines the frustum to test
  33811. * @returns true if the mesh is in the frustum planes
  33812. */
  33813. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  33814. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33815. return false;
  33816. }
  33817. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  33818. return false;
  33819. }
  33820. this._checkDelayState();
  33821. return true;
  33822. };
  33823. /**
  33824. * Sets the mesh material by the material or multiMaterial `id` property
  33825. * @param id is a string identifying the material or the multiMaterial
  33826. * @returns the current mesh
  33827. */
  33828. Mesh.prototype.setMaterialByID = function (id) {
  33829. var materials = this.getScene().materials;
  33830. var index;
  33831. for (index = materials.length - 1; index > -1; index--) {
  33832. if (materials[index].id === id) {
  33833. this.material = materials[index];
  33834. return this;
  33835. }
  33836. }
  33837. // Multi
  33838. var multiMaterials = this.getScene().multiMaterials;
  33839. for (index = multiMaterials.length - 1; index > -1; index--) {
  33840. if (multiMaterials[index].id === id) {
  33841. this.material = multiMaterials[index];
  33842. return this;
  33843. }
  33844. }
  33845. return this;
  33846. };
  33847. /**
  33848. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  33849. * @returns an array of IAnimatable
  33850. */
  33851. Mesh.prototype.getAnimatables = function () {
  33852. var results = new Array();
  33853. if (this.material) {
  33854. results.push(this.material);
  33855. }
  33856. if (this.skeleton) {
  33857. results.push(this.skeleton);
  33858. }
  33859. return results;
  33860. };
  33861. /**
  33862. * Modifies the mesh geometry according to the passed transformation matrix.
  33863. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  33864. * The mesh normals are modified using the same transformation.
  33865. * Note that, under the hood, this method sets a new VertexBuffer each call.
  33866. * @param transform defines the transform matrix to use
  33867. * @see http://doc.babylonjs.com/resources/baking_transformations
  33868. * @returns the current mesh
  33869. */
  33870. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  33871. // Position
  33872. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  33873. return this;
  33874. }
  33875. var submeshes = this.subMeshes.splice(0);
  33876. this._resetPointsArrayCache();
  33877. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33878. var temp = new Array();
  33879. var index;
  33880. for (index = 0; index < data.length; index += 3) {
  33881. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  33882. }
  33883. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  33884. // Normals
  33885. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  33886. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33887. temp = [];
  33888. for (index = 0; index < data.length; index += 3) {
  33889. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  33890. }
  33891. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  33892. }
  33893. // flip faces?
  33894. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  33895. this.flipFaces();
  33896. }
  33897. // Restore submeshes
  33898. this.releaseSubMeshes();
  33899. this.subMeshes = submeshes;
  33900. return this;
  33901. };
  33902. /**
  33903. * Modifies the mesh geometry according to its own current World Matrix.
  33904. * The mesh World Matrix is then reset.
  33905. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  33906. * Note that, under the hood, this method sets a new VertexBuffer each call.
  33907. * @see http://doc.babylonjs.com/resources/baking_transformations
  33908. * @returns the current mesh
  33909. */
  33910. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  33911. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  33912. this.scaling.copyFromFloats(1, 1, 1);
  33913. this.position.copyFromFloats(0, 0, 0);
  33914. this.rotation.copyFromFloats(0, 0, 0);
  33915. //only if quaternion is already set
  33916. if (this.rotationQuaternion) {
  33917. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  33918. }
  33919. this._worldMatrix = BABYLON.Matrix.Identity();
  33920. return this;
  33921. };
  33922. Object.defineProperty(Mesh.prototype, "_positions", {
  33923. // Cache
  33924. /** @hidden */
  33925. get: function () {
  33926. if (this._geometry) {
  33927. return this._geometry._positions;
  33928. }
  33929. return null;
  33930. },
  33931. enumerable: true,
  33932. configurable: true
  33933. });
  33934. /** @hidden */
  33935. Mesh.prototype._resetPointsArrayCache = function () {
  33936. if (this._geometry) {
  33937. this._geometry._resetPointsArrayCache();
  33938. }
  33939. return this;
  33940. };
  33941. /** @hidden */
  33942. Mesh.prototype._generatePointsArray = function () {
  33943. if (this._geometry) {
  33944. return this._geometry._generatePointsArray();
  33945. }
  33946. return false;
  33947. };
  33948. /**
  33949. * Returns a new Mesh object generated from the current mesh properties.
  33950. * This method must not get confused with createInstance()
  33951. * @param name is a string, the name given to the new mesh
  33952. * @param newParent can be any Node object (default `null`)
  33953. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  33954. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  33955. * @returns a new mesh
  33956. */
  33957. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  33958. if (name === void 0) { name = ""; }
  33959. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  33960. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  33961. };
  33962. /**
  33963. * Releases resources associated with this mesh.
  33964. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  33965. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  33966. */
  33967. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  33968. var _this = this;
  33969. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  33970. this.morphTargetManager = null;
  33971. if (this._geometry) {
  33972. this._geometry.releaseForMesh(this, true);
  33973. }
  33974. if (this._onBeforeDrawObservable) {
  33975. this._onBeforeDrawObservable.clear();
  33976. }
  33977. if (this._onBeforeRenderObservable) {
  33978. this._onBeforeRenderObservable.clear();
  33979. }
  33980. if (this._onAfterRenderObservable) {
  33981. this._onAfterRenderObservable.clear();
  33982. }
  33983. // Sources
  33984. var meshes = this.getScene().meshes;
  33985. meshes.forEach(function (abstractMesh) {
  33986. var mesh = abstractMesh;
  33987. if (mesh._source && mesh._source === _this) {
  33988. mesh._source = null;
  33989. }
  33990. });
  33991. this._source = null;
  33992. // Instances
  33993. if (this._instanceDataStorage.instancesBuffer) {
  33994. this._instanceDataStorage.instancesBuffer.dispose();
  33995. this._instanceDataStorage.instancesBuffer = null;
  33996. }
  33997. while (this.instances.length) {
  33998. this.instances[0].dispose();
  33999. }
  34000. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34001. };
  34002. /**
  34003. * Modifies the mesh geometry according to a displacement map.
  34004. * 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.
  34005. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34006. * @param url is a string, the URL from the image file is to be downloaded.
  34007. * @param minHeight is the lower limit of the displacement.
  34008. * @param maxHeight is the upper limit of the displacement.
  34009. * @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.
  34010. * @param uvOffset is an optional vector2 used to offset UV.
  34011. * @param uvScale is an optional vector2 used to scale UV.
  34012. * @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.
  34013. * @returns the Mesh.
  34014. */
  34015. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34016. var _this = this;
  34017. if (forceUpdate === void 0) { forceUpdate = false; }
  34018. var scene = this.getScene();
  34019. var onload = function (img) {
  34020. // Getting height map data
  34021. var canvas = document.createElement("canvas");
  34022. var context = canvas.getContext("2d");
  34023. var heightMapWidth = img.width;
  34024. var heightMapHeight = img.height;
  34025. canvas.width = heightMapWidth;
  34026. canvas.height = heightMapHeight;
  34027. context.drawImage(img, 0, 0);
  34028. // Create VertexData from map data
  34029. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34030. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34031. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34032. //execute success callback, if set
  34033. if (onSuccess) {
  34034. onSuccess(_this);
  34035. }
  34036. };
  34037. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
  34038. return this;
  34039. };
  34040. /**
  34041. * Modifies the mesh geometry according to a displacementMap buffer.
  34042. * 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.
  34043. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34044. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34045. * @param heightMapWidth is the width of the buffer image.
  34046. * @param heightMapHeight is the height of the buffer image.
  34047. * @param minHeight is the lower limit of the displacement.
  34048. * @param maxHeight is the upper limit of the displacement.
  34049. * @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.
  34050. * @param uvOffset is an optional vector2 used to offset UV.
  34051. * @param uvScale is an optional vector2 used to scale UV.
  34052. * @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.
  34053. * @returns the Mesh.
  34054. */
  34055. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34056. if (forceUpdate === void 0) { forceUpdate = false; }
  34057. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34058. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34059. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34060. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34061. return this;
  34062. }
  34063. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34064. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34065. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34066. var position = BABYLON.Vector3.Zero();
  34067. var normal = BABYLON.Vector3.Zero();
  34068. var uv = BABYLON.Vector2.Zero();
  34069. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34070. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34071. for (var index = 0; index < positions.length; index += 3) {
  34072. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34073. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34074. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34075. // Compute height
  34076. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34077. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34078. var pos = (u + v * heightMapWidth) * 4;
  34079. var r = buffer[pos] / 255.0;
  34080. var g = buffer[pos + 1] / 255.0;
  34081. var b = buffer[pos + 2] / 255.0;
  34082. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34083. normal.normalize();
  34084. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34085. position = position.add(normal);
  34086. position.toArray(positions, index);
  34087. }
  34088. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34089. if (forceUpdate) {
  34090. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34091. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34092. }
  34093. else {
  34094. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34095. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34096. }
  34097. return this;
  34098. };
  34099. /**
  34100. * Modify the mesh to get a flat shading rendering.
  34101. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34102. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34103. * @returns current mesh
  34104. */
  34105. Mesh.prototype.convertToFlatShadedMesh = function () {
  34106. var kinds = this.getVerticesDataKinds();
  34107. var vbs = {};
  34108. var data = {};
  34109. var newdata = {};
  34110. var updatableNormals = false;
  34111. var kindIndex;
  34112. var kind;
  34113. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34114. kind = kinds[kindIndex];
  34115. var vertexBuffer = this.getVertexBuffer(kind);
  34116. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34117. updatableNormals = vertexBuffer.isUpdatable();
  34118. kinds.splice(kindIndex, 1);
  34119. kindIndex--;
  34120. continue;
  34121. }
  34122. vbs[kind] = vertexBuffer;
  34123. data[kind] = vbs[kind].getData();
  34124. newdata[kind] = [];
  34125. }
  34126. // Save previous submeshes
  34127. var previousSubmeshes = this.subMeshes.slice(0);
  34128. var indices = this.getIndices();
  34129. var totalIndices = this.getTotalIndices();
  34130. // Generating unique vertices per face
  34131. var index;
  34132. for (index = 0; index < totalIndices; index++) {
  34133. var vertexIndex = indices[index];
  34134. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34135. kind = kinds[kindIndex];
  34136. var stride = vbs[kind].getStrideSize();
  34137. for (var offset = 0; offset < stride; offset++) {
  34138. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34139. }
  34140. }
  34141. }
  34142. // Updating faces & normal
  34143. var normals = [];
  34144. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34145. for (index = 0; index < totalIndices; index += 3) {
  34146. indices[index] = index;
  34147. indices[index + 1] = index + 1;
  34148. indices[index + 2] = index + 2;
  34149. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34150. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34151. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34152. var p1p2 = p1.subtract(p2);
  34153. var p3p2 = p3.subtract(p2);
  34154. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34155. // Store same normals for every vertex
  34156. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34157. normals.push(normal.x);
  34158. normals.push(normal.y);
  34159. normals.push(normal.z);
  34160. }
  34161. }
  34162. this.setIndices(indices);
  34163. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34164. // Updating vertex buffers
  34165. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34166. kind = kinds[kindIndex];
  34167. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34168. }
  34169. // Updating submeshes
  34170. this.releaseSubMeshes();
  34171. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34172. var previousOne = previousSubmeshes[submeshIndex];
  34173. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34174. }
  34175. this.synchronizeInstances();
  34176. return this;
  34177. };
  34178. /**
  34179. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34180. * In other words, more vertices, no more indices and a single bigger VBO.
  34181. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34182. * @returns current mesh
  34183. */
  34184. Mesh.prototype.convertToUnIndexedMesh = function () {
  34185. var kinds = this.getVerticesDataKinds();
  34186. var vbs = {};
  34187. var data = {};
  34188. var newdata = {};
  34189. var kindIndex;
  34190. var kind;
  34191. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34192. kind = kinds[kindIndex];
  34193. var vertexBuffer = this.getVertexBuffer(kind);
  34194. vbs[kind] = vertexBuffer;
  34195. data[kind] = vbs[kind].getData();
  34196. newdata[kind] = [];
  34197. }
  34198. // Save previous submeshes
  34199. var previousSubmeshes = this.subMeshes.slice(0);
  34200. var indices = this.getIndices();
  34201. var totalIndices = this.getTotalIndices();
  34202. // Generating unique vertices per face
  34203. var index;
  34204. for (index = 0; index < totalIndices; index++) {
  34205. var vertexIndex = indices[index];
  34206. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34207. kind = kinds[kindIndex];
  34208. var stride = vbs[kind].getStrideSize();
  34209. for (var offset = 0; offset < stride; offset++) {
  34210. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34211. }
  34212. }
  34213. }
  34214. // Updating indices
  34215. for (index = 0; index < totalIndices; index += 3) {
  34216. indices[index] = index;
  34217. indices[index + 1] = index + 1;
  34218. indices[index + 2] = index + 2;
  34219. }
  34220. this.setIndices(indices);
  34221. // Updating vertex buffers
  34222. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34223. kind = kinds[kindIndex];
  34224. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34225. }
  34226. // Updating submeshes
  34227. this.releaseSubMeshes();
  34228. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34229. var previousOne = previousSubmeshes[submeshIndex];
  34230. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34231. }
  34232. this._unIndexed = true;
  34233. this.synchronizeInstances();
  34234. return this;
  34235. };
  34236. /**
  34237. * Inverses facet orientations.
  34238. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34239. * @param flipNormals will also inverts the normals
  34240. * @returns current mesh
  34241. */
  34242. Mesh.prototype.flipFaces = function (flipNormals) {
  34243. if (flipNormals === void 0) { flipNormals = false; }
  34244. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34245. var i;
  34246. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34247. for (i = 0; i < vertex_data.normals.length; i++) {
  34248. vertex_data.normals[i] *= -1;
  34249. }
  34250. }
  34251. if (vertex_data.indices) {
  34252. var temp;
  34253. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34254. // reassign indices
  34255. temp = vertex_data.indices[i + 1];
  34256. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34257. vertex_data.indices[i + 2] = temp;
  34258. }
  34259. }
  34260. vertex_data.applyToMesh(this);
  34261. return this;
  34262. };
  34263. // Instances
  34264. /**
  34265. * Creates a new InstancedMesh object from the mesh model.
  34266. * Warning : this method is not supported for Line mesh and LineSystem
  34267. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34268. * @param name defines the name of the new instance
  34269. * @returns a new InstancedMesh
  34270. */
  34271. Mesh.prototype.createInstance = function (name) {
  34272. return new BABYLON.InstancedMesh(name, this);
  34273. };
  34274. /**
  34275. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34276. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34277. * @returns the current mesh
  34278. */
  34279. Mesh.prototype.synchronizeInstances = function () {
  34280. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34281. var instance = this.instances[instanceIndex];
  34282. instance._syncSubMeshes();
  34283. }
  34284. return this;
  34285. };
  34286. /**
  34287. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34288. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34289. * This should be used together with the simplification to avoid disappearing triangles.
  34290. * @param successCallback an optional success callback to be called after the optimization finished.
  34291. * @returns the current mesh
  34292. */
  34293. Mesh.prototype.optimizeIndices = function (successCallback) {
  34294. var _this = this;
  34295. var indices = this.getIndices();
  34296. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34297. if (!positions || !indices) {
  34298. return this;
  34299. }
  34300. var vectorPositions = new Array();
  34301. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34302. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34303. }
  34304. var dupes = new Array();
  34305. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34306. var realPos = vectorPositions.length - 1 - iteration;
  34307. var testedPosition = vectorPositions[realPos];
  34308. for (var j = 0; j < realPos; ++j) {
  34309. var againstPosition = vectorPositions[j];
  34310. if (testedPosition.equals(againstPosition)) {
  34311. dupes[realPos] = j;
  34312. break;
  34313. }
  34314. }
  34315. }, function () {
  34316. for (var i = 0; i < indices.length; ++i) {
  34317. indices[i] = dupes[indices[i]] || indices[i];
  34318. }
  34319. //indices are now reordered
  34320. var originalSubMeshes = _this.subMeshes.slice(0);
  34321. _this.setIndices(indices);
  34322. _this.subMeshes = originalSubMeshes;
  34323. if (successCallback) {
  34324. successCallback(_this);
  34325. }
  34326. });
  34327. return this;
  34328. };
  34329. /**
  34330. * Serialize current mesh
  34331. * @param serializationObject defines the object which will receive the serialization data
  34332. */
  34333. Mesh.prototype.serialize = function (serializationObject) {
  34334. serializationObject.name = this.name;
  34335. serializationObject.id = this.id;
  34336. serializationObject.type = this.getClassName();
  34337. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34338. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34339. }
  34340. serializationObject.position = this.position.asArray();
  34341. if (this.rotationQuaternion) {
  34342. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34343. }
  34344. else if (this.rotation) {
  34345. serializationObject.rotation = this.rotation.asArray();
  34346. }
  34347. serializationObject.scaling = this.scaling.asArray();
  34348. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34349. serializationObject.isEnabled = this.isEnabled(false);
  34350. serializationObject.isVisible = this.isVisible;
  34351. serializationObject.infiniteDistance = this.infiniteDistance;
  34352. serializationObject.pickable = this.isPickable;
  34353. serializationObject.receiveShadows = this.receiveShadows;
  34354. serializationObject.billboardMode = this.billboardMode;
  34355. serializationObject.visibility = this.visibility;
  34356. serializationObject.checkCollisions = this.checkCollisions;
  34357. serializationObject.isBlocker = this.isBlocker;
  34358. // Parent
  34359. if (this.parent) {
  34360. serializationObject.parentId = this.parent.id;
  34361. }
  34362. // Geometry
  34363. serializationObject.isUnIndexed = this.isUnIndexed;
  34364. var geometry = this._geometry;
  34365. if (geometry) {
  34366. var geometryId = geometry.id;
  34367. serializationObject.geometryId = geometryId;
  34368. // SubMeshes
  34369. serializationObject.subMeshes = [];
  34370. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34371. var subMesh = this.subMeshes[subIndex];
  34372. serializationObject.subMeshes.push({
  34373. materialIndex: subMesh.materialIndex,
  34374. verticesStart: subMesh.verticesStart,
  34375. verticesCount: subMesh.verticesCount,
  34376. indexStart: subMesh.indexStart,
  34377. indexCount: subMesh.indexCount
  34378. });
  34379. }
  34380. }
  34381. // Material
  34382. if (this.material) {
  34383. serializationObject.materialId = this.material.id;
  34384. }
  34385. else {
  34386. this.material = null;
  34387. }
  34388. // Morph targets
  34389. if (this.morphTargetManager) {
  34390. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34391. }
  34392. // Skeleton
  34393. if (this.skeleton) {
  34394. serializationObject.skeletonId = this.skeleton.id;
  34395. }
  34396. // Physics
  34397. //TODO implement correct serialization for physics impostors.
  34398. var impostor = this.getPhysicsImpostor();
  34399. if (impostor) {
  34400. serializationObject.physicsMass = impostor.getParam("mass");
  34401. serializationObject.physicsFriction = impostor.getParam("friction");
  34402. serializationObject.physicsRestitution = impostor.getParam("mass");
  34403. serializationObject.physicsImpostor = impostor.type;
  34404. }
  34405. // Metadata
  34406. if (this.metadata) {
  34407. serializationObject.metadata = this.metadata;
  34408. }
  34409. // Instances
  34410. serializationObject.instances = [];
  34411. for (var index = 0; index < this.instances.length; index++) {
  34412. var instance = this.instances[index];
  34413. if (instance.doNotSerialize) {
  34414. continue;
  34415. }
  34416. var serializationInstance = {
  34417. name: instance.name,
  34418. id: instance.id,
  34419. position: instance.position.asArray(),
  34420. scaling: instance.scaling.asArray()
  34421. };
  34422. if (instance.parent) {
  34423. serializationInstance.parentId = instance.parent.id;
  34424. }
  34425. if (instance.rotationQuaternion) {
  34426. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34427. }
  34428. else if (instance.rotation) {
  34429. serializationInstance.rotation = instance.rotation.asArray();
  34430. }
  34431. serializationObject.instances.push(serializationInstance);
  34432. // Animations
  34433. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34434. serializationInstance.ranges = instance.serializeAnimationRanges();
  34435. }
  34436. //
  34437. // Animations
  34438. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34439. serializationObject.ranges = this.serializeAnimationRanges();
  34440. // Layer mask
  34441. serializationObject.layerMask = this.layerMask;
  34442. // Alpha
  34443. serializationObject.alphaIndex = this.alphaIndex;
  34444. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34445. // Overlay
  34446. serializationObject.overlayAlpha = this.overlayAlpha;
  34447. serializationObject.overlayColor = this.overlayColor.asArray();
  34448. serializationObject.renderOverlay = this.renderOverlay;
  34449. // Fog
  34450. serializationObject.applyFog = this.applyFog;
  34451. // Action Manager
  34452. if (this.actionManager) {
  34453. serializationObject.actions = this.actionManager.serialize(this.name);
  34454. }
  34455. };
  34456. /** @hidden */
  34457. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34458. if (!this.geometry) {
  34459. return;
  34460. }
  34461. this._markSubMeshesAsAttributesDirty();
  34462. var morphTargetManager = this._morphTargetManager;
  34463. if (morphTargetManager && morphTargetManager.vertexCount) {
  34464. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34465. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34466. this.morphTargetManager = null;
  34467. return;
  34468. }
  34469. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34470. var morphTarget = morphTargetManager.getActiveTarget(index);
  34471. var positions = morphTarget.getPositions();
  34472. if (!positions) {
  34473. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34474. return;
  34475. }
  34476. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34477. var normals = morphTarget.getNormals();
  34478. if (normals) {
  34479. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34480. }
  34481. var tangents = morphTarget.getTangents();
  34482. if (tangents) {
  34483. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34484. }
  34485. }
  34486. }
  34487. else {
  34488. var index = 0;
  34489. // Positions
  34490. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34491. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34492. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34493. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34494. }
  34495. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34496. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34497. }
  34498. index++;
  34499. }
  34500. }
  34501. };
  34502. // Statics
  34503. /**
  34504. * Returns a new Mesh object parsed from the source provided.
  34505. * @param parsedMesh is the source
  34506. * @param scene defines the hosting scene
  34507. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34508. * @returns a new Mesh
  34509. */
  34510. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34511. var mesh;
  34512. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34513. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34514. }
  34515. else {
  34516. mesh = new Mesh(parsedMesh.name, scene);
  34517. }
  34518. mesh.id = parsedMesh.id;
  34519. if (BABYLON.Tags) {
  34520. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34521. }
  34522. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34523. if (parsedMesh.metadata !== undefined) {
  34524. mesh.metadata = parsedMesh.metadata;
  34525. }
  34526. if (parsedMesh.rotationQuaternion) {
  34527. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34528. }
  34529. else if (parsedMesh.rotation) {
  34530. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34531. }
  34532. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34533. if (parsedMesh.localMatrix) {
  34534. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34535. }
  34536. else if (parsedMesh.pivotMatrix) {
  34537. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34538. }
  34539. mesh.setEnabled(parsedMesh.isEnabled);
  34540. mesh.isVisible = parsedMesh.isVisible;
  34541. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34542. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34543. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34544. if (parsedMesh.applyFog !== undefined) {
  34545. mesh.applyFog = parsedMesh.applyFog;
  34546. }
  34547. if (parsedMesh.pickable !== undefined) {
  34548. mesh.isPickable = parsedMesh.pickable;
  34549. }
  34550. if (parsedMesh.alphaIndex !== undefined) {
  34551. mesh.alphaIndex = parsedMesh.alphaIndex;
  34552. }
  34553. mesh.receiveShadows = parsedMesh.receiveShadows;
  34554. mesh.billboardMode = parsedMesh.billboardMode;
  34555. if (parsedMesh.visibility !== undefined) {
  34556. mesh.visibility = parsedMesh.visibility;
  34557. }
  34558. mesh.checkCollisions = parsedMesh.checkCollisions;
  34559. if (parsedMesh.isBlocker !== undefined) {
  34560. mesh.isBlocker = parsedMesh.isBlocker;
  34561. }
  34562. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  34563. // freezeWorldMatrix
  34564. if (parsedMesh.freezeWorldMatrix) {
  34565. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  34566. }
  34567. // Parent
  34568. if (parsedMesh.parentId) {
  34569. mesh._waitingParentId = parsedMesh.parentId;
  34570. }
  34571. // Actions
  34572. if (parsedMesh.actions !== undefined) {
  34573. mesh._waitingActions = parsedMesh.actions;
  34574. }
  34575. // Overlay
  34576. if (parsedMesh.overlayAlpha !== undefined) {
  34577. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  34578. }
  34579. if (parsedMesh.overlayColor !== undefined) {
  34580. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  34581. }
  34582. if (parsedMesh.renderOverlay !== undefined) {
  34583. mesh.renderOverlay = parsedMesh.renderOverlay;
  34584. }
  34585. // Geometry
  34586. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  34587. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  34588. if (parsedMesh.delayLoadingFile) {
  34589. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  34590. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  34591. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  34592. if (parsedMesh._binaryInfo) {
  34593. mesh._binaryInfo = parsedMesh._binaryInfo;
  34594. }
  34595. mesh._delayInfo = [];
  34596. if (parsedMesh.hasUVs) {
  34597. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  34598. }
  34599. if (parsedMesh.hasUVs2) {
  34600. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  34601. }
  34602. if (parsedMesh.hasUVs3) {
  34603. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  34604. }
  34605. if (parsedMesh.hasUVs4) {
  34606. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  34607. }
  34608. if (parsedMesh.hasUVs5) {
  34609. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  34610. }
  34611. if (parsedMesh.hasUVs6) {
  34612. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  34613. }
  34614. if (parsedMesh.hasColors) {
  34615. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  34616. }
  34617. if (parsedMesh.hasMatricesIndices) {
  34618. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  34619. }
  34620. if (parsedMesh.hasMatricesWeights) {
  34621. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  34622. }
  34623. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  34624. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  34625. mesh._checkDelayState();
  34626. }
  34627. }
  34628. else {
  34629. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  34630. }
  34631. // Material
  34632. if (parsedMesh.materialId) {
  34633. mesh.setMaterialByID(parsedMesh.materialId);
  34634. }
  34635. else {
  34636. mesh.material = null;
  34637. }
  34638. // Morph targets
  34639. if (parsedMesh.morphTargetManagerId > -1) {
  34640. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  34641. }
  34642. // Skeleton
  34643. if (parsedMesh.skeletonId > -1) {
  34644. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  34645. if (parsedMesh.numBoneInfluencers) {
  34646. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  34647. }
  34648. }
  34649. // Animations
  34650. if (parsedMesh.animations) {
  34651. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  34652. var parsedAnimation = parsedMesh.animations[animationIndex];
  34653. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34654. }
  34655. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  34656. }
  34657. if (parsedMesh.autoAnimate) {
  34658. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  34659. }
  34660. // Layer Mask
  34661. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  34662. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  34663. }
  34664. else {
  34665. mesh.layerMask = 0x0FFFFFFF;
  34666. }
  34667. // Physics
  34668. if (parsedMesh.physicsImpostor) {
  34669. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  34670. mass: parsedMesh.physicsMass,
  34671. friction: parsedMesh.physicsFriction,
  34672. restitution: parsedMesh.physicsRestitution
  34673. }, scene);
  34674. }
  34675. // Instances
  34676. if (parsedMesh.instances) {
  34677. for (var index = 0; index < parsedMesh.instances.length; index++) {
  34678. var parsedInstance = parsedMesh.instances[index];
  34679. var instance = mesh.createInstance(parsedInstance.name);
  34680. if (parsedInstance.id) {
  34681. instance.id = parsedInstance.id;
  34682. }
  34683. if (BABYLON.Tags) {
  34684. if (parsedInstance.tags) {
  34685. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  34686. }
  34687. else {
  34688. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  34689. }
  34690. }
  34691. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  34692. if (parsedInstance.parentId) {
  34693. instance._waitingParentId = parsedInstance.parentId;
  34694. }
  34695. if (parsedInstance.rotationQuaternion) {
  34696. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  34697. }
  34698. else if (parsedInstance.rotation) {
  34699. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  34700. }
  34701. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  34702. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  34703. instance.checkCollisions = parsedInstance.checkCollisions;
  34704. }
  34705. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  34706. instance.isPickable = parsedInstance.pickable;
  34707. }
  34708. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  34709. instance.showBoundingBox = parsedInstance.showBoundingBox;
  34710. }
  34711. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34712. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  34713. }
  34714. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34715. instance.alphaIndex = parsedInstance.alphaIndex;
  34716. }
  34717. // Physics
  34718. if (parsedInstance.physicsImpostor) {
  34719. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  34720. mass: parsedInstance.physicsMass,
  34721. friction: parsedInstance.physicsFriction,
  34722. restitution: parsedInstance.physicsRestitution
  34723. }, scene);
  34724. }
  34725. // Animation
  34726. if (parsedInstance.animations) {
  34727. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  34728. parsedAnimation = parsedInstance.animations[animationIndex];
  34729. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34730. }
  34731. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  34732. if (parsedInstance.autoAnimate) {
  34733. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  34734. }
  34735. }
  34736. }
  34737. }
  34738. return mesh;
  34739. };
  34740. /**
  34741. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  34742. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  34743. * @param name defines the name of the mesh to create
  34744. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  34745. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  34746. * @param closePath creates a seam between the first and the last points of each path of the path array
  34747. * @param offset is taken in account only if the `pathArray` is containing a single path
  34748. * @param scene defines the hosting scene
  34749. * @param updatable defines if the mesh must be flagged as updatable
  34750. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34751. * @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)
  34752. * @returns a new Mesh
  34753. */
  34754. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  34755. if (closeArray === void 0) { closeArray = false; }
  34756. if (updatable === void 0) { updatable = false; }
  34757. return BABYLON.MeshBuilder.CreateRibbon(name, {
  34758. pathArray: pathArray,
  34759. closeArray: closeArray,
  34760. closePath: closePath,
  34761. offset: offset,
  34762. updatable: updatable,
  34763. sideOrientation: sideOrientation,
  34764. instance: instance
  34765. }, scene);
  34766. };
  34767. /**
  34768. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  34769. * @param name defines the name of the mesh to create
  34770. * @param radius sets the radius size (float) of the polygon (default 0.5)
  34771. * @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
  34772. * @param scene defines the hosting scene
  34773. * @param updatable defines if the mesh must be flagged as updatable
  34774. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34775. * @returns a new Mesh
  34776. */
  34777. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  34778. if (scene === void 0) { scene = null; }
  34779. var options = {
  34780. radius: radius,
  34781. tessellation: tessellation,
  34782. sideOrientation: sideOrientation,
  34783. updatable: updatable
  34784. };
  34785. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  34786. };
  34787. /**
  34788. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  34789. * @param name defines the name of the mesh to create
  34790. * @param size sets the size (float) of each box side (default 1)
  34791. * @param scene defines the hosting scene
  34792. * @param updatable defines if the mesh must be flagged as updatable
  34793. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34794. * @returns a new Mesh
  34795. */
  34796. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  34797. if (scene === void 0) { scene = null; }
  34798. var options = {
  34799. size: size,
  34800. sideOrientation: sideOrientation,
  34801. updatable: updatable
  34802. };
  34803. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  34804. };
  34805. /**
  34806. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  34807. * @param name defines the name of the mesh to create
  34808. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  34809. * @param diameter sets the diameter size (float) of the sphere (default 1)
  34810. * @param scene defines the hosting scene
  34811. * @param updatable defines if the mesh must be flagged as updatable
  34812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34813. * @returns a new Mesh
  34814. */
  34815. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  34816. var options = {
  34817. segments: segments,
  34818. diameterX: diameter,
  34819. diameterY: diameter,
  34820. diameterZ: diameter,
  34821. sideOrientation: sideOrientation,
  34822. updatable: updatable
  34823. };
  34824. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  34825. };
  34826. /**
  34827. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  34828. * @param name defines the name of the mesh to create
  34829. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  34830. * @param diameterTop set the top cap diameter (floats, default 1)
  34831. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  34832. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  34833. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  34834. * @param scene defines the hosting scene
  34835. * @param updatable defines if the mesh must be flagged as updatable
  34836. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34837. * @returns a new Mesh
  34838. */
  34839. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  34840. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  34841. if (scene !== undefined) {
  34842. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  34843. updatable = scene;
  34844. }
  34845. scene = subdivisions;
  34846. subdivisions = 1;
  34847. }
  34848. var options = {
  34849. height: height,
  34850. diameterTop: diameterTop,
  34851. diameterBottom: diameterBottom,
  34852. tessellation: tessellation,
  34853. subdivisions: subdivisions,
  34854. sideOrientation: sideOrientation,
  34855. updatable: updatable
  34856. };
  34857. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  34858. };
  34859. // Torus (Code from SharpDX.org)
  34860. /**
  34861. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  34862. * @param name defines the name of the mesh to create
  34863. * @param diameter sets the diameter size (float) of the torus (default 1)
  34864. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  34865. * @param tessellation sets the number of torus sides (postive integer, default 16)
  34866. * @param scene defines the hosting scene
  34867. * @param updatable defines if the mesh must be flagged as updatable
  34868. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34869. * @returns a new Mesh
  34870. */
  34871. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  34872. var options = {
  34873. diameter: diameter,
  34874. thickness: thickness,
  34875. tessellation: tessellation,
  34876. sideOrientation: sideOrientation,
  34877. updatable: updatable
  34878. };
  34879. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  34880. };
  34881. /**
  34882. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  34883. * @param name defines the name of the mesh to create
  34884. * @param radius sets the global radius size (float) of the torus knot (default 2)
  34885. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  34886. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  34887. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  34888. * @param p the number of windings on X axis (positive integers, default 2)
  34889. * @param q the number of windings on Y axis (positive integers, default 3)
  34890. * @param scene defines the hosting scene
  34891. * @param updatable defines if the mesh must be flagged as updatable
  34892. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34893. * @returns a new Mesh
  34894. */
  34895. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  34896. var options = {
  34897. radius: radius,
  34898. tube: tube,
  34899. radialSegments: radialSegments,
  34900. tubularSegments: tubularSegments,
  34901. p: p,
  34902. q: q,
  34903. sideOrientation: sideOrientation,
  34904. updatable: updatable
  34905. };
  34906. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  34907. };
  34908. /**
  34909. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  34910. * @param name defines the name of the mesh to create
  34911. * @param points is an array successive Vector3
  34912. * @param scene defines the hosting scene
  34913. * @param updatable defines if the mesh must be flagged as updatable
  34914. * @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).
  34915. * @returns a new Mesh
  34916. */
  34917. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  34918. if (scene === void 0) { scene = null; }
  34919. if (updatable === void 0) { updatable = false; }
  34920. if (instance === void 0) { instance = null; }
  34921. var options = {
  34922. points: points,
  34923. updatable: updatable,
  34924. instance: instance
  34925. };
  34926. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  34927. };
  34928. /**
  34929. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  34930. * @param name defines the name of the mesh to create
  34931. * @param points is an array successive Vector3
  34932. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  34933. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  34934. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  34935. * @param scene defines the hosting scene
  34936. * @param updatable defines if the mesh must be flagged as updatable
  34937. * @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)
  34938. * @returns a new Mesh
  34939. */
  34940. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  34941. if (scene === void 0) { scene = null; }
  34942. var options = {
  34943. points: points,
  34944. dashSize: dashSize,
  34945. gapSize: gapSize,
  34946. dashNb: dashNb,
  34947. updatable: updatable,
  34948. instance: instance
  34949. };
  34950. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  34951. };
  34952. /**
  34953. * Creates a polygon mesh.
  34954. * Please consider using the same method from the MeshBuilder class instead.
  34955. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  34956. * 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.
  34957. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  34958. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  34959. * Remember you can only change the shape positions, not their number when updating a polygon.
  34960. */
  34961. /**
  34962. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  34963. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  34964. * @param name defines the name of the mesh to create
  34965. * @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
  34966. * @param scene defines the hosting scene
  34967. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  34968. * @param updatable defines if the mesh must be flagged as updatable
  34969. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34970. * @returns a new Mesh
  34971. */
  34972. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  34973. var options = {
  34974. shape: shape,
  34975. holes: holes,
  34976. updatable: updatable,
  34977. sideOrientation: sideOrientation
  34978. };
  34979. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  34980. };
  34981. /**
  34982. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  34983. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  34984. * @param name defines the name of the mesh to create
  34985. * @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
  34986. * @param depth defines the height of extrusion
  34987. * @param scene defines the hosting scene
  34988. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  34989. * @param updatable defines if the mesh must be flagged as updatable
  34990. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34991. * @returns a new Mesh
  34992. */
  34993. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  34994. var options = {
  34995. shape: shape,
  34996. holes: holes,
  34997. depth: depth,
  34998. updatable: updatable,
  34999. sideOrientation: sideOrientation
  35000. };
  35001. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35002. };
  35003. /**
  35004. * Creates an extruded shape mesh.
  35005. * 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
  35006. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35007. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35008. * @param name defines the name of the mesh to create
  35009. * @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
  35010. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35011. * @param scale is the value to scale the shape
  35012. * @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
  35013. * @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
  35014. * @param scene defines the hosting scene
  35015. * @param updatable defines if the mesh must be flagged as updatable
  35016. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35017. * @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)
  35018. * @returns a new Mesh
  35019. */
  35020. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35021. if (scene === void 0) { scene = null; }
  35022. var options = {
  35023. shape: shape,
  35024. path: path,
  35025. scale: scale,
  35026. rotation: rotation,
  35027. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35028. sideOrientation: sideOrientation,
  35029. instance: instance,
  35030. updatable: updatable
  35031. };
  35032. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35033. };
  35034. /**
  35035. * Creates an custom extruded shape mesh.
  35036. * The custom extrusion is a parametric shape.
  35037. * It has no predefined shape. Its final shape will depend on the input parameters.
  35038. * Please consider using the same method from the MeshBuilder class instead
  35039. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35040. * @param name defines the name of the mesh to create
  35041. * @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
  35042. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35043. * @param scaleFunction is a custom Javascript function called on each path point
  35044. * @param rotationFunction is a custom Javascript function called on each path point
  35045. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35046. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35047. * @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
  35048. * @param scene defines the hosting scene
  35049. * @param updatable defines if the mesh must be flagged as updatable
  35050. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35051. * @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)
  35052. * @returns a new Mesh
  35053. */
  35054. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35055. var options = {
  35056. shape: shape,
  35057. path: path,
  35058. scaleFunction: scaleFunction,
  35059. rotationFunction: rotationFunction,
  35060. ribbonCloseArray: ribbonCloseArray,
  35061. ribbonClosePath: ribbonClosePath,
  35062. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35063. sideOrientation: sideOrientation,
  35064. instance: instance,
  35065. updatable: updatable
  35066. };
  35067. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35068. };
  35069. /**
  35070. * Creates lathe mesh.
  35071. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35072. * Please consider using the same method from the MeshBuilder class instead
  35073. * @param name defines the name of the mesh to create
  35074. * @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
  35075. * @param radius is the radius value of the lathe
  35076. * @param tessellation is the side number of the lathe.
  35077. * @param scene defines the hosting scene
  35078. * @param updatable defines if the mesh must be flagged as updatable
  35079. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35080. * @returns a new Mesh
  35081. */
  35082. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35083. var options = {
  35084. shape: shape,
  35085. radius: radius,
  35086. tessellation: tessellation,
  35087. sideOrientation: sideOrientation,
  35088. updatable: updatable
  35089. };
  35090. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35091. };
  35092. /**
  35093. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35094. * @param name defines the name of the mesh to create
  35095. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35096. * @param scene defines the hosting scene
  35097. * @param updatable defines if the mesh must be flagged as updatable
  35098. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35099. * @returns a new Mesh
  35100. */
  35101. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35102. var options = {
  35103. size: size,
  35104. width: size,
  35105. height: size,
  35106. sideOrientation: sideOrientation,
  35107. updatable: updatable
  35108. };
  35109. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35110. };
  35111. /**
  35112. * Creates a ground mesh.
  35113. * Please consider using the same method from the MeshBuilder class instead
  35114. * @param name defines the name of the mesh to create
  35115. * @param width set the width of the ground
  35116. * @param height set the height of the ground
  35117. * @param subdivisions sets the number of subdivisions per side
  35118. * @param scene defines the hosting scene
  35119. * @param updatable defines if the mesh must be flagged as updatable
  35120. * @returns a new Mesh
  35121. */
  35122. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35123. var options = {
  35124. width: width,
  35125. height: height,
  35126. subdivisions: subdivisions,
  35127. updatable: updatable
  35128. };
  35129. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35130. };
  35131. /**
  35132. * Creates a tiled ground mesh.
  35133. * Please consider using the same method from the MeshBuilder class instead
  35134. * @param name defines the name of the mesh to create
  35135. * @param xmin set the ground minimum X coordinate
  35136. * @param zmin set the ground minimum Y coordinate
  35137. * @param xmax set the ground maximum X coordinate
  35138. * @param zmax set the ground maximum Z coordinate
  35139. * @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
  35140. * @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
  35141. * @param scene defines the hosting scene
  35142. * @param updatable defines if the mesh must be flagged as updatable
  35143. * @returns a new Mesh
  35144. */
  35145. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35146. var options = {
  35147. xmin: xmin,
  35148. zmin: zmin,
  35149. xmax: xmax,
  35150. zmax: zmax,
  35151. subdivisions: subdivisions,
  35152. precision: precision,
  35153. updatable: updatable
  35154. };
  35155. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35156. };
  35157. /**
  35158. * Creates a ground mesh from a height map.
  35159. * Please consider using the same method from the MeshBuilder class instead
  35160. * @see http://doc.babylonjs.com/babylon101/height_map
  35161. * @param name defines the name of the mesh to create
  35162. * @param url sets the URL of the height map image resource
  35163. * @param width set the ground width size
  35164. * @param height set the ground height size
  35165. * @param subdivisions sets the number of subdivision per side
  35166. * @param minHeight is the minimum altitude on the ground
  35167. * @param maxHeight is the maximum altitude on the ground
  35168. * @param scene defines the hosting scene
  35169. * @param updatable defines if the mesh must be flagged as updatable
  35170. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35171. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35172. * @returns a new Mesh
  35173. */
  35174. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35175. var options = {
  35176. width: width,
  35177. height: height,
  35178. subdivisions: subdivisions,
  35179. minHeight: minHeight,
  35180. maxHeight: maxHeight,
  35181. updatable: updatable,
  35182. onReady: onReady,
  35183. alphaFilter: alphaFilter
  35184. };
  35185. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35186. };
  35187. /**
  35188. * Creates a tube mesh.
  35189. * The tube is a parametric shape.
  35190. * It has no predefined shape. Its final shape will depend on the input parameters.
  35191. * Please consider using the same method from the MeshBuilder class instead
  35192. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35193. * @param name defines the name of the mesh to create
  35194. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35195. * @param radius sets the tube radius size
  35196. * @param tessellation is the number of sides on the tubular surface
  35197. * @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
  35198. * @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
  35199. * @param scene defines the hosting scene
  35200. * @param updatable defines if the mesh must be flagged as updatable
  35201. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35202. * @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)
  35203. * @returns a new Mesh
  35204. */
  35205. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35206. var options = {
  35207. path: path,
  35208. radius: radius,
  35209. tessellation: tessellation,
  35210. radiusFunction: radiusFunction,
  35211. arc: 1,
  35212. cap: cap,
  35213. updatable: updatable,
  35214. sideOrientation: sideOrientation,
  35215. instance: instance
  35216. };
  35217. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35218. };
  35219. /**
  35220. * Creates a polyhedron mesh.
  35221. * Please consider using the same method from the MeshBuilder class instead.
  35222. * * 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
  35223. * * The parameter `size` (positive float, default 1) sets the polygon size
  35224. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35225. * * 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`
  35226. * * 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
  35227. * * 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)`)
  35228. * * 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
  35229. * * 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
  35230. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35231. * * 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
  35232. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35233. * @param name defines the name of the mesh to create
  35234. * @param options defines the options used to create the mesh
  35235. * @param scene defines the hosting scene
  35236. * @returns a new Mesh
  35237. */
  35238. Mesh.CreatePolyhedron = function (name, options, scene) {
  35239. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35240. };
  35241. /**
  35242. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35243. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35244. * * 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`)
  35245. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35246. * * 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
  35247. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35248. * * 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
  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. * @param name defines the name of the mesh
  35251. * @param options defines the options used to create the mesh
  35252. * @param scene defines the hosting scene
  35253. * @returns a new Mesh
  35254. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35255. */
  35256. Mesh.CreateIcoSphere = function (name, options, scene) {
  35257. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35258. };
  35259. /**
  35260. * Creates a decal mesh.
  35261. * Please consider using the same method from the MeshBuilder class instead.
  35262. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35263. * @param name defines the name of the mesh
  35264. * @param sourceMesh defines the mesh receiving the decal
  35265. * @param position sets the position of the decal in world coordinates
  35266. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35267. * @param size sets the decal scaling
  35268. * @param angle sets the angle to rotate the decal
  35269. * @returns a new Mesh
  35270. */
  35271. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35272. var options = {
  35273. position: position,
  35274. normal: normal,
  35275. size: size,
  35276. angle: angle
  35277. };
  35278. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35279. };
  35280. // Skeletons
  35281. /**
  35282. * Prepare internal position array for software CPU skinning
  35283. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35284. */
  35285. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35286. if (!this._sourcePositions) {
  35287. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35288. if (!source) {
  35289. return this._sourcePositions;
  35290. }
  35291. this._sourcePositions = new Float32Array(source);
  35292. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35293. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35294. }
  35295. }
  35296. return this._sourcePositions;
  35297. };
  35298. /**
  35299. * Prepare internal normal array for software CPU skinning
  35300. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35301. */
  35302. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35303. if (!this._sourceNormals) {
  35304. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35305. if (!source) {
  35306. return this._sourceNormals;
  35307. }
  35308. this._sourceNormals = new Float32Array(source);
  35309. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35310. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35311. }
  35312. }
  35313. return this._sourceNormals;
  35314. };
  35315. /**
  35316. * Updates the vertex buffer by applying transformation from the bones
  35317. * @param skeleton defines the skeleton to apply to current mesh
  35318. * @returns the current mesh
  35319. */
  35320. Mesh.prototype.applySkeleton = function (skeleton) {
  35321. if (!this.geometry) {
  35322. return this;
  35323. }
  35324. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35325. return this;
  35326. }
  35327. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35328. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35329. return this;
  35330. }
  35331. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35332. return this;
  35333. }
  35334. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35335. return this;
  35336. }
  35337. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35338. return this;
  35339. }
  35340. if (!this._sourcePositions) {
  35341. var submeshes = this.subMeshes.slice();
  35342. this.setPositionsForCPUSkinning();
  35343. this.subMeshes = submeshes;
  35344. }
  35345. if (!this._sourceNormals) {
  35346. this.setNormalsForCPUSkinning();
  35347. }
  35348. // positionsData checks for not being Float32Array will only pass at most once
  35349. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35350. if (!positionsData) {
  35351. return this;
  35352. }
  35353. if (!(positionsData instanceof Float32Array)) {
  35354. positionsData = new Float32Array(positionsData);
  35355. }
  35356. // normalsData checks for not being Float32Array will only pass at most once
  35357. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35358. if (!normalsData) {
  35359. return this;
  35360. }
  35361. if (!(normalsData instanceof Float32Array)) {
  35362. normalsData = new Float32Array(normalsData);
  35363. }
  35364. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35365. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35366. if (!matricesWeightsData || !matricesIndicesData) {
  35367. return this;
  35368. }
  35369. var needExtras = this.numBoneInfluencers > 4;
  35370. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35371. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35372. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35373. var tempVector3 = BABYLON.Vector3.Zero();
  35374. var finalMatrix = new BABYLON.Matrix();
  35375. var tempMatrix = new BABYLON.Matrix();
  35376. var matWeightIdx = 0;
  35377. var inf;
  35378. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35379. var weight;
  35380. for (inf = 0; inf < 4; inf++) {
  35381. weight = matricesWeightsData[matWeightIdx + inf];
  35382. if (weight > 0) {
  35383. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35384. finalMatrix.addToSelf(tempMatrix);
  35385. }
  35386. }
  35387. if (needExtras) {
  35388. for (inf = 0; inf < 4; inf++) {
  35389. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35390. if (weight > 0) {
  35391. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35392. finalMatrix.addToSelf(tempMatrix);
  35393. }
  35394. }
  35395. }
  35396. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35397. tempVector3.toArray(positionsData, index);
  35398. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35399. tempVector3.toArray(normalsData, index);
  35400. finalMatrix.reset();
  35401. }
  35402. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35403. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35404. return this;
  35405. };
  35406. // Tools
  35407. /**
  35408. * 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
  35409. * @param meshes defines the list of meshes to scan
  35410. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35411. */
  35412. Mesh.MinMax = function (meshes) {
  35413. var minVector = null;
  35414. var maxVector = null;
  35415. meshes.forEach(function (mesh, index, array) {
  35416. var boundingInfo = mesh.getBoundingInfo();
  35417. var boundingBox = boundingInfo.boundingBox;
  35418. if (!minVector || !maxVector) {
  35419. minVector = boundingBox.minimumWorld;
  35420. maxVector = boundingBox.maximumWorld;
  35421. }
  35422. else {
  35423. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35424. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35425. }
  35426. });
  35427. if (!minVector || !maxVector) {
  35428. return {
  35429. min: BABYLON.Vector3.Zero(),
  35430. max: BABYLON.Vector3.Zero()
  35431. };
  35432. }
  35433. return {
  35434. min: minVector,
  35435. max: maxVector
  35436. };
  35437. };
  35438. /**
  35439. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35440. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35441. * @returns a vector3
  35442. */
  35443. Mesh.Center = function (meshesOrMinMaxVector) {
  35444. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35445. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35446. };
  35447. /**
  35448. * Merge the array of meshes into a single mesh for performance reasons.
  35449. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35450. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35451. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35452. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35453. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35454. * @returns a new mesh
  35455. */
  35456. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35457. if (disposeSource === void 0) { disposeSource = true; }
  35458. var index;
  35459. if (!allow32BitsIndices) {
  35460. var totalVertices = 0;
  35461. // Counting vertices
  35462. for (index = 0; index < meshes.length; index++) {
  35463. if (meshes[index]) {
  35464. totalVertices += meshes[index].getTotalVertices();
  35465. if (totalVertices > 65536) {
  35466. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35467. return null;
  35468. }
  35469. }
  35470. }
  35471. }
  35472. // Merge
  35473. var vertexData = null;
  35474. var otherVertexData;
  35475. var indiceArray = new Array();
  35476. var source = null;
  35477. for (index = 0; index < meshes.length; index++) {
  35478. if (meshes[index]) {
  35479. var wm = meshes[index].computeWorldMatrix(true);
  35480. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35481. otherVertexData.transform(wm);
  35482. if (vertexData) {
  35483. vertexData.merge(otherVertexData, allow32BitsIndices);
  35484. }
  35485. else {
  35486. vertexData = otherVertexData;
  35487. source = meshes[index];
  35488. }
  35489. if (subdivideWithSubMeshes) {
  35490. indiceArray.push(meshes[index].getTotalIndices());
  35491. }
  35492. }
  35493. }
  35494. source = source;
  35495. if (!meshSubclass) {
  35496. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35497. }
  35498. vertexData.applyToMesh(meshSubclass);
  35499. // Setting properties
  35500. meshSubclass.material = source.material;
  35501. meshSubclass.checkCollisions = source.checkCollisions;
  35502. // Cleaning
  35503. if (disposeSource) {
  35504. for (index = 0; index < meshes.length; index++) {
  35505. if (meshes[index]) {
  35506. meshes[index].dispose();
  35507. }
  35508. }
  35509. }
  35510. // Subdivide
  35511. if (subdivideWithSubMeshes) {
  35512. //-- removal of global submesh
  35513. meshSubclass.releaseSubMeshes();
  35514. index = 0;
  35515. var offset = 0;
  35516. //-- apply subdivision according to index table
  35517. while (index < indiceArray.length) {
  35518. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35519. offset += indiceArray[index];
  35520. index++;
  35521. }
  35522. }
  35523. return meshSubclass;
  35524. };
  35525. // Consts
  35526. /**
  35527. * Mesh side orientation : usually the external or front surface
  35528. */
  35529. Mesh.FRONTSIDE = 0;
  35530. /**
  35531. * Mesh side orientation : usually the internal or back surface
  35532. */
  35533. Mesh.BACKSIDE = 1;
  35534. /**
  35535. * Mesh side orientation : both internal and external or front and back surfaces
  35536. */
  35537. Mesh.DOUBLESIDE = 2;
  35538. /**
  35539. * Mesh side orientation : by default, `FRONTSIDE`
  35540. */
  35541. Mesh.DEFAULTSIDE = 0;
  35542. /**
  35543. * Mesh cap setting : no cap
  35544. */
  35545. Mesh.NO_CAP = 0;
  35546. /**
  35547. * Mesh cap setting : one cap at the beginning of the mesh
  35548. */
  35549. Mesh.CAP_START = 1;
  35550. /**
  35551. * Mesh cap setting : one cap at the end of the mesh
  35552. */
  35553. Mesh.CAP_END = 2;
  35554. /**
  35555. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  35556. */
  35557. Mesh.CAP_ALL = 3;
  35558. return Mesh;
  35559. }(BABYLON.AbstractMesh));
  35560. BABYLON.Mesh = Mesh;
  35561. })(BABYLON || (BABYLON = {}));
  35562. //# sourceMappingURL=babylon.mesh.js.map
  35563. var BABYLON;
  35564. (function (BABYLON) {
  35565. /**
  35566. * Base class for submeshes
  35567. */
  35568. var BaseSubMesh = /** @class */ (function () {
  35569. function BaseSubMesh() {
  35570. }
  35571. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  35572. /**
  35573. * Gets associated effect
  35574. */
  35575. get: function () {
  35576. return this._materialEffect;
  35577. },
  35578. enumerable: true,
  35579. configurable: true
  35580. });
  35581. /**
  35582. * Sets associated effect (effect used to render this submesh)
  35583. * @param effect defines the effect to associate with
  35584. * @param defines defines the set of defines used to compile this effect
  35585. */
  35586. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  35587. if (defines === void 0) { defines = null; }
  35588. if (this._materialEffect === effect) {
  35589. if (!effect) {
  35590. this._materialDefines = null;
  35591. }
  35592. return;
  35593. }
  35594. this._materialDefines = defines;
  35595. this._materialEffect = effect;
  35596. };
  35597. return BaseSubMesh;
  35598. }());
  35599. BABYLON.BaseSubMesh = BaseSubMesh;
  35600. /**
  35601. * Defines a subdivision inside a mesh
  35602. */
  35603. var SubMesh = /** @class */ (function (_super) {
  35604. __extends(SubMesh, _super);
  35605. /**
  35606. * Creates a new submesh
  35607. * @param materialIndex defines the material index to use
  35608. * @param verticesStart defines vertex index start
  35609. * @param verticesCount defines vertices count
  35610. * @param indexStart defines index start
  35611. * @param indexCount defines indices count
  35612. * @param mesh defines the parent mesh
  35613. * @param renderingMesh defines an optional rendering mesh
  35614. * @param createBoundingBox defines if bounding box should be created for this submesh
  35615. */
  35616. function SubMesh(
  35617. /** the material index to use */
  35618. materialIndex,
  35619. /** vertex index start */
  35620. verticesStart,
  35621. /** vertices count */
  35622. verticesCount,
  35623. /** index start */
  35624. indexStart,
  35625. /** indices count */
  35626. indexCount, mesh, renderingMesh, createBoundingBox) {
  35627. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35628. var _this = _super.call(this) || this;
  35629. _this.materialIndex = materialIndex;
  35630. _this.verticesStart = verticesStart;
  35631. _this.verticesCount = verticesCount;
  35632. _this.indexStart = indexStart;
  35633. _this.indexCount = indexCount;
  35634. /** @hidden */
  35635. _this._renderId = 0;
  35636. _this._mesh = mesh;
  35637. _this._renderingMesh = renderingMesh || mesh;
  35638. mesh.subMeshes.push(_this);
  35639. _this._trianglePlanes = [];
  35640. _this._id = mesh.subMeshes.length - 1;
  35641. if (createBoundingBox) {
  35642. _this.refreshBoundingInfo();
  35643. mesh.computeWorldMatrix(true);
  35644. }
  35645. return _this;
  35646. }
  35647. /**
  35648. * Add a new submesh to a mesh
  35649. * @param materialIndex defines the material index to use
  35650. * @param verticesStart defines vertex index start
  35651. * @param verticesCount defines vertices count
  35652. * @param indexStart defines index start
  35653. * @param indexCount defines indices count
  35654. * @param mesh defines the parent mesh
  35655. * @param renderingMesh defines an optional rendering mesh
  35656. * @param createBoundingBox defines if bounding box should be created for this submesh
  35657. * @returns the new submesh
  35658. */
  35659. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  35660. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35661. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  35662. };
  35663. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  35664. /**
  35665. * Returns true if this submesh covers the entire parent mesh
  35666. * @ignorenaming
  35667. */
  35668. get: function () {
  35669. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  35670. },
  35671. enumerable: true,
  35672. configurable: true
  35673. });
  35674. /**
  35675. * Returns the submesh BoudingInfo object
  35676. * @returns current bounding info (or mesh's one if the submesh is global)
  35677. */
  35678. SubMesh.prototype.getBoundingInfo = function () {
  35679. if (this.IsGlobal) {
  35680. return this._mesh.getBoundingInfo();
  35681. }
  35682. return this._boundingInfo;
  35683. };
  35684. /**
  35685. * Sets the submesh BoundingInfo
  35686. * @param boundingInfo defines the new bounding info to use
  35687. * @returns the SubMesh
  35688. */
  35689. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  35690. this._boundingInfo = boundingInfo;
  35691. return this;
  35692. };
  35693. /**
  35694. * Returns the mesh of the current submesh
  35695. * @return the parent mesh
  35696. */
  35697. SubMesh.prototype.getMesh = function () {
  35698. return this._mesh;
  35699. };
  35700. /**
  35701. * Returns the rendering mesh of the submesh
  35702. * @returns the rendering mesh (could be different from parent mesh)
  35703. */
  35704. SubMesh.prototype.getRenderingMesh = function () {
  35705. return this._renderingMesh;
  35706. };
  35707. /**
  35708. * Returns the submesh material
  35709. * @returns null or the current material
  35710. */
  35711. SubMesh.prototype.getMaterial = function () {
  35712. var rootMaterial = this._renderingMesh.material;
  35713. if (rootMaterial === null || rootMaterial === undefined) {
  35714. return this._mesh.getScene().defaultMaterial;
  35715. }
  35716. else if (rootMaterial.getSubMaterial) {
  35717. var multiMaterial = rootMaterial;
  35718. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  35719. if (this._currentMaterial !== effectiveMaterial) {
  35720. this._currentMaterial = effectiveMaterial;
  35721. this._materialDefines = null;
  35722. }
  35723. return effectiveMaterial;
  35724. }
  35725. return rootMaterial;
  35726. };
  35727. // Methods
  35728. /**
  35729. * Sets a new updated BoundingInfo object to the submesh
  35730. * @returns the SubMesh
  35731. */
  35732. SubMesh.prototype.refreshBoundingInfo = function () {
  35733. this._lastColliderWorldVertices = null;
  35734. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  35735. return this;
  35736. }
  35737. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35738. if (!data) {
  35739. this._boundingInfo = this._mesh.getBoundingInfo();
  35740. return this;
  35741. }
  35742. var indices = this._renderingMesh.getIndices();
  35743. var extend;
  35744. //is this the only submesh?
  35745. if (this.indexStart === 0 && this.indexCount === indices.length) {
  35746. var boundingInfo = this._renderingMesh.getBoundingInfo();
  35747. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  35748. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  35749. }
  35750. else {
  35751. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  35752. }
  35753. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  35754. return this;
  35755. };
  35756. /** @hidden */
  35757. SubMesh.prototype._checkCollision = function (collider) {
  35758. var boundingInfo = this.getBoundingInfo();
  35759. return boundingInfo._checkCollision(collider);
  35760. };
  35761. /**
  35762. * Updates the submesh BoundingInfo
  35763. * @param world defines the world matrix to use to update the bounding info
  35764. * @returns the submesh
  35765. */
  35766. SubMesh.prototype.updateBoundingInfo = function (world) {
  35767. var boundingInfo = this.getBoundingInfo();
  35768. if (!boundingInfo) {
  35769. this.refreshBoundingInfo();
  35770. boundingInfo = this.getBoundingInfo();
  35771. }
  35772. boundingInfo.update(world);
  35773. return this;
  35774. };
  35775. /**
  35776. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  35777. * @param frustumPlanes defines the frustum planes
  35778. * @returns true if the submesh is intersecting with the frustum
  35779. */
  35780. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  35781. var boundingInfo = this.getBoundingInfo();
  35782. if (!boundingInfo) {
  35783. return false;
  35784. }
  35785. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  35786. };
  35787. /**
  35788. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  35789. * @param frustumPlanes defines the frustum planes
  35790. * @returns true if the submesh is inside the frustum
  35791. */
  35792. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  35793. var boundingInfo = this.getBoundingInfo();
  35794. if (!boundingInfo) {
  35795. return false;
  35796. }
  35797. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  35798. };
  35799. /**
  35800. * Renders the submesh
  35801. * @param enableAlphaMode defines if alpha needs to be used
  35802. * @returns the submesh
  35803. */
  35804. SubMesh.prototype.render = function (enableAlphaMode) {
  35805. this._renderingMesh.render(this, enableAlphaMode);
  35806. return this;
  35807. };
  35808. /**
  35809. * @hidden
  35810. */
  35811. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  35812. if (!this._linesIndexBuffer) {
  35813. var linesIndices = [];
  35814. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  35815. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  35816. }
  35817. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  35818. this._linesIndexCount = linesIndices.length;
  35819. }
  35820. return this._linesIndexBuffer;
  35821. };
  35822. /**
  35823. * Checks if the submesh intersects with a ray
  35824. * @param ray defines the ray to test
  35825. * @returns true is the passed ray intersects the submesh bounding box
  35826. */
  35827. SubMesh.prototype.canIntersects = function (ray) {
  35828. var boundingInfo = this.getBoundingInfo();
  35829. if (!boundingInfo) {
  35830. return false;
  35831. }
  35832. return ray.intersectsBox(boundingInfo.boundingBox);
  35833. };
  35834. /**
  35835. * Intersects current submesh with a ray
  35836. * @param ray defines the ray to test
  35837. * @param positions defines mesh's positions array
  35838. * @param indices defines mesh's indices array
  35839. * @param fastCheck defines if only bounding info should be used
  35840. * @returns intersection info or null if no intersection
  35841. */
  35842. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  35843. var material = this.getMaterial();
  35844. if (!material) {
  35845. return null;
  35846. }
  35847. switch (material.fillMode) {
  35848. case BABYLON.Material.PointListDrawMode:
  35849. case BABYLON.Material.LineListDrawMode:
  35850. case BABYLON.Material.LineLoopDrawMode:
  35851. case BABYLON.Material.LineStripDrawMode:
  35852. case BABYLON.Material.TriangleFanDrawMode:
  35853. case BABYLON.Material.TriangleStripDrawMode:
  35854. return null;
  35855. }
  35856. // LineMesh first as it's also a Mesh...
  35857. if (BABYLON.LinesMesh) {
  35858. var mesh = this._mesh instanceof BABYLON.InstancedMesh ? this._mesh.sourceMesh : this._mesh;
  35859. if (mesh instanceof BABYLON.LinesMesh) {
  35860. var linesMesh = mesh;
  35861. return this._intersectLines(ray, positions, indices, linesMesh.intersectionThreshold, fastCheck);
  35862. }
  35863. }
  35864. return this._intersectTriangles(ray, positions, indices, fastCheck);
  35865. };
  35866. /** @hidden */
  35867. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  35868. var intersectInfo = null;
  35869. // Line test
  35870. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  35871. var p0 = positions[indices[index]];
  35872. var p1 = positions[indices[index + 1]];
  35873. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  35874. if (length < 0) {
  35875. continue;
  35876. }
  35877. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  35878. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  35879. if (fastCheck) {
  35880. break;
  35881. }
  35882. }
  35883. }
  35884. return intersectInfo;
  35885. };
  35886. /** @hidden */
  35887. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  35888. var intersectInfo = null;
  35889. // Triangles test
  35890. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  35891. var p0 = positions[indices[index]];
  35892. var p1 = positions[indices[index + 1]];
  35893. var p2 = positions[indices[index + 2]];
  35894. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  35895. if (currentIntersectInfo) {
  35896. if (currentIntersectInfo.distance < 0) {
  35897. continue;
  35898. }
  35899. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  35900. intersectInfo = currentIntersectInfo;
  35901. intersectInfo.faceId = index / 3;
  35902. if (fastCheck) {
  35903. break;
  35904. }
  35905. }
  35906. }
  35907. }
  35908. return intersectInfo;
  35909. };
  35910. /** @hidden */
  35911. SubMesh.prototype._rebuild = function () {
  35912. if (this._linesIndexBuffer) {
  35913. this._linesIndexBuffer = null;
  35914. }
  35915. };
  35916. // Clone
  35917. /**
  35918. * Creates a new submesh from the passed mesh
  35919. * @param newMesh defines the new hosting mesh
  35920. * @param newRenderingMesh defines an optional rendering mesh
  35921. * @returns the new submesh
  35922. */
  35923. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  35924. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  35925. if (!this.IsGlobal) {
  35926. var boundingInfo = this.getBoundingInfo();
  35927. if (!boundingInfo) {
  35928. return result;
  35929. }
  35930. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  35931. }
  35932. return result;
  35933. };
  35934. // Dispose
  35935. /**
  35936. * Release associated resources
  35937. */
  35938. SubMesh.prototype.dispose = function () {
  35939. if (this._linesIndexBuffer) {
  35940. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  35941. this._linesIndexBuffer = null;
  35942. }
  35943. // Remove from mesh
  35944. var index = this._mesh.subMeshes.indexOf(this);
  35945. this._mesh.subMeshes.splice(index, 1);
  35946. };
  35947. // Statics
  35948. /**
  35949. * Creates a new submesh from indices data
  35950. * @param materialIndex the index of the main mesh material
  35951. * @param startIndex the index where to start the copy in the mesh indices array
  35952. * @param indexCount the number of indices to copy then from the startIndex
  35953. * @param mesh the main mesh to create the submesh from
  35954. * @param renderingMesh the optional rendering mesh
  35955. * @returns a new submesh
  35956. */
  35957. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  35958. var minVertexIndex = Number.MAX_VALUE;
  35959. var maxVertexIndex = -Number.MAX_VALUE;
  35960. renderingMesh = (renderingMesh || mesh);
  35961. var indices = renderingMesh.getIndices();
  35962. for (var index = startIndex; index < startIndex + indexCount; index++) {
  35963. var vertexIndex = indices[index];
  35964. if (vertexIndex < minVertexIndex) {
  35965. minVertexIndex = vertexIndex;
  35966. }
  35967. if (vertexIndex > maxVertexIndex) {
  35968. maxVertexIndex = vertexIndex;
  35969. }
  35970. }
  35971. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  35972. };
  35973. return SubMesh;
  35974. }(BaseSubMesh));
  35975. BABYLON.SubMesh = SubMesh;
  35976. })(BABYLON || (BABYLON = {}));
  35977. //# sourceMappingURL=babylon.subMesh.js.map
  35978. var __assign = (this && this.__assign) || function () {
  35979. __assign = Object.assign || function(t) {
  35980. for (var s, i = 1, n = arguments.length; i < n; i++) {
  35981. s = arguments[i];
  35982. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  35983. t[p] = s[p];
  35984. }
  35985. return t;
  35986. };
  35987. return __assign.apply(this, arguments);
  35988. };
  35989. var BABYLON;
  35990. (function (BABYLON) {
  35991. /**
  35992. * Manages the defines for the Material
  35993. */
  35994. var MaterialDefines = /** @class */ (function () {
  35995. function MaterialDefines() {
  35996. this._isDirty = true;
  35997. /** @hidden */
  35998. this._areLightsDirty = true;
  35999. /** @hidden */
  36000. this._areAttributesDirty = true;
  36001. /** @hidden */
  36002. this._areTexturesDirty = true;
  36003. /** @hidden */
  36004. this._areFresnelDirty = true;
  36005. /** @hidden */
  36006. this._areMiscDirty = true;
  36007. /** @hidden */
  36008. this._areImageProcessingDirty = true;
  36009. /** @hidden */
  36010. this._normals = false;
  36011. /** @hidden */
  36012. this._uvs = false;
  36013. /** @hidden */
  36014. this._needNormals = false;
  36015. /** @hidden */
  36016. this._needUVs = false;
  36017. }
  36018. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36019. /**
  36020. * Specifies if the material needs to be re-calculated
  36021. */
  36022. get: function () {
  36023. return this._isDirty;
  36024. },
  36025. enumerable: true,
  36026. configurable: true
  36027. });
  36028. /**
  36029. * Marks the material to indicate that it has been re-calculated
  36030. */
  36031. MaterialDefines.prototype.markAsProcessed = function () {
  36032. this._isDirty = false;
  36033. this._areAttributesDirty = false;
  36034. this._areTexturesDirty = false;
  36035. this._areFresnelDirty = false;
  36036. this._areLightsDirty = false;
  36037. this._areMiscDirty = false;
  36038. this._areImageProcessingDirty = false;
  36039. };
  36040. /**
  36041. * Marks the material to indicate that it needs to be re-calculated
  36042. */
  36043. MaterialDefines.prototype.markAsUnprocessed = function () {
  36044. this._isDirty = true;
  36045. };
  36046. /**
  36047. * Marks the material to indicate all of its defines need to be re-calculated
  36048. */
  36049. MaterialDefines.prototype.markAllAsDirty = function () {
  36050. this._areTexturesDirty = true;
  36051. this._areAttributesDirty = true;
  36052. this._areLightsDirty = true;
  36053. this._areFresnelDirty = true;
  36054. this._areMiscDirty = true;
  36055. this._areImageProcessingDirty = true;
  36056. this._isDirty = true;
  36057. };
  36058. /**
  36059. * Marks the material to indicate that image processing needs to be re-calculated
  36060. */
  36061. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36062. this._areImageProcessingDirty = true;
  36063. this._isDirty = true;
  36064. };
  36065. /**
  36066. * Marks the material to indicate the lights need to be re-calculated
  36067. */
  36068. MaterialDefines.prototype.markAsLightDirty = function () {
  36069. this._areLightsDirty = true;
  36070. this._isDirty = true;
  36071. };
  36072. /**
  36073. * Marks the attribute state as changed
  36074. */
  36075. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36076. this._areAttributesDirty = true;
  36077. this._isDirty = true;
  36078. };
  36079. /**
  36080. * Marks the texture state as changed
  36081. */
  36082. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36083. this._areTexturesDirty = true;
  36084. this._isDirty = true;
  36085. };
  36086. /**
  36087. * Marks the fresnel state as changed
  36088. */
  36089. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36090. this._areFresnelDirty = true;
  36091. this._isDirty = true;
  36092. };
  36093. /**
  36094. * Marks the misc state as changed
  36095. */
  36096. MaterialDefines.prototype.markAsMiscDirty = function () {
  36097. this._areMiscDirty = true;
  36098. this._isDirty = true;
  36099. };
  36100. /**
  36101. * Rebuilds the material defines
  36102. */
  36103. MaterialDefines.prototype.rebuild = function () {
  36104. if (this._keys) {
  36105. delete this._keys;
  36106. }
  36107. this._keys = [];
  36108. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36109. var key = _a[_i];
  36110. if (key[0] === "_") {
  36111. continue;
  36112. }
  36113. this._keys.push(key);
  36114. }
  36115. };
  36116. /**
  36117. * Specifies if two material defines are equal
  36118. * @param other - A material define instance to compare to
  36119. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36120. */
  36121. MaterialDefines.prototype.isEqual = function (other) {
  36122. if (this._keys.length !== other._keys.length) {
  36123. return false;
  36124. }
  36125. for (var index = 0; index < this._keys.length; index++) {
  36126. var prop = this._keys[index];
  36127. if (this[prop] !== other[prop]) {
  36128. return false;
  36129. }
  36130. }
  36131. return true;
  36132. };
  36133. /**
  36134. * Clones this instance's defines to another instance
  36135. * @param other - material defines to clone values to
  36136. */
  36137. MaterialDefines.prototype.cloneTo = function (other) {
  36138. if (this._keys.length !== other._keys.length) {
  36139. other._keys = this._keys.slice(0);
  36140. }
  36141. for (var index = 0; index < this._keys.length; index++) {
  36142. var prop = this._keys[index];
  36143. other[prop] = this[prop];
  36144. }
  36145. };
  36146. /**
  36147. * Resets the material define values
  36148. */
  36149. MaterialDefines.prototype.reset = function () {
  36150. for (var index = 0; index < this._keys.length; index++) {
  36151. var prop = this._keys[index];
  36152. var type = typeof this[prop];
  36153. switch (type) {
  36154. case "number":
  36155. this[prop] = 0;
  36156. break;
  36157. case "string":
  36158. this[prop] = "";
  36159. break;
  36160. default:
  36161. this[prop] = false;
  36162. break;
  36163. }
  36164. }
  36165. };
  36166. /**
  36167. * Converts the material define values to a string
  36168. * @returns - String of material define information
  36169. */
  36170. MaterialDefines.prototype.toString = function () {
  36171. var result = "";
  36172. for (var index = 0; index < this._keys.length; index++) {
  36173. var prop = this._keys[index];
  36174. var value = this[prop];
  36175. var type = typeof value;
  36176. switch (type) {
  36177. case "number":
  36178. case "string":
  36179. result += "#define " + prop + " " + value + "\n";
  36180. break;
  36181. default:
  36182. if (value) {
  36183. result += "#define " + prop + "\n";
  36184. }
  36185. break;
  36186. }
  36187. }
  36188. return result;
  36189. };
  36190. return MaterialDefines;
  36191. }());
  36192. BABYLON.MaterialDefines = MaterialDefines;
  36193. /**
  36194. * Base class for the main features of a material in Babylon.js
  36195. */
  36196. var Material = /** @class */ (function () {
  36197. /**
  36198. * Creates a material instance
  36199. * @param name defines the name of the material
  36200. * @param scene defines the scene to reference
  36201. * @param doNotAdd specifies if the material should be added to the scene
  36202. */
  36203. function Material(name, scene, doNotAdd) {
  36204. /**
  36205. * Specifies if the ready state should be checked on each call
  36206. */
  36207. this.checkReadyOnEveryCall = false;
  36208. /**
  36209. * Specifies if the ready state should be checked once
  36210. */
  36211. this.checkReadyOnlyOnce = false;
  36212. /**
  36213. * The state of the material
  36214. */
  36215. this.state = "";
  36216. /**
  36217. * The alpha value of the material
  36218. */
  36219. this._alpha = 1.0;
  36220. /**
  36221. * Specifies if back face culling is enabled
  36222. */
  36223. this._backFaceCulling = true;
  36224. /**
  36225. * Specifies if the material should be serialized
  36226. */
  36227. this.doNotSerialize = false;
  36228. /**
  36229. * Specifies if the effect should be stored on sub meshes
  36230. */
  36231. this.storeEffectOnSubMeshes = false;
  36232. /**
  36233. * An event triggered when the material is disposed
  36234. */
  36235. this.onDisposeObservable = new BABYLON.Observable();
  36236. /**
  36237. * Stores the value of the alpha mode
  36238. */
  36239. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36240. /**
  36241. * Stores the state of the need depth pre-pass value
  36242. */
  36243. this._needDepthPrePass = false;
  36244. /**
  36245. * Specifies if depth writing should be disabled
  36246. */
  36247. this.disableDepthWrite = false;
  36248. /**
  36249. * Specifies if depth writing should be forced
  36250. */
  36251. this.forceDepthWrite = false;
  36252. /**
  36253. * Specifies if there should be a separate pass for culling
  36254. */
  36255. this.separateCullingPass = false;
  36256. /**
  36257. * Stores the state specifing if fog should be enabled
  36258. */
  36259. this._fogEnabled = true;
  36260. /**
  36261. * Stores the size of points
  36262. */
  36263. this.pointSize = 1.0;
  36264. /**
  36265. * Stores the z offset value
  36266. */
  36267. this.zOffset = 0;
  36268. /**
  36269. * @hidden
  36270. * Specifies if the material was previously ready
  36271. */
  36272. this._wasPreviouslyReady = false;
  36273. /**
  36274. * Stores the fill mode state
  36275. */
  36276. this._fillMode = Material.TriangleFillMode;
  36277. this.name = name;
  36278. this.id = name || BABYLON.Tools.RandomId();
  36279. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36280. this.uniqueId = this._scene.getUniqueId();
  36281. if (this._scene.useRightHandedSystem) {
  36282. this.sideOrientation = Material.ClockWiseSideOrientation;
  36283. }
  36284. else {
  36285. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36286. }
  36287. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36288. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36289. if (!doNotAdd) {
  36290. this._scene.materials.push(this);
  36291. this._scene.onNewMaterialAddedObservable.notifyObservers(this);
  36292. }
  36293. }
  36294. Object.defineProperty(Material, "TriangleFillMode", {
  36295. /**
  36296. * Returns the triangle fill mode
  36297. */
  36298. get: function () {
  36299. return Material._TriangleFillMode;
  36300. },
  36301. enumerable: true,
  36302. configurable: true
  36303. });
  36304. Object.defineProperty(Material, "WireFrameFillMode", {
  36305. /**
  36306. * Returns the wireframe mode
  36307. */
  36308. get: function () {
  36309. return Material._WireFrameFillMode;
  36310. },
  36311. enumerable: true,
  36312. configurable: true
  36313. });
  36314. Object.defineProperty(Material, "PointFillMode", {
  36315. /**
  36316. * Returns the point fill mode
  36317. */
  36318. get: function () {
  36319. return Material._PointFillMode;
  36320. },
  36321. enumerable: true,
  36322. configurable: true
  36323. });
  36324. Object.defineProperty(Material, "PointListDrawMode", {
  36325. /**
  36326. * Returns the point list draw mode
  36327. */
  36328. get: function () {
  36329. return Material._PointListDrawMode;
  36330. },
  36331. enumerable: true,
  36332. configurable: true
  36333. });
  36334. Object.defineProperty(Material, "LineListDrawMode", {
  36335. /**
  36336. * Returns the line list draw mode
  36337. */
  36338. get: function () {
  36339. return Material._LineListDrawMode;
  36340. },
  36341. enumerable: true,
  36342. configurable: true
  36343. });
  36344. Object.defineProperty(Material, "LineLoopDrawMode", {
  36345. /**
  36346. * Returns the line loop draw mode
  36347. */
  36348. get: function () {
  36349. return Material._LineLoopDrawMode;
  36350. },
  36351. enumerable: true,
  36352. configurable: true
  36353. });
  36354. Object.defineProperty(Material, "LineStripDrawMode", {
  36355. /**
  36356. * Returns the line strip draw mode
  36357. */
  36358. get: function () {
  36359. return Material._LineStripDrawMode;
  36360. },
  36361. enumerable: true,
  36362. configurable: true
  36363. });
  36364. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36365. /**
  36366. * Returns the triangle strip draw mode
  36367. */
  36368. get: function () {
  36369. return Material._TriangleStripDrawMode;
  36370. },
  36371. enumerable: true,
  36372. configurable: true
  36373. });
  36374. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36375. /**
  36376. * Returns the triangle fan draw mode
  36377. */
  36378. get: function () {
  36379. return Material._TriangleFanDrawMode;
  36380. },
  36381. enumerable: true,
  36382. configurable: true
  36383. });
  36384. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36385. /**
  36386. * Returns the clock-wise side orientation
  36387. */
  36388. get: function () {
  36389. return Material._ClockWiseSideOrientation;
  36390. },
  36391. enumerable: true,
  36392. configurable: true
  36393. });
  36394. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36395. /**
  36396. * Returns the counter clock-wise side orientation
  36397. */
  36398. get: function () {
  36399. return Material._CounterClockWiseSideOrientation;
  36400. },
  36401. enumerable: true,
  36402. configurable: true
  36403. });
  36404. Object.defineProperty(Material.prototype, "alpha", {
  36405. /**
  36406. * Gets the alpha value of the material
  36407. */
  36408. get: function () {
  36409. return this._alpha;
  36410. },
  36411. /**
  36412. * Sets the alpha value of the material
  36413. */
  36414. set: function (value) {
  36415. if (this._alpha === value) {
  36416. return;
  36417. }
  36418. this._alpha = value;
  36419. this.markAsDirty(Material.MiscDirtyFlag);
  36420. },
  36421. enumerable: true,
  36422. configurable: true
  36423. });
  36424. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36425. /**
  36426. * Gets the back-face culling state
  36427. */
  36428. get: function () {
  36429. return this._backFaceCulling;
  36430. },
  36431. /**
  36432. * Sets the back-face culling state
  36433. */
  36434. set: function (value) {
  36435. if (this._backFaceCulling === value) {
  36436. return;
  36437. }
  36438. this._backFaceCulling = value;
  36439. this.markAsDirty(Material.TextureDirtyFlag);
  36440. },
  36441. enumerable: true,
  36442. configurable: true
  36443. });
  36444. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36445. /**
  36446. * Gets a boolean indicating that current material needs to register RTT
  36447. */
  36448. get: function () {
  36449. return false;
  36450. },
  36451. enumerable: true,
  36452. configurable: true
  36453. });
  36454. Object.defineProperty(Material.prototype, "onDispose", {
  36455. /**
  36456. * Called during a dispose event
  36457. */
  36458. set: function (callback) {
  36459. if (this._onDisposeObserver) {
  36460. this.onDisposeObservable.remove(this._onDisposeObserver);
  36461. }
  36462. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36463. },
  36464. enumerable: true,
  36465. configurable: true
  36466. });
  36467. Object.defineProperty(Material.prototype, "onBindObservable", {
  36468. /**
  36469. * An event triggered when the material is bound
  36470. */
  36471. get: function () {
  36472. if (!this._onBindObservable) {
  36473. this._onBindObservable = new BABYLON.Observable();
  36474. }
  36475. return this._onBindObservable;
  36476. },
  36477. enumerable: true,
  36478. configurable: true
  36479. });
  36480. Object.defineProperty(Material.prototype, "onBind", {
  36481. /**
  36482. * Called during a bind event
  36483. */
  36484. set: function (callback) {
  36485. if (this._onBindObserver) {
  36486. this.onBindObservable.remove(this._onBindObserver);
  36487. }
  36488. this._onBindObserver = this.onBindObservable.add(callback);
  36489. },
  36490. enumerable: true,
  36491. configurable: true
  36492. });
  36493. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36494. /**
  36495. * An event triggered when the material is unbound
  36496. */
  36497. get: function () {
  36498. if (!this._onUnBindObservable) {
  36499. this._onUnBindObservable = new BABYLON.Observable();
  36500. }
  36501. return this._onUnBindObservable;
  36502. },
  36503. enumerable: true,
  36504. configurable: true
  36505. });
  36506. Object.defineProperty(Material.prototype, "alphaMode", {
  36507. /**
  36508. * Gets the value of the alpha mode
  36509. */
  36510. get: function () {
  36511. return this._alphaMode;
  36512. },
  36513. /**
  36514. * Sets the value of the alpha mode.
  36515. *
  36516. * | Value | Type | Description |
  36517. * | --- | --- | --- |
  36518. * | 0 | ALPHA_DISABLE | |
  36519. * | 1 | ALPHA_ADD | |
  36520. * | 2 | ALPHA_COMBINE | |
  36521. * | 3 | ALPHA_SUBTRACT | |
  36522. * | 4 | ALPHA_MULTIPLY | |
  36523. * | 5 | ALPHA_MAXIMIZED | |
  36524. * | 6 | ALPHA_ONEONE | |
  36525. * | 7 | ALPHA_PREMULTIPLIED | |
  36526. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  36527. * | 9 | ALPHA_INTERPOLATE | |
  36528. * | 10 | ALPHA_SCREENMODE | |
  36529. *
  36530. */
  36531. set: function (value) {
  36532. if (this._alphaMode === value) {
  36533. return;
  36534. }
  36535. this._alphaMode = value;
  36536. this.markAsDirty(Material.TextureDirtyFlag);
  36537. },
  36538. enumerable: true,
  36539. configurable: true
  36540. });
  36541. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  36542. /**
  36543. * Gets the depth pre-pass value
  36544. */
  36545. get: function () {
  36546. return this._needDepthPrePass;
  36547. },
  36548. /**
  36549. * Sets the need depth pre-pass value
  36550. */
  36551. set: function (value) {
  36552. if (this._needDepthPrePass === value) {
  36553. return;
  36554. }
  36555. this._needDepthPrePass = value;
  36556. if (this._needDepthPrePass) {
  36557. this.checkReadyOnEveryCall = true;
  36558. }
  36559. },
  36560. enumerable: true,
  36561. configurable: true
  36562. });
  36563. Object.defineProperty(Material.prototype, "fogEnabled", {
  36564. /**
  36565. * Gets the value of the fog enabled state
  36566. */
  36567. get: function () {
  36568. return this._fogEnabled;
  36569. },
  36570. /**
  36571. * Sets the state for enabling fog
  36572. */
  36573. set: function (value) {
  36574. if (this._fogEnabled === value) {
  36575. return;
  36576. }
  36577. this._fogEnabled = value;
  36578. this.markAsDirty(Material.MiscDirtyFlag);
  36579. },
  36580. enumerable: true,
  36581. configurable: true
  36582. });
  36583. Object.defineProperty(Material.prototype, "wireframe", {
  36584. /**
  36585. * Gets a value specifying if wireframe mode is enabled
  36586. */
  36587. get: function () {
  36588. switch (this._fillMode) {
  36589. case Material.WireFrameFillMode:
  36590. case Material.LineListDrawMode:
  36591. case Material.LineLoopDrawMode:
  36592. case Material.LineStripDrawMode:
  36593. return true;
  36594. }
  36595. return this._scene.forceWireframe;
  36596. },
  36597. /**
  36598. * Sets the state of wireframe mode
  36599. */
  36600. set: function (value) {
  36601. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  36602. },
  36603. enumerable: true,
  36604. configurable: true
  36605. });
  36606. Object.defineProperty(Material.prototype, "pointsCloud", {
  36607. /**
  36608. * Gets the value specifying if point clouds are enabled
  36609. */
  36610. get: function () {
  36611. switch (this._fillMode) {
  36612. case Material.PointFillMode:
  36613. case Material.PointListDrawMode:
  36614. return true;
  36615. }
  36616. return this._scene.forcePointsCloud;
  36617. },
  36618. /**
  36619. * Sets the state of point cloud mode
  36620. */
  36621. set: function (value) {
  36622. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  36623. },
  36624. enumerable: true,
  36625. configurable: true
  36626. });
  36627. Object.defineProperty(Material.prototype, "fillMode", {
  36628. /**
  36629. * Gets the material fill mode
  36630. */
  36631. get: function () {
  36632. return this._fillMode;
  36633. },
  36634. /**
  36635. * Sets the material fill mode
  36636. */
  36637. set: function (value) {
  36638. if (this._fillMode === value) {
  36639. return;
  36640. }
  36641. this._fillMode = value;
  36642. this.markAsDirty(Material.MiscDirtyFlag);
  36643. },
  36644. enumerable: true,
  36645. configurable: true
  36646. });
  36647. /**
  36648. * Returns a string representation of the current material
  36649. * @param fullDetails defines a boolean indicating which levels of logging is desired
  36650. * @returns a string with material information
  36651. */
  36652. Material.prototype.toString = function (fullDetails) {
  36653. var ret = "Name: " + this.name;
  36654. if (fullDetails) {
  36655. }
  36656. return ret;
  36657. };
  36658. /**
  36659. * Gets the class name of the material
  36660. * @returns a string with the class name of the material
  36661. */
  36662. Material.prototype.getClassName = function () {
  36663. return "Material";
  36664. };
  36665. Object.defineProperty(Material.prototype, "isFrozen", {
  36666. /**
  36667. * Specifies if updates for the material been locked
  36668. */
  36669. get: function () {
  36670. return this.checkReadyOnlyOnce;
  36671. },
  36672. enumerable: true,
  36673. configurable: true
  36674. });
  36675. /**
  36676. * Locks updates for the material
  36677. */
  36678. Material.prototype.freeze = function () {
  36679. this.checkReadyOnlyOnce = true;
  36680. };
  36681. /**
  36682. * Unlocks updates for the material
  36683. */
  36684. Material.prototype.unfreeze = function () {
  36685. this.checkReadyOnlyOnce = false;
  36686. };
  36687. /**
  36688. * Specifies if the material is ready to be used
  36689. * @param mesh defines the mesh to check
  36690. * @param useInstances specifies if instances should be used
  36691. * @returns a boolean indicating if the material is ready to be used
  36692. */
  36693. Material.prototype.isReady = function (mesh, useInstances) {
  36694. return true;
  36695. };
  36696. /**
  36697. * Specifies that the submesh is ready to be used
  36698. * @param mesh defines the mesh to check
  36699. * @param subMesh defines which submesh to check
  36700. * @param useInstances specifies that instances should be used
  36701. * @returns a boolean indicating that the submesh is ready or not
  36702. */
  36703. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  36704. return false;
  36705. };
  36706. /**
  36707. * Returns the material effect
  36708. * @returns the effect associated with the material
  36709. */
  36710. Material.prototype.getEffect = function () {
  36711. return this._effect;
  36712. };
  36713. /**
  36714. * Returns the current scene
  36715. * @returns a Scene
  36716. */
  36717. Material.prototype.getScene = function () {
  36718. return this._scene;
  36719. };
  36720. /**
  36721. * Specifies if the material will require alpha blending
  36722. * @returns a boolean specifying if alpha blending is needed
  36723. */
  36724. Material.prototype.needAlphaBlending = function () {
  36725. return (this.alpha < 1.0);
  36726. };
  36727. /**
  36728. * Specifies if the mesh will require alpha blending
  36729. * @param mesh defines the mesh to check
  36730. * @returns a boolean specifying if alpha blending is needed for the mesh
  36731. */
  36732. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  36733. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  36734. };
  36735. /**
  36736. * Specifies if this material should be rendered in alpha test mode
  36737. * @returns a boolean specifying if an alpha test is needed.
  36738. */
  36739. Material.prototype.needAlphaTesting = function () {
  36740. return false;
  36741. };
  36742. /**
  36743. * Gets the texture used for the alpha test
  36744. * @returns the texture to use for alpha testing
  36745. */
  36746. Material.prototype.getAlphaTestTexture = function () {
  36747. return null;
  36748. };
  36749. /**
  36750. * Marks the material to indicate that it needs to be re-calculated
  36751. */
  36752. Material.prototype.markDirty = function () {
  36753. this._wasPreviouslyReady = false;
  36754. };
  36755. /** @hidden */
  36756. Material.prototype._preBind = function (effect, overrideOrientation) {
  36757. if (overrideOrientation === void 0) { overrideOrientation = null; }
  36758. var engine = this._scene.getEngine();
  36759. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  36760. var reverse = orientation === Material.ClockWiseSideOrientation;
  36761. engine.enableEffect(effect ? effect : this._effect);
  36762. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  36763. return reverse;
  36764. };
  36765. /**
  36766. * Binds the material to the mesh
  36767. * @param world defines the world transformation matrix
  36768. * @param mesh defines the mesh to bind the material to
  36769. */
  36770. Material.prototype.bind = function (world, mesh) {
  36771. };
  36772. /**
  36773. * Binds the submesh to the material
  36774. * @param world defines the world transformation matrix
  36775. * @param mesh defines the mesh containing the submesh
  36776. * @param subMesh defines the submesh to bind the material to
  36777. */
  36778. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  36779. };
  36780. /**
  36781. * Binds the world matrix to the material
  36782. * @param world defines the world transformation matrix
  36783. */
  36784. Material.prototype.bindOnlyWorldMatrix = function (world) {
  36785. };
  36786. /**
  36787. * Binds the scene's uniform buffer to the effect.
  36788. * @param effect defines the effect to bind to the scene uniform buffer
  36789. * @param sceneUbo defines the uniform buffer storing scene data
  36790. */
  36791. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  36792. sceneUbo.bindToEffect(effect, "Scene");
  36793. };
  36794. /**
  36795. * Binds the view matrix to the effect
  36796. * @param effect defines the effect to bind the view matrix to
  36797. */
  36798. Material.prototype.bindView = function (effect) {
  36799. if (!this._useUBO) {
  36800. effect.setMatrix("view", this.getScene().getViewMatrix());
  36801. }
  36802. else {
  36803. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36804. }
  36805. };
  36806. /**
  36807. * Binds the view projection matrix to the effect
  36808. * @param effect defines the effect to bind the view projection matrix to
  36809. */
  36810. Material.prototype.bindViewProjection = function (effect) {
  36811. if (!this._useUBO) {
  36812. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  36813. }
  36814. else {
  36815. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36816. }
  36817. };
  36818. /**
  36819. * Specifies if material alpha testing should be turned on for the mesh
  36820. * @param mesh defines the mesh to check
  36821. */
  36822. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  36823. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  36824. };
  36825. /**
  36826. * Processes to execute after binding the material to a mesh
  36827. * @param mesh defines the rendered mesh
  36828. */
  36829. Material.prototype._afterBind = function (mesh) {
  36830. this._scene._cachedMaterial = this;
  36831. if (mesh) {
  36832. this._scene._cachedVisibility = mesh.visibility;
  36833. }
  36834. else {
  36835. this._scene._cachedVisibility = 1;
  36836. }
  36837. if (this._onBindObservable && mesh) {
  36838. this._onBindObservable.notifyObservers(mesh);
  36839. }
  36840. if (this.disableDepthWrite) {
  36841. var engine = this._scene.getEngine();
  36842. this._cachedDepthWriteState = engine.getDepthWrite();
  36843. engine.setDepthWrite(false);
  36844. }
  36845. };
  36846. /**
  36847. * Unbinds the material from the mesh
  36848. */
  36849. Material.prototype.unbind = function () {
  36850. if (this._onUnBindObservable) {
  36851. this._onUnBindObservable.notifyObservers(this);
  36852. }
  36853. if (this.disableDepthWrite) {
  36854. var engine = this._scene.getEngine();
  36855. engine.setDepthWrite(this._cachedDepthWriteState);
  36856. }
  36857. };
  36858. /**
  36859. * Gets the active textures from the material
  36860. * @returns an array of textures
  36861. */
  36862. Material.prototype.getActiveTextures = function () {
  36863. return [];
  36864. };
  36865. /**
  36866. * Specifies if the material uses a texture
  36867. * @param texture defines the texture to check against the material
  36868. * @returns a boolean specifying if the material uses the texture
  36869. */
  36870. Material.prototype.hasTexture = function (texture) {
  36871. return false;
  36872. };
  36873. /**
  36874. * Makes a duplicate of the material, and gives it a new name
  36875. * @param name defines the new name for the duplicated material
  36876. * @returns the cloned material
  36877. */
  36878. Material.prototype.clone = function (name) {
  36879. return null;
  36880. };
  36881. /**
  36882. * Gets the meshes bound to the material
  36883. * @returns an array of meshes bound to the material
  36884. */
  36885. Material.prototype.getBindedMeshes = function () {
  36886. var result = new Array();
  36887. for (var index = 0; index < this._scene.meshes.length; index++) {
  36888. var mesh = this._scene.meshes[index];
  36889. if (mesh.material === this) {
  36890. result.push(mesh);
  36891. }
  36892. }
  36893. return result;
  36894. };
  36895. /**
  36896. * Force shader compilation
  36897. * @param mesh defines the mesh associated with this material
  36898. * @param onCompiled defines a function to execute once the material is compiled
  36899. * @param options defines the options to configure the compilation
  36900. */
  36901. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  36902. var _this = this;
  36903. var localOptions = __assign({ clipPlane: false }, options);
  36904. var subMesh = new BABYLON.BaseSubMesh();
  36905. var scene = this.getScene();
  36906. var checkReady = function () {
  36907. if (!_this._scene || !_this._scene.getEngine()) {
  36908. return;
  36909. }
  36910. if (subMesh._materialDefines) {
  36911. subMesh._materialDefines._renderId = -1;
  36912. }
  36913. var clipPlaneState = scene.clipPlane;
  36914. if (localOptions.clipPlane) {
  36915. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  36916. }
  36917. if (_this.storeEffectOnSubMeshes) {
  36918. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  36919. if (onCompiled) {
  36920. onCompiled(_this);
  36921. }
  36922. }
  36923. else {
  36924. setTimeout(checkReady, 16);
  36925. }
  36926. }
  36927. else {
  36928. if (_this.isReady(mesh)) {
  36929. if (onCompiled) {
  36930. onCompiled(_this);
  36931. }
  36932. }
  36933. else {
  36934. setTimeout(checkReady, 16);
  36935. }
  36936. }
  36937. if (localOptions.clipPlane) {
  36938. scene.clipPlane = clipPlaneState;
  36939. }
  36940. };
  36941. checkReady();
  36942. };
  36943. /**
  36944. * Force shader compilation
  36945. * @param mesh defines the mesh that will use this material
  36946. * @param options defines additional options for compiling the shaders
  36947. * @returns a promise that resolves when the compilation completes
  36948. */
  36949. Material.prototype.forceCompilationAsync = function (mesh, options) {
  36950. var _this = this;
  36951. return new Promise(function (resolve) {
  36952. _this.forceCompilation(mesh, function () {
  36953. resolve();
  36954. }, options);
  36955. });
  36956. };
  36957. /**
  36958. * Marks a define in the material to indicate that it needs to be re-computed
  36959. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  36960. */
  36961. Material.prototype.markAsDirty = function (flag) {
  36962. if (flag & Material.TextureDirtyFlag) {
  36963. this._markAllSubMeshesAsTexturesDirty();
  36964. }
  36965. if (flag & Material.LightDirtyFlag) {
  36966. this._markAllSubMeshesAsLightsDirty();
  36967. }
  36968. if (flag & Material.FresnelDirtyFlag) {
  36969. this._markAllSubMeshesAsFresnelDirty();
  36970. }
  36971. if (flag & Material.AttributesDirtyFlag) {
  36972. this._markAllSubMeshesAsAttributesDirty();
  36973. }
  36974. if (flag & Material.MiscDirtyFlag) {
  36975. this._markAllSubMeshesAsMiscDirty();
  36976. }
  36977. this.getScene().resetCachedMaterial();
  36978. };
  36979. /**
  36980. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  36981. * @param func defines a function which checks material defines against the submeshes
  36982. */
  36983. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  36984. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  36985. var mesh = _a[_i];
  36986. if (!mesh.subMeshes) {
  36987. continue;
  36988. }
  36989. for (var _b = 0, _c = mesh.subMeshes; _b < _c.length; _b++) {
  36990. var subMesh = _c[_b];
  36991. if (subMesh.getMaterial() !== this) {
  36992. continue;
  36993. }
  36994. if (!subMesh._materialDefines) {
  36995. continue;
  36996. }
  36997. func(subMesh._materialDefines);
  36998. }
  36999. }
  37000. };
  37001. /**
  37002. * Indicates that image processing needs to be re-calculated for all submeshes
  37003. */
  37004. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37005. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsImageProcessingDirty(); });
  37006. };
  37007. /**
  37008. * Indicates that textures need to be re-calculated for all submeshes
  37009. */
  37010. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37011. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsTexturesDirty(); });
  37012. };
  37013. /**
  37014. * Indicates that fresnel needs to be re-calculated for all submeshes
  37015. */
  37016. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37017. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsFresnelDirty(); });
  37018. };
  37019. /**
  37020. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37021. */
  37022. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37023. this._markAllSubMeshesAsDirty(function (defines) {
  37024. defines.markAsFresnelDirty();
  37025. defines.markAsMiscDirty();
  37026. });
  37027. };
  37028. /**
  37029. * Indicates that lights need to be re-calculated for all submeshes
  37030. */
  37031. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37032. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  37033. };
  37034. /**
  37035. * Indicates that attributes need to be re-calculated for all submeshes
  37036. */
  37037. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37038. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  37039. };
  37040. /**
  37041. * Indicates that misc needs to be re-calculated for all submeshes
  37042. */
  37043. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37044. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsMiscDirty(); });
  37045. };
  37046. /**
  37047. * Indicates that textures and misc need to be re-calculated for all submeshes
  37048. */
  37049. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37050. this._markAllSubMeshesAsDirty(function (defines) {
  37051. defines.markAsTexturesDirty();
  37052. defines.markAsMiscDirty();
  37053. });
  37054. };
  37055. /**
  37056. * Disposes the material
  37057. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37058. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37059. */
  37060. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  37061. // Animations
  37062. this.getScene().stopAnimation(this);
  37063. this.getScene().freeProcessedMaterials();
  37064. // Remove from scene
  37065. var index = this._scene.materials.indexOf(this);
  37066. if (index >= 0) {
  37067. this._scene.materials.splice(index, 1);
  37068. }
  37069. this._scene.onMaterialRemovedObservable.notifyObservers(this);
  37070. // Remove from meshes
  37071. for (index = 0; index < this._scene.meshes.length; index++) {
  37072. var mesh = this._scene.meshes[index];
  37073. if (mesh.material === this) {
  37074. mesh.material = null;
  37075. if (mesh.geometry) {
  37076. var geometry = (mesh.geometry);
  37077. if (this.storeEffectOnSubMeshes) {
  37078. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37079. var subMesh = _a[_i];
  37080. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37081. if (forceDisposeEffect && subMesh._materialEffect) {
  37082. this._scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37083. }
  37084. }
  37085. }
  37086. else {
  37087. geometry._releaseVertexArrayObject(this._effect);
  37088. }
  37089. }
  37090. }
  37091. }
  37092. this._uniformBuffer.dispose();
  37093. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37094. if (forceDisposeEffect && this._effect) {
  37095. if (!this.storeEffectOnSubMeshes) {
  37096. this._scene.getEngine()._releaseEffect(this._effect);
  37097. }
  37098. this._effect = null;
  37099. }
  37100. // Callback
  37101. this.onDisposeObservable.notifyObservers(this);
  37102. this.onDisposeObservable.clear();
  37103. if (this._onBindObservable) {
  37104. this._onBindObservable.clear();
  37105. }
  37106. if (this._onUnBindObservable) {
  37107. this._onUnBindObservable.clear();
  37108. }
  37109. };
  37110. /**
  37111. * Serializes this material
  37112. * @returns the serialized material object
  37113. */
  37114. Material.prototype.serialize = function () {
  37115. return BABYLON.SerializationHelper.Serialize(this);
  37116. };
  37117. /**
  37118. * Creates a MultiMaterial from parsed MultiMaterial data.
  37119. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37120. * @param scene defines the hosting scene
  37121. * @returns a new MultiMaterial
  37122. */
  37123. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37124. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37125. multiMaterial.id = parsedMultiMaterial.id;
  37126. if (BABYLON.Tags) {
  37127. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37128. }
  37129. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37130. var subMatId = parsedMultiMaterial.materials[matIndex];
  37131. if (subMatId) {
  37132. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37133. }
  37134. else {
  37135. multiMaterial.subMaterials.push(null);
  37136. }
  37137. }
  37138. return multiMaterial;
  37139. };
  37140. /**
  37141. * Creates a material from parsed material data
  37142. * @param parsedMaterial defines parsed material data
  37143. * @param scene defines the hosting scene
  37144. * @param rootUrl defines the root URL to use to load textures
  37145. * @returns a new material
  37146. */
  37147. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37148. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37149. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37150. }
  37151. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37152. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37153. if (!BABYLON.LegacyPBRMaterial) {
  37154. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37155. return;
  37156. }
  37157. }
  37158. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37159. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37160. };
  37161. // Triangle views
  37162. Material._TriangleFillMode = 0;
  37163. Material._WireFrameFillMode = 1;
  37164. Material._PointFillMode = 2;
  37165. // Draw modes
  37166. Material._PointListDrawMode = 3;
  37167. Material._LineListDrawMode = 4;
  37168. Material._LineLoopDrawMode = 5;
  37169. Material._LineStripDrawMode = 6;
  37170. Material._TriangleStripDrawMode = 7;
  37171. Material._TriangleFanDrawMode = 8;
  37172. /**
  37173. * Stores the clock-wise side orientation
  37174. */
  37175. Material._ClockWiseSideOrientation = 0;
  37176. /**
  37177. * Stores the counter clock-wise side orientation
  37178. */
  37179. Material._CounterClockWiseSideOrientation = 1;
  37180. /**
  37181. * The dirty texture flag value
  37182. */
  37183. Material.TextureDirtyFlag = 1;
  37184. /**
  37185. * The dirty light flag value
  37186. */
  37187. Material.LightDirtyFlag = 2;
  37188. /**
  37189. * The dirty fresnel flag value
  37190. */
  37191. Material.FresnelDirtyFlag = 4;
  37192. /**
  37193. * The dirty attribute flag value
  37194. */
  37195. Material.AttributesDirtyFlag = 8;
  37196. /**
  37197. * The dirty misc flag value
  37198. */
  37199. Material.MiscDirtyFlag = 16;
  37200. /**
  37201. * The all dirty flag value
  37202. */
  37203. Material.AllDirtyFlag = 31;
  37204. __decorate([
  37205. BABYLON.serialize()
  37206. ], Material.prototype, "id", void 0);
  37207. __decorate([
  37208. BABYLON.serialize()
  37209. ], Material.prototype, "uniqueId", void 0);
  37210. __decorate([
  37211. BABYLON.serialize()
  37212. ], Material.prototype, "name", void 0);
  37213. __decorate([
  37214. BABYLON.serialize()
  37215. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37216. __decorate([
  37217. BABYLON.serialize()
  37218. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37219. __decorate([
  37220. BABYLON.serialize()
  37221. ], Material.prototype, "state", void 0);
  37222. __decorate([
  37223. BABYLON.serialize("alpha")
  37224. ], Material.prototype, "_alpha", void 0);
  37225. __decorate([
  37226. BABYLON.serialize("backFaceCulling")
  37227. ], Material.prototype, "_backFaceCulling", void 0);
  37228. __decorate([
  37229. BABYLON.serialize()
  37230. ], Material.prototype, "sideOrientation", void 0);
  37231. __decorate([
  37232. BABYLON.serialize("alphaMode")
  37233. ], Material.prototype, "_alphaMode", void 0);
  37234. __decorate([
  37235. BABYLON.serialize()
  37236. ], Material.prototype, "_needDepthPrePass", void 0);
  37237. __decorate([
  37238. BABYLON.serialize()
  37239. ], Material.prototype, "disableDepthWrite", void 0);
  37240. __decorate([
  37241. BABYLON.serialize()
  37242. ], Material.prototype, "forceDepthWrite", void 0);
  37243. __decorate([
  37244. BABYLON.serialize()
  37245. ], Material.prototype, "separateCullingPass", void 0);
  37246. __decorate([
  37247. BABYLON.serialize("fogEnabled")
  37248. ], Material.prototype, "_fogEnabled", void 0);
  37249. __decorate([
  37250. BABYLON.serialize()
  37251. ], Material.prototype, "pointSize", void 0);
  37252. __decorate([
  37253. BABYLON.serialize()
  37254. ], Material.prototype, "zOffset", void 0);
  37255. __decorate([
  37256. BABYLON.serialize()
  37257. ], Material.prototype, "wireframe", null);
  37258. __decorate([
  37259. BABYLON.serialize()
  37260. ], Material.prototype, "pointsCloud", null);
  37261. __decorate([
  37262. BABYLON.serialize()
  37263. ], Material.prototype, "fillMode", null);
  37264. return Material;
  37265. }());
  37266. BABYLON.Material = Material;
  37267. })(BABYLON || (BABYLON = {}));
  37268. //# sourceMappingURL=babylon.material.js.map
  37269. var BABYLON;
  37270. (function (BABYLON) {
  37271. /**
  37272. * Uniform buffer objects.
  37273. *
  37274. * Handles blocks of uniform on the GPU.
  37275. *
  37276. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37277. *
  37278. * For more information, please refer to :
  37279. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37280. */
  37281. var UniformBuffer = /** @class */ (function () {
  37282. /**
  37283. * Instantiates a new Uniform buffer objects.
  37284. *
  37285. * Handles blocks of uniform on the GPU.
  37286. *
  37287. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37288. *
  37289. * For more information, please refer to :
  37290. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37291. * @param engine Define the engine the buffer is associated with
  37292. * @param data Define the data contained in the buffer
  37293. * @param dynamic Define if the buffer is updatable
  37294. */
  37295. function UniformBuffer(engine, data, dynamic) {
  37296. this._engine = engine;
  37297. this._noUBO = !engine.supportsUniformBuffers;
  37298. this._dynamic = dynamic;
  37299. this._data = data || [];
  37300. this._uniformLocations = {};
  37301. this._uniformSizes = {};
  37302. this._uniformLocationPointer = 0;
  37303. this._needSync = false;
  37304. if (this._noUBO) {
  37305. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37306. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37307. this.updateFloat = this._updateFloatForEffect;
  37308. this.updateFloat2 = this._updateFloat2ForEffect;
  37309. this.updateFloat3 = this._updateFloat3ForEffect;
  37310. this.updateFloat4 = this._updateFloat4ForEffect;
  37311. this.updateMatrix = this._updateMatrixForEffect;
  37312. this.updateVector3 = this._updateVector3ForEffect;
  37313. this.updateVector4 = this._updateVector4ForEffect;
  37314. this.updateColor3 = this._updateColor3ForEffect;
  37315. this.updateColor4 = this._updateColor4ForEffect;
  37316. }
  37317. else {
  37318. this._engine._uniformBuffers.push(this);
  37319. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37320. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37321. this.updateFloat = this._updateFloatForUniform;
  37322. this.updateFloat2 = this._updateFloat2ForUniform;
  37323. this.updateFloat3 = this._updateFloat3ForUniform;
  37324. this.updateFloat4 = this._updateFloat4ForUniform;
  37325. this.updateMatrix = this._updateMatrixForUniform;
  37326. this.updateVector3 = this._updateVector3ForUniform;
  37327. this.updateVector4 = this._updateVector4ForUniform;
  37328. this.updateColor3 = this._updateColor3ForUniform;
  37329. this.updateColor4 = this._updateColor4ForUniform;
  37330. }
  37331. }
  37332. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37333. /**
  37334. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37335. * or just falling back on setUniformXXX calls.
  37336. */
  37337. get: function () {
  37338. return !this._noUBO;
  37339. },
  37340. enumerable: true,
  37341. configurable: true
  37342. });
  37343. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37344. /**
  37345. * Indicates if the WebGL underlying uniform buffer is in sync
  37346. * with the javascript cache data.
  37347. */
  37348. get: function () {
  37349. return !this._needSync;
  37350. },
  37351. enumerable: true,
  37352. configurable: true
  37353. });
  37354. /**
  37355. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37356. * Also, a dynamic UniformBuffer will disable cache verification and always
  37357. * update the underlying WebGL uniform buffer to the GPU.
  37358. * @returns if Dynamic, otherwise false
  37359. */
  37360. UniformBuffer.prototype.isDynamic = function () {
  37361. return this._dynamic !== undefined;
  37362. };
  37363. /**
  37364. * The data cache on JS side.
  37365. * @returns the underlying data as a float array
  37366. */
  37367. UniformBuffer.prototype.getData = function () {
  37368. return this._bufferData;
  37369. };
  37370. /**
  37371. * The underlying WebGL Uniform buffer.
  37372. * @returns the webgl buffer
  37373. */
  37374. UniformBuffer.prototype.getBuffer = function () {
  37375. return this._buffer;
  37376. };
  37377. /**
  37378. * std140 layout specifies how to align data within an UBO structure.
  37379. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37380. * for specs.
  37381. */
  37382. UniformBuffer.prototype._fillAlignment = function (size) {
  37383. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37384. // and 4x4 matrices
  37385. // TODO : change if other types are used
  37386. var alignment;
  37387. if (size <= 2) {
  37388. alignment = size;
  37389. }
  37390. else {
  37391. alignment = 4;
  37392. }
  37393. if ((this._uniformLocationPointer % alignment) !== 0) {
  37394. var oldPointer = this._uniformLocationPointer;
  37395. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37396. var diff = this._uniformLocationPointer - oldPointer;
  37397. for (var i = 0; i < diff; i++) {
  37398. this._data.push(0);
  37399. }
  37400. }
  37401. };
  37402. /**
  37403. * Adds an uniform in the buffer.
  37404. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37405. * for the layout to be correct !
  37406. * @param name Name of the uniform, as used in the uniform block in the shader.
  37407. * @param size Data size, or data directly.
  37408. */
  37409. UniformBuffer.prototype.addUniform = function (name, size) {
  37410. if (this._noUBO) {
  37411. return;
  37412. }
  37413. if (this._uniformLocations[name] !== undefined) {
  37414. // Already existing uniform
  37415. return;
  37416. }
  37417. // This function must be called in the order of the shader layout !
  37418. // size can be the size of the uniform, or data directly
  37419. var data;
  37420. if (size instanceof Array) {
  37421. data = size;
  37422. size = data.length;
  37423. }
  37424. else {
  37425. size = size;
  37426. data = [];
  37427. // Fill with zeros
  37428. for (var i = 0; i < size; i++) {
  37429. data.push(0);
  37430. }
  37431. }
  37432. this._fillAlignment(size);
  37433. this._uniformSizes[name] = size;
  37434. this._uniformLocations[name] = this._uniformLocationPointer;
  37435. this._uniformLocationPointer += size;
  37436. for (var i = 0; i < size; i++) {
  37437. this._data.push(data[i]);
  37438. }
  37439. this._needSync = true;
  37440. };
  37441. /**
  37442. * Adds a Matrix 4x4 to the uniform buffer.
  37443. * @param name Name of the uniform, as used in the uniform block in the shader.
  37444. * @param mat A 4x4 matrix.
  37445. */
  37446. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37447. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37448. };
  37449. /**
  37450. * Adds a vec2 to the uniform buffer.
  37451. * @param name Name of the uniform, as used in the uniform block in the shader.
  37452. * @param x Define the x component value of the vec2
  37453. * @param y Define the y component value of the vec2
  37454. */
  37455. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37456. var temp = [x, y];
  37457. this.addUniform(name, temp);
  37458. };
  37459. /**
  37460. * Adds a vec3 to the uniform buffer.
  37461. * @param name Name of the uniform, as used in the uniform block in the shader.
  37462. * @param x Define the x component value of the vec3
  37463. * @param y Define the y component value of the vec3
  37464. * @param z Define the z component value of the vec3
  37465. */
  37466. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37467. var temp = [x, y, z];
  37468. this.addUniform(name, temp);
  37469. };
  37470. /**
  37471. * Adds a vec3 to the uniform buffer.
  37472. * @param name Name of the uniform, as used in the uniform block in the shader.
  37473. * @param color Define the vec3 from a Color
  37474. */
  37475. UniformBuffer.prototype.addColor3 = function (name, color) {
  37476. var temp = new Array();
  37477. color.toArray(temp);
  37478. this.addUniform(name, temp);
  37479. };
  37480. /**
  37481. * Adds a vec4 to the uniform buffer.
  37482. * @param name Name of the uniform, as used in the uniform block in the shader.
  37483. * @param color Define the rgb components from a Color
  37484. * @param alpha Define the a component of the vec4
  37485. */
  37486. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  37487. var temp = new Array();
  37488. color.toArray(temp);
  37489. temp.push(alpha);
  37490. this.addUniform(name, temp);
  37491. };
  37492. /**
  37493. * Adds a vec3 to the uniform buffer.
  37494. * @param name Name of the uniform, as used in the uniform block in the shader.
  37495. * @param vector Define the vec3 components from a Vector
  37496. */
  37497. UniformBuffer.prototype.addVector3 = function (name, vector) {
  37498. var temp = new Array();
  37499. vector.toArray(temp);
  37500. this.addUniform(name, temp);
  37501. };
  37502. /**
  37503. * Adds a Matrix 3x3 to the uniform buffer.
  37504. * @param name Name of the uniform, as used in the uniform block in the shader.
  37505. */
  37506. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  37507. this.addUniform(name, 12);
  37508. };
  37509. /**
  37510. * Adds a Matrix 2x2 to the uniform buffer.
  37511. * @param name Name of the uniform, as used in the uniform block in the shader.
  37512. */
  37513. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  37514. this.addUniform(name, 8);
  37515. };
  37516. /**
  37517. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  37518. */
  37519. UniformBuffer.prototype.create = function () {
  37520. if (this._noUBO) {
  37521. return;
  37522. }
  37523. if (this._buffer) {
  37524. return; // nothing to do
  37525. }
  37526. // See spec, alignment must be filled as a vec4
  37527. this._fillAlignment(4);
  37528. this._bufferData = new Float32Array(this._data);
  37529. this._rebuild();
  37530. this._needSync = true;
  37531. };
  37532. /** @hidden */
  37533. UniformBuffer.prototype._rebuild = function () {
  37534. if (this._noUBO) {
  37535. return;
  37536. }
  37537. if (this._dynamic) {
  37538. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  37539. }
  37540. else {
  37541. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  37542. }
  37543. };
  37544. /**
  37545. * Updates the WebGL Uniform Buffer on the GPU.
  37546. * If the `dynamic` flag is set to true, no cache comparison is done.
  37547. * Otherwise, the buffer will be updated only if the cache differs.
  37548. */
  37549. UniformBuffer.prototype.update = function () {
  37550. if (!this._buffer) {
  37551. this.create();
  37552. return;
  37553. }
  37554. if (!this._dynamic && !this._needSync) {
  37555. return;
  37556. }
  37557. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  37558. this._needSync = false;
  37559. };
  37560. /**
  37561. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  37562. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37563. * @param data Define the flattened data
  37564. * @param size Define the size of the data.
  37565. */
  37566. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  37567. var location = this._uniformLocations[uniformName];
  37568. if (location === undefined) {
  37569. if (this._buffer) {
  37570. // Cannot add an uniform if the buffer is already created
  37571. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  37572. return;
  37573. }
  37574. this.addUniform(uniformName, size);
  37575. location = this._uniformLocations[uniformName];
  37576. }
  37577. if (!this._buffer) {
  37578. this.create();
  37579. }
  37580. if (!this._dynamic) {
  37581. // Cache for static uniform buffers
  37582. var changed = false;
  37583. for (var i = 0; i < size; i++) {
  37584. if (this._bufferData[location + i] !== data[i]) {
  37585. changed = true;
  37586. this._bufferData[location + i] = data[i];
  37587. }
  37588. }
  37589. this._needSync = this._needSync || changed;
  37590. }
  37591. else {
  37592. // No cache for dynamic
  37593. for (var i = 0; i < size; i++) {
  37594. this._bufferData[location + i] = data[i];
  37595. }
  37596. }
  37597. };
  37598. // Update methods
  37599. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  37600. // To match std140, matrix must be realigned
  37601. for (var i = 0; i < 3; i++) {
  37602. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  37603. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  37604. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  37605. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37606. }
  37607. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  37608. };
  37609. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  37610. this._currentEffect.setMatrix3x3(name, matrix);
  37611. };
  37612. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  37613. this._currentEffect.setMatrix2x2(name, matrix);
  37614. };
  37615. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  37616. // To match std140, matrix must be realigned
  37617. for (var i = 0; i < 2; i++) {
  37618. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  37619. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  37620. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  37621. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37622. }
  37623. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  37624. };
  37625. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  37626. this._currentEffect.setFloat(name, x);
  37627. };
  37628. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  37629. UniformBuffer._tempBuffer[0] = x;
  37630. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  37631. };
  37632. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  37633. if (suffix === void 0) { suffix = ""; }
  37634. this._currentEffect.setFloat2(name + suffix, x, y);
  37635. };
  37636. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  37637. if (suffix === void 0) { suffix = ""; }
  37638. UniformBuffer._tempBuffer[0] = x;
  37639. UniformBuffer._tempBuffer[1] = y;
  37640. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  37641. };
  37642. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  37643. if (suffix === void 0) { suffix = ""; }
  37644. this._currentEffect.setFloat3(name + suffix, x, y, z);
  37645. };
  37646. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  37647. if (suffix === void 0) { suffix = ""; }
  37648. UniformBuffer._tempBuffer[0] = x;
  37649. UniformBuffer._tempBuffer[1] = y;
  37650. UniformBuffer._tempBuffer[2] = z;
  37651. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37652. };
  37653. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  37654. if (suffix === void 0) { suffix = ""; }
  37655. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  37656. };
  37657. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  37658. if (suffix === void 0) { suffix = ""; }
  37659. UniformBuffer._tempBuffer[0] = x;
  37660. UniformBuffer._tempBuffer[1] = y;
  37661. UniformBuffer._tempBuffer[2] = z;
  37662. UniformBuffer._tempBuffer[3] = w;
  37663. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37664. };
  37665. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  37666. this._currentEffect.setMatrix(name, mat);
  37667. };
  37668. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  37669. this.updateUniform(name, mat.toArray(), 16);
  37670. };
  37671. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  37672. this._currentEffect.setVector3(name, vector);
  37673. };
  37674. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  37675. vector.toArray(UniformBuffer._tempBuffer);
  37676. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37677. };
  37678. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  37679. this._currentEffect.setVector4(name, vector);
  37680. };
  37681. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  37682. vector.toArray(UniformBuffer._tempBuffer);
  37683. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37684. };
  37685. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  37686. if (suffix === void 0) { suffix = ""; }
  37687. this._currentEffect.setColor3(name + suffix, color);
  37688. };
  37689. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  37690. if (suffix === void 0) { suffix = ""; }
  37691. color.toArray(UniformBuffer._tempBuffer);
  37692. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37693. };
  37694. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  37695. if (suffix === void 0) { suffix = ""; }
  37696. this._currentEffect.setColor4(name + suffix, color, alpha);
  37697. };
  37698. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  37699. if (suffix === void 0) { suffix = ""; }
  37700. color.toArray(UniformBuffer._tempBuffer);
  37701. UniformBuffer._tempBuffer[3] = alpha;
  37702. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37703. };
  37704. /**
  37705. * Sets a sampler uniform on the effect.
  37706. * @param name Define the name of the sampler.
  37707. * @param texture Define the texture to set in the sampler
  37708. */
  37709. UniformBuffer.prototype.setTexture = function (name, texture) {
  37710. this._currentEffect.setTexture(name, texture);
  37711. };
  37712. /**
  37713. * Directly updates the value of the uniform in the cache AND on the GPU.
  37714. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37715. * @param data Define the flattened data
  37716. */
  37717. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  37718. this.updateUniform(uniformName, data, data.length);
  37719. this.update();
  37720. };
  37721. /**
  37722. * Binds this uniform buffer to an effect.
  37723. * @param effect Define the effect to bind the buffer to
  37724. * @param name Name of the uniform block in the shader.
  37725. */
  37726. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  37727. this._currentEffect = effect;
  37728. if (this._noUBO || !this._buffer) {
  37729. return;
  37730. }
  37731. effect.bindUniformBuffer(this._buffer, name);
  37732. };
  37733. /**
  37734. * Disposes the uniform buffer.
  37735. */
  37736. UniformBuffer.prototype.dispose = function () {
  37737. if (this._noUBO) {
  37738. return;
  37739. }
  37740. var index = this._engine._uniformBuffers.indexOf(this);
  37741. if (index !== -1) {
  37742. this._engine._uniformBuffers.splice(index, 1);
  37743. }
  37744. if (!this._buffer) {
  37745. return;
  37746. }
  37747. if (this._engine._releaseBuffer(this._buffer)) {
  37748. this._buffer = null;
  37749. }
  37750. };
  37751. // Pool for avoiding memory leaks
  37752. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  37753. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  37754. return UniformBuffer;
  37755. }());
  37756. BABYLON.UniformBuffer = UniformBuffer;
  37757. })(BABYLON || (BABYLON = {}));
  37758. //# sourceMappingURL=babylon.uniformBuffer.js.map
  37759. var BABYLON;
  37760. (function (BABYLON) {
  37761. /**
  37762. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  37763. */
  37764. var VertexData = /** @class */ (function () {
  37765. function VertexData() {
  37766. }
  37767. /**
  37768. * Uses the passed data array to set the set the values for the specified kind of data
  37769. * @param data a linear array of floating numbers
  37770. * @param kind the type of data that is being set, eg positions, colors etc
  37771. */
  37772. VertexData.prototype.set = function (data, kind) {
  37773. switch (kind) {
  37774. case BABYLON.VertexBuffer.PositionKind:
  37775. this.positions = data;
  37776. break;
  37777. case BABYLON.VertexBuffer.NormalKind:
  37778. this.normals = data;
  37779. break;
  37780. case BABYLON.VertexBuffer.TangentKind:
  37781. this.tangents = data;
  37782. break;
  37783. case BABYLON.VertexBuffer.UVKind:
  37784. this.uvs = data;
  37785. break;
  37786. case BABYLON.VertexBuffer.UV2Kind:
  37787. this.uvs2 = data;
  37788. break;
  37789. case BABYLON.VertexBuffer.UV3Kind:
  37790. this.uvs3 = data;
  37791. break;
  37792. case BABYLON.VertexBuffer.UV4Kind:
  37793. this.uvs4 = data;
  37794. break;
  37795. case BABYLON.VertexBuffer.UV5Kind:
  37796. this.uvs5 = data;
  37797. break;
  37798. case BABYLON.VertexBuffer.UV6Kind:
  37799. this.uvs6 = data;
  37800. break;
  37801. case BABYLON.VertexBuffer.ColorKind:
  37802. this.colors = data;
  37803. break;
  37804. case BABYLON.VertexBuffer.MatricesIndicesKind:
  37805. this.matricesIndices = data;
  37806. break;
  37807. case BABYLON.VertexBuffer.MatricesWeightsKind:
  37808. this.matricesWeights = data;
  37809. break;
  37810. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  37811. this.matricesIndicesExtra = data;
  37812. break;
  37813. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  37814. this.matricesWeightsExtra = data;
  37815. break;
  37816. }
  37817. };
  37818. /**
  37819. * Associates the vertexData to the passed Mesh.
  37820. * Sets it as updatable or not (default `false`)
  37821. * @param mesh the mesh the vertexData is applied to
  37822. * @param updatable when used and having the value true allows new data to update the vertexData
  37823. * @returns the VertexData
  37824. */
  37825. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  37826. this._applyTo(mesh, updatable);
  37827. return this;
  37828. };
  37829. /**
  37830. * Associates the vertexData to the passed Geometry.
  37831. * Sets it as updatable or not (default `false`)
  37832. * @param geometry the geometry the vertexData is applied to
  37833. * @param updatable when used and having the value true allows new data to update the vertexData
  37834. * @returns VertexData
  37835. */
  37836. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  37837. this._applyTo(geometry, updatable);
  37838. return this;
  37839. };
  37840. /**
  37841. * Updates the associated mesh
  37842. * @param mesh the mesh to be updated
  37843. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  37844. * @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
  37845. * @returns VertexData
  37846. */
  37847. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  37848. this._update(mesh);
  37849. return this;
  37850. };
  37851. /**
  37852. * Updates the associated geometry
  37853. * @param geometry the geometry to be updated
  37854. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  37855. * @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
  37856. * @returns VertexData.
  37857. */
  37858. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  37859. this._update(geometry);
  37860. return this;
  37861. };
  37862. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  37863. if (updatable === void 0) { updatable = false; }
  37864. if (this.positions) {
  37865. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  37866. }
  37867. if (this.normals) {
  37868. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  37869. }
  37870. if (this.tangents) {
  37871. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  37872. }
  37873. if (this.uvs) {
  37874. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  37875. }
  37876. if (this.uvs2) {
  37877. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  37878. }
  37879. if (this.uvs3) {
  37880. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  37881. }
  37882. if (this.uvs4) {
  37883. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  37884. }
  37885. if (this.uvs5) {
  37886. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  37887. }
  37888. if (this.uvs6) {
  37889. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  37890. }
  37891. if (this.colors) {
  37892. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  37893. }
  37894. if (this.matricesIndices) {
  37895. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  37896. }
  37897. if (this.matricesWeights) {
  37898. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  37899. }
  37900. if (this.matricesIndicesExtra) {
  37901. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  37902. }
  37903. if (this.matricesWeightsExtra) {
  37904. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  37905. }
  37906. if (this.indices) {
  37907. meshOrGeometry.setIndices(this.indices, null, updatable);
  37908. }
  37909. else {
  37910. meshOrGeometry.setIndices([], null);
  37911. }
  37912. return this;
  37913. };
  37914. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  37915. if (this.positions) {
  37916. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  37917. }
  37918. if (this.normals) {
  37919. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  37920. }
  37921. if (this.tangents) {
  37922. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  37923. }
  37924. if (this.uvs) {
  37925. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  37926. }
  37927. if (this.uvs2) {
  37928. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  37929. }
  37930. if (this.uvs3) {
  37931. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  37932. }
  37933. if (this.uvs4) {
  37934. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  37935. }
  37936. if (this.uvs5) {
  37937. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  37938. }
  37939. if (this.uvs6) {
  37940. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  37941. }
  37942. if (this.colors) {
  37943. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  37944. }
  37945. if (this.matricesIndices) {
  37946. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  37947. }
  37948. if (this.matricesWeights) {
  37949. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  37950. }
  37951. if (this.matricesIndicesExtra) {
  37952. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  37953. }
  37954. if (this.matricesWeightsExtra) {
  37955. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  37956. }
  37957. if (this.indices) {
  37958. meshOrGeometry.setIndices(this.indices, null);
  37959. }
  37960. return this;
  37961. };
  37962. /**
  37963. * Transforms each position and each normal of the vertexData according to the passed Matrix
  37964. * @param matrix the transforming matrix
  37965. * @returns the VertexData
  37966. */
  37967. VertexData.prototype.transform = function (matrix) {
  37968. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  37969. var transformed = BABYLON.Vector3.Zero();
  37970. var index;
  37971. if (this.positions) {
  37972. var position = BABYLON.Vector3.Zero();
  37973. for (index = 0; index < this.positions.length; index += 3) {
  37974. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  37975. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  37976. this.positions[index] = transformed.x;
  37977. this.positions[index + 1] = transformed.y;
  37978. this.positions[index + 2] = transformed.z;
  37979. }
  37980. }
  37981. if (this.normals) {
  37982. var normal = BABYLON.Vector3.Zero();
  37983. for (index = 0; index < this.normals.length; index += 3) {
  37984. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  37985. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  37986. this.normals[index] = transformed.x;
  37987. this.normals[index + 1] = transformed.y;
  37988. this.normals[index + 2] = transformed.z;
  37989. }
  37990. }
  37991. if (this.tangents) {
  37992. var tangent = BABYLON.Vector4.Zero();
  37993. var tangentTransformed = BABYLON.Vector4.Zero();
  37994. for (index = 0; index < this.tangents.length; index += 4) {
  37995. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  37996. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  37997. this.tangents[index] = tangentTransformed.x;
  37998. this.tangents[index + 1] = tangentTransformed.y;
  37999. this.tangents[index + 2] = tangentTransformed.z;
  38000. this.tangents[index + 3] = tangentTransformed.w;
  38001. }
  38002. }
  38003. if (flip && this.indices) {
  38004. for (index = 0; index < this.indices.length; index += 3) {
  38005. var tmp = this.indices[index + 1];
  38006. this.indices[index + 1] = this.indices[index + 2];
  38007. this.indices[index + 2] = tmp;
  38008. }
  38009. }
  38010. return this;
  38011. };
  38012. /**
  38013. * Merges the passed VertexData into the current one
  38014. * @param other the VertexData to be merged into the current one
  38015. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38016. * @returns the modified VertexData
  38017. */
  38018. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38019. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38020. this._validate();
  38021. other._validate();
  38022. if (!this.normals !== !other.normals ||
  38023. !this.tangents !== !other.tangents ||
  38024. !this.uvs !== !other.uvs ||
  38025. !this.uvs2 !== !other.uvs2 ||
  38026. !this.uvs3 !== !other.uvs3 ||
  38027. !this.uvs4 !== !other.uvs4 ||
  38028. !this.uvs5 !== !other.uvs5 ||
  38029. !this.uvs6 !== !other.uvs6 ||
  38030. !this.colors !== !other.colors ||
  38031. !this.matricesIndices !== !other.matricesIndices ||
  38032. !this.matricesWeights !== !other.matricesWeights ||
  38033. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38034. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38035. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38036. }
  38037. if (other.indices) {
  38038. if (!this.indices) {
  38039. this.indices = [];
  38040. }
  38041. var offset = this.positions ? this.positions.length / 3 : 0;
  38042. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38043. if (isSrcTypedArray) {
  38044. var len = this.indices.length + other.indices.length;
  38045. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38046. temp.set(this.indices);
  38047. var decal = this.indices.length;
  38048. for (var index = 0; index < other.indices.length; index++) {
  38049. temp[decal + index] = other.indices[index] + offset;
  38050. }
  38051. this.indices = temp;
  38052. }
  38053. else {
  38054. for (var index = 0; index < other.indices.length; index++) {
  38055. this.indices.push(other.indices[index] + offset);
  38056. }
  38057. }
  38058. }
  38059. this.positions = this._mergeElement(this.positions, other.positions);
  38060. this.normals = this._mergeElement(this.normals, other.normals);
  38061. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38062. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38063. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38064. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38065. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38066. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38067. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38068. this.colors = this._mergeElement(this.colors, other.colors);
  38069. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38070. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38071. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38072. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38073. return this;
  38074. };
  38075. VertexData.prototype._mergeElement = function (source, other) {
  38076. if (!source) {
  38077. return other;
  38078. }
  38079. if (!other) {
  38080. return source;
  38081. }
  38082. var len = other.length + source.length;
  38083. var isSrcTypedArray = source instanceof Float32Array;
  38084. var isOthTypedArray = other instanceof Float32Array;
  38085. // use non-loop method when the source is Float32Array
  38086. if (isSrcTypedArray) {
  38087. var ret32 = new Float32Array(len);
  38088. ret32.set(source);
  38089. ret32.set(other, source.length);
  38090. return ret32;
  38091. // source is number[], when other is also use concat
  38092. }
  38093. else if (!isOthTypedArray) {
  38094. return source.concat(other);
  38095. // source is a number[], but other is a Float32Array, loop required
  38096. }
  38097. else {
  38098. var ret = source.slice(0); // copy source to a separate array
  38099. for (var i = 0, len = other.length; i < len; i++) {
  38100. ret.push(other[i]);
  38101. }
  38102. return ret;
  38103. }
  38104. };
  38105. VertexData.prototype._validate = function () {
  38106. if (!this.positions) {
  38107. throw new Error("Positions are required");
  38108. }
  38109. var getElementCount = function (kind, values) {
  38110. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38111. if ((values.length % stride) !== 0) {
  38112. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38113. }
  38114. return values.length / stride;
  38115. };
  38116. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38117. var validateElementCount = function (kind, values) {
  38118. var elementCount = getElementCount(kind, values);
  38119. if (elementCount !== positionsElementCount) {
  38120. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38121. }
  38122. };
  38123. if (this.normals) {
  38124. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38125. }
  38126. if (this.tangents) {
  38127. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38128. }
  38129. if (this.uvs) {
  38130. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38131. }
  38132. if (this.uvs2) {
  38133. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38134. }
  38135. if (this.uvs3) {
  38136. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38137. }
  38138. if (this.uvs4) {
  38139. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38140. }
  38141. if (this.uvs5) {
  38142. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38143. }
  38144. if (this.uvs6) {
  38145. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38146. }
  38147. if (this.colors) {
  38148. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38149. }
  38150. if (this.matricesIndices) {
  38151. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38152. }
  38153. if (this.matricesWeights) {
  38154. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38155. }
  38156. if (this.matricesIndicesExtra) {
  38157. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38158. }
  38159. if (this.matricesWeightsExtra) {
  38160. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38161. }
  38162. };
  38163. /**
  38164. * Serializes the VertexData
  38165. * @returns a serialized object
  38166. */
  38167. VertexData.prototype.serialize = function () {
  38168. var serializationObject = this.serialize();
  38169. if (this.positions) {
  38170. serializationObject.positions = this.positions;
  38171. }
  38172. if (this.normals) {
  38173. serializationObject.normals = this.normals;
  38174. }
  38175. if (this.tangents) {
  38176. serializationObject.tangents = this.tangents;
  38177. }
  38178. if (this.uvs) {
  38179. serializationObject.uvs = this.uvs;
  38180. }
  38181. if (this.uvs2) {
  38182. serializationObject.uvs2 = this.uvs2;
  38183. }
  38184. if (this.uvs3) {
  38185. serializationObject.uvs3 = this.uvs3;
  38186. }
  38187. if (this.uvs4) {
  38188. serializationObject.uvs4 = this.uvs4;
  38189. }
  38190. if (this.uvs5) {
  38191. serializationObject.uvs5 = this.uvs5;
  38192. }
  38193. if (this.uvs6) {
  38194. serializationObject.uvs6 = this.uvs6;
  38195. }
  38196. if (this.colors) {
  38197. serializationObject.colors = this.colors;
  38198. }
  38199. if (this.matricesIndices) {
  38200. serializationObject.matricesIndices = this.matricesIndices;
  38201. serializationObject.matricesIndices._isExpanded = true;
  38202. }
  38203. if (this.matricesWeights) {
  38204. serializationObject.matricesWeights = this.matricesWeights;
  38205. }
  38206. if (this.matricesIndicesExtra) {
  38207. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38208. serializationObject.matricesIndicesExtra._isExpanded = true;
  38209. }
  38210. if (this.matricesWeightsExtra) {
  38211. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38212. }
  38213. serializationObject.indices = this.indices;
  38214. return serializationObject;
  38215. };
  38216. // Statics
  38217. /**
  38218. * Extracts the vertexData from a mesh
  38219. * @param mesh the mesh from which to extract the VertexData
  38220. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38221. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38222. * @returns the object VertexData associated to the passed mesh
  38223. */
  38224. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38225. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38226. };
  38227. /**
  38228. * Extracts the vertexData from the geometry
  38229. * @param geometry the geometry from which to extract the VertexData
  38230. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38231. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38232. * @returns the object VertexData associated to the passed mesh
  38233. */
  38234. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38235. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38236. };
  38237. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38238. var result = new VertexData();
  38239. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38240. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38241. }
  38242. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38243. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38244. }
  38245. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38246. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38247. }
  38248. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38249. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38250. }
  38251. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38252. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38253. }
  38254. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38255. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38256. }
  38257. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38258. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38259. }
  38260. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38261. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38262. }
  38263. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38264. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38265. }
  38266. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38267. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38268. }
  38269. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38270. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38271. }
  38272. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38273. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38274. }
  38275. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38276. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38277. }
  38278. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38279. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38280. }
  38281. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38282. return result;
  38283. };
  38284. /**
  38285. * Creates the VertexData for a Ribbon
  38286. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38287. * * pathArray array of paths, each of which an array of successive Vector3
  38288. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38289. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38290. * * 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
  38291. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38292. * * 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)
  38293. * * 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)
  38294. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38295. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38296. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38297. * @returns the VertexData of the ribbon
  38298. */
  38299. VertexData.CreateRibbon = function (options) {
  38300. var pathArray = options.pathArray;
  38301. var closeArray = options.closeArray || false;
  38302. var closePath = options.closePath || false;
  38303. var invertUV = options.invertUV || false;
  38304. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38305. var offset = options.offset || defaultOffset;
  38306. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38307. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38308. var customUV = options.uvs;
  38309. var customColors = options.colors;
  38310. var positions = [];
  38311. var indices = [];
  38312. var normals = [];
  38313. var uvs = [];
  38314. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38315. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38316. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38317. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38318. var minlg; // minimal length among all paths from pathArray
  38319. var lg = []; // array of path lengths : nb of vertex per path
  38320. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38321. var p; // path iterator
  38322. var i; // point iterator
  38323. var j; // point iterator
  38324. // if single path in pathArray
  38325. if (pathArray.length < 2) {
  38326. var ar1 = [];
  38327. var ar2 = [];
  38328. for (i = 0; i < pathArray[0].length - offset; i++) {
  38329. ar1.push(pathArray[0][i]);
  38330. ar2.push(pathArray[0][i + offset]);
  38331. }
  38332. pathArray = [ar1, ar2];
  38333. }
  38334. // positions and horizontal distances (u)
  38335. var idc = 0;
  38336. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38337. var path;
  38338. var l;
  38339. minlg = pathArray[0].length;
  38340. var vectlg;
  38341. var dist;
  38342. for (p = 0; p < pathArray.length; p++) {
  38343. uTotalDistance[p] = 0;
  38344. us[p] = [0];
  38345. path = pathArray[p];
  38346. l = path.length;
  38347. minlg = (minlg < l) ? minlg : l;
  38348. j = 0;
  38349. while (j < l) {
  38350. positions.push(path[j].x, path[j].y, path[j].z);
  38351. if (j > 0) {
  38352. vectlg = path[j].subtract(path[j - 1]).length();
  38353. dist = vectlg + uTotalDistance[p];
  38354. us[p].push(dist);
  38355. uTotalDistance[p] = dist;
  38356. }
  38357. j++;
  38358. }
  38359. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38360. j--;
  38361. positions.push(path[0].x, path[0].y, path[0].z);
  38362. vectlg = path[j].subtract(path[0]).length();
  38363. dist = vectlg + uTotalDistance[p];
  38364. us[p].push(dist);
  38365. uTotalDistance[p] = dist;
  38366. }
  38367. lg[p] = l + closePathCorr;
  38368. idx[p] = idc;
  38369. idc += (l + closePathCorr);
  38370. }
  38371. // vertical distances (v)
  38372. var path1;
  38373. var path2;
  38374. var vertex1 = null;
  38375. var vertex2 = null;
  38376. for (i = 0; i < minlg + closePathCorr; i++) {
  38377. vTotalDistance[i] = 0;
  38378. vs[i] = [0];
  38379. for (p = 0; p < pathArray.length - 1; p++) {
  38380. path1 = pathArray[p];
  38381. path2 = pathArray[p + 1];
  38382. if (i === minlg) { // closePath
  38383. vertex1 = path1[0];
  38384. vertex2 = path2[0];
  38385. }
  38386. else {
  38387. vertex1 = path1[i];
  38388. vertex2 = path2[i];
  38389. }
  38390. vectlg = vertex2.subtract(vertex1).length();
  38391. dist = vectlg + vTotalDistance[i];
  38392. vs[i].push(dist);
  38393. vTotalDistance[i] = dist;
  38394. }
  38395. if (closeArray && vertex2 && vertex1) {
  38396. path1 = pathArray[p];
  38397. path2 = pathArray[0];
  38398. if (i === minlg) { // closePath
  38399. vertex2 = path2[0];
  38400. }
  38401. vectlg = vertex2.subtract(vertex1).length();
  38402. dist = vectlg + vTotalDistance[i];
  38403. vTotalDistance[i] = dist;
  38404. }
  38405. }
  38406. // uvs
  38407. var u;
  38408. var v;
  38409. if (customUV) {
  38410. for (p = 0; p < customUV.length; p++) {
  38411. uvs.push(customUV[p].x, customUV[p].y);
  38412. }
  38413. }
  38414. else {
  38415. for (p = 0; p < pathArray.length; p++) {
  38416. for (i = 0; i < minlg + closePathCorr; i++) {
  38417. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38418. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38419. if (invertUV) {
  38420. uvs.push(v, u);
  38421. }
  38422. else {
  38423. uvs.push(u, v);
  38424. }
  38425. }
  38426. }
  38427. }
  38428. // indices
  38429. p = 0; // path index
  38430. var pi = 0; // positions array index
  38431. var l1 = lg[p] - 1; // path1 length
  38432. var l2 = lg[p + 1] - 1; // path2 length
  38433. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38434. var shft = idx[1] - idx[0]; // shift
  38435. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38436. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38437. // 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
  38438. indices.push(pi, pi + shft, pi + 1);
  38439. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38440. pi += 1;
  38441. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38442. p++;
  38443. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38444. shft = idx[0] - idx[p];
  38445. l1 = lg[p] - 1;
  38446. l2 = lg[0] - 1;
  38447. }
  38448. else {
  38449. shft = idx[p + 1] - idx[p];
  38450. l1 = lg[p] - 1;
  38451. l2 = lg[p + 1] - 1;
  38452. }
  38453. pi = idx[p];
  38454. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38455. }
  38456. }
  38457. // normals
  38458. VertexData.ComputeNormals(positions, indices, normals);
  38459. if (closePath) { // update both the first and last vertex normals to their average value
  38460. var indexFirst = 0;
  38461. var indexLast = 0;
  38462. for (p = 0; p < pathArray.length; p++) {
  38463. indexFirst = idx[p] * 3;
  38464. if (p + 1 < pathArray.length) {
  38465. indexLast = (idx[p + 1] - 1) * 3;
  38466. }
  38467. else {
  38468. indexLast = normals.length - 3;
  38469. }
  38470. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38471. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  38472. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  38473. normals[indexLast] = normals[indexFirst];
  38474. normals[indexLast + 1] = normals[indexFirst + 1];
  38475. normals[indexLast + 2] = normals[indexFirst + 2];
  38476. }
  38477. }
  38478. // sides
  38479. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38480. // Colors
  38481. var colors = null;
  38482. if (customColors) {
  38483. colors = new Float32Array(customColors.length * 4);
  38484. for (var c = 0; c < customColors.length; c++) {
  38485. colors[c * 4] = customColors[c].r;
  38486. colors[c * 4 + 1] = customColors[c].g;
  38487. colors[c * 4 + 2] = customColors[c].b;
  38488. colors[c * 4 + 3] = customColors[c].a;
  38489. }
  38490. }
  38491. // Result
  38492. var vertexData = new VertexData();
  38493. var positions32 = new Float32Array(positions);
  38494. var normals32 = new Float32Array(normals);
  38495. var uvs32 = new Float32Array(uvs);
  38496. vertexData.indices = indices;
  38497. vertexData.positions = positions32;
  38498. vertexData.normals = normals32;
  38499. vertexData.uvs = uvs32;
  38500. if (colors) {
  38501. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  38502. }
  38503. if (closePath) {
  38504. vertexData._idx = idx;
  38505. }
  38506. return vertexData;
  38507. };
  38508. /**
  38509. * Creates the VertexData for a box
  38510. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38511. * * size sets the width, height and depth of the box to the value of size, optional default 1
  38512. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  38513. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  38514. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  38515. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  38516. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  38517. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38518. * * 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)
  38519. * * 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)
  38520. * @returns the VertexData of the box
  38521. */
  38522. VertexData.CreateBox = function (options) {
  38523. var normalsSource = [
  38524. new BABYLON.Vector3(0, 0, 1),
  38525. new BABYLON.Vector3(0, 0, -1),
  38526. new BABYLON.Vector3(1, 0, 0),
  38527. new BABYLON.Vector3(-1, 0, 0),
  38528. new BABYLON.Vector3(0, 1, 0),
  38529. new BABYLON.Vector3(0, -1, 0)
  38530. ];
  38531. var indices = [];
  38532. var positions = [];
  38533. var normals = [];
  38534. var uvs = [];
  38535. var width = options.width || options.size || 1;
  38536. var height = options.height || options.size || 1;
  38537. var depth = options.depth || options.size || 1;
  38538. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38539. var faceUV = options.faceUV || new Array(6);
  38540. var faceColors = options.faceColors;
  38541. var colors = [];
  38542. // default face colors and UV if undefined
  38543. for (var f = 0; f < 6; f++) {
  38544. if (faceUV[f] === undefined) {
  38545. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38546. }
  38547. if (faceColors && faceColors[f] === undefined) {
  38548. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38549. }
  38550. }
  38551. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  38552. // Create each face in turn.
  38553. for (var index = 0; index < normalsSource.length; index++) {
  38554. var normal = normalsSource[index];
  38555. // Get two vectors perpendicular to the face normal and to each other.
  38556. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  38557. var side2 = BABYLON.Vector3.Cross(normal, side1);
  38558. // Six indices (two triangles) per face.
  38559. var verticesLength = positions.length / 3;
  38560. indices.push(verticesLength);
  38561. indices.push(verticesLength + 1);
  38562. indices.push(verticesLength + 2);
  38563. indices.push(verticesLength);
  38564. indices.push(verticesLength + 2);
  38565. indices.push(verticesLength + 3);
  38566. // Four vertices per face.
  38567. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  38568. positions.push(vertex.x, vertex.y, vertex.z);
  38569. normals.push(normal.x, normal.y, normal.z);
  38570. uvs.push(faceUV[index].z, faceUV[index].w);
  38571. if (faceColors) {
  38572. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38573. }
  38574. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  38575. positions.push(vertex.x, vertex.y, vertex.z);
  38576. normals.push(normal.x, normal.y, normal.z);
  38577. uvs.push(faceUV[index].x, faceUV[index].w);
  38578. if (faceColors) {
  38579. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38580. }
  38581. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  38582. positions.push(vertex.x, vertex.y, vertex.z);
  38583. normals.push(normal.x, normal.y, normal.z);
  38584. uvs.push(faceUV[index].x, faceUV[index].y);
  38585. if (faceColors) {
  38586. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38587. }
  38588. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  38589. positions.push(vertex.x, vertex.y, vertex.z);
  38590. normals.push(normal.x, normal.y, normal.z);
  38591. uvs.push(faceUV[index].z, faceUV[index].y);
  38592. if (faceColors) {
  38593. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38594. }
  38595. }
  38596. // sides
  38597. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38598. // Result
  38599. var vertexData = new VertexData();
  38600. vertexData.indices = indices;
  38601. vertexData.positions = positions;
  38602. vertexData.normals = normals;
  38603. vertexData.uvs = uvs;
  38604. if (faceColors) {
  38605. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  38606. vertexData.colors = totalColors;
  38607. }
  38608. return vertexData;
  38609. };
  38610. /**
  38611. * Creates the VertexData for an ellipsoid, defaults to a sphere
  38612. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38613. * * segments sets the number of horizontal strips optional, default 32
  38614. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  38615. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  38616. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  38617. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  38618. * * 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
  38619. * * 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
  38620. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38621. * * 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)
  38622. * * 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)
  38623. * @returns the VertexData of the ellipsoid
  38624. */
  38625. VertexData.CreateSphere = function (options) {
  38626. var segments = options.segments || 32;
  38627. var diameterX = options.diameterX || options.diameter || 1;
  38628. var diameterY = options.diameterY || options.diameter || 1;
  38629. var diameterZ = options.diameterZ || options.diameter || 1;
  38630. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38631. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  38632. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38633. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  38634. var totalZRotationSteps = 2 + segments;
  38635. var totalYRotationSteps = 2 * totalZRotationSteps;
  38636. var indices = [];
  38637. var positions = [];
  38638. var normals = [];
  38639. var uvs = [];
  38640. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  38641. var normalizedZ = zRotationStep / totalZRotationSteps;
  38642. var angleZ = normalizedZ * Math.PI * slice;
  38643. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  38644. var normalizedY = yRotationStep / totalYRotationSteps;
  38645. var angleY = normalizedY * Math.PI * 2 * arc;
  38646. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  38647. var rotationY = BABYLON.Matrix.RotationY(angleY);
  38648. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  38649. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  38650. var vertex = complete.multiply(radius);
  38651. var normal = complete.divide(radius).normalize();
  38652. positions.push(vertex.x, vertex.y, vertex.z);
  38653. normals.push(normal.x, normal.y, normal.z);
  38654. uvs.push(normalizedY, normalizedZ);
  38655. }
  38656. if (zRotationStep > 0) {
  38657. var verticesCount = positions.length / 3;
  38658. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  38659. indices.push((firstIndex));
  38660. indices.push((firstIndex + 1));
  38661. indices.push(firstIndex + totalYRotationSteps + 1);
  38662. indices.push((firstIndex + totalYRotationSteps + 1));
  38663. indices.push((firstIndex + 1));
  38664. indices.push((firstIndex + totalYRotationSteps + 2));
  38665. }
  38666. }
  38667. }
  38668. // Sides
  38669. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38670. // Result
  38671. var vertexData = new VertexData();
  38672. vertexData.indices = indices;
  38673. vertexData.positions = positions;
  38674. vertexData.normals = normals;
  38675. vertexData.uvs = uvs;
  38676. return vertexData;
  38677. };
  38678. /**
  38679. * Creates the VertexData for a cylinder, cone or prism
  38680. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38681. * * height sets the height (y direction) of the cylinder, optional, default 2
  38682. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  38683. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  38684. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  38685. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38686. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  38687. * * 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
  38688. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  38689. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  38690. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  38691. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  38692. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38693. * * 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)
  38694. * * 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)
  38695. * @returns the VertexData of the cylinder, cone or prism
  38696. */
  38697. VertexData.CreateCylinder = function (options) {
  38698. var height = options.height || 2;
  38699. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  38700. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  38701. var tessellation = options.tessellation || 24;
  38702. var subdivisions = options.subdivisions || 1;
  38703. var hasRings = options.hasRings ? true : false;
  38704. var enclose = options.enclose ? true : false;
  38705. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38706. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38707. var faceUV = options.faceUV || new Array(3);
  38708. var faceColors = options.faceColors;
  38709. // default face colors and UV if undefined
  38710. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  38711. var ringNb = (hasRings) ? subdivisions : 1;
  38712. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  38713. var f;
  38714. for (f = 0; f < surfaceNb; f++) {
  38715. if (faceColors && faceColors[f] === undefined) {
  38716. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38717. }
  38718. }
  38719. for (f = 0; f < surfaceNb; f++) {
  38720. if (faceUV && faceUV[f] === undefined) {
  38721. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38722. }
  38723. }
  38724. var indices = new Array();
  38725. var positions = new Array();
  38726. var normals = new Array();
  38727. var uvs = new Array();
  38728. var colors = new Array();
  38729. var angle_step = Math.PI * 2 * arc / tessellation;
  38730. var angle;
  38731. var h;
  38732. var radius;
  38733. var tan = (diameterBottom - diameterTop) / 2 / height;
  38734. var ringVertex = BABYLON.Vector3.Zero();
  38735. var ringNormal = BABYLON.Vector3.Zero();
  38736. var ringFirstVertex = BABYLON.Vector3.Zero();
  38737. var ringFirstNormal = BABYLON.Vector3.Zero();
  38738. var quadNormal = BABYLON.Vector3.Zero();
  38739. var Y = BABYLON.Axis.Y;
  38740. // positions, normals, uvs
  38741. var i;
  38742. var j;
  38743. var r;
  38744. var ringIdx = 1;
  38745. var s = 1; // surface index
  38746. var cs = 0;
  38747. var v = 0;
  38748. for (i = 0; i <= subdivisions; i++) {
  38749. h = i / subdivisions;
  38750. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  38751. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  38752. for (r = 0; r < ringIdx; r++) {
  38753. if (hasRings) {
  38754. s += r;
  38755. }
  38756. if (enclose) {
  38757. s += 2 * r;
  38758. }
  38759. for (j = 0; j <= tessellation; j++) {
  38760. angle = j * angle_step;
  38761. // position
  38762. ringVertex.x = Math.cos(-angle) * radius;
  38763. ringVertex.y = -height / 2 + h * height;
  38764. ringVertex.z = Math.sin(-angle) * radius;
  38765. // normal
  38766. if (diameterTop === 0 && i === subdivisions) {
  38767. // if no top cap, reuse former normals
  38768. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  38769. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  38770. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  38771. }
  38772. else {
  38773. ringNormal.x = ringVertex.x;
  38774. ringNormal.z = ringVertex.z;
  38775. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  38776. ringNormal.normalize();
  38777. }
  38778. // keep first ring vertex values for enclose
  38779. if (j === 0) {
  38780. ringFirstVertex.copyFrom(ringVertex);
  38781. ringFirstNormal.copyFrom(ringNormal);
  38782. }
  38783. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38784. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  38785. if (hasRings) {
  38786. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  38787. }
  38788. else {
  38789. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  38790. }
  38791. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  38792. if (faceColors) {
  38793. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  38794. }
  38795. }
  38796. // if enclose, add four vertices and their dedicated normals
  38797. if (arc !== 1 && enclose) {
  38798. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38799. positions.push(0, ringVertex.y, 0);
  38800. positions.push(0, ringVertex.y, 0);
  38801. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  38802. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  38803. quadNormal.normalize();
  38804. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  38805. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  38806. quadNormal.normalize();
  38807. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  38808. if (hasRings) {
  38809. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  38810. }
  38811. else {
  38812. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  38813. }
  38814. uvs.push(faceUV[s + 1].x, v);
  38815. uvs.push(faceUV[s + 1].z, v);
  38816. if (hasRings) {
  38817. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  38818. }
  38819. else {
  38820. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  38821. }
  38822. uvs.push(faceUV[s + 2].x, v);
  38823. uvs.push(faceUV[s + 2].z, v);
  38824. if (faceColors) {
  38825. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  38826. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  38827. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  38828. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  38829. }
  38830. }
  38831. if (cs !== s) {
  38832. cs = s;
  38833. }
  38834. }
  38835. }
  38836. // indices
  38837. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  38838. var s;
  38839. i = 0;
  38840. for (s = 0; s < subdivisions; s++) {
  38841. var i0 = 0;
  38842. var i1 = 0;
  38843. var i2 = 0;
  38844. var i3 = 0;
  38845. for (j = 0; j < tessellation; j++) {
  38846. i0 = i * (e + 1) + j;
  38847. i1 = (i + 1) * (e + 1) + j;
  38848. i2 = i * (e + 1) + (j + 1);
  38849. i3 = (i + 1) * (e + 1) + (j + 1);
  38850. indices.push(i0, i1, i2);
  38851. indices.push(i3, i2, i1);
  38852. }
  38853. if (arc !== 1 && enclose) { // if enclose, add two quads
  38854. indices.push(i0 + 2, i1 + 2, i2 + 2);
  38855. indices.push(i3 + 2, i2 + 2, i1 + 2);
  38856. indices.push(i0 + 4, i1 + 4, i2 + 4);
  38857. indices.push(i3 + 4, i2 + 4, i1 + 4);
  38858. }
  38859. i = (hasRings) ? (i + 2) : (i + 1);
  38860. }
  38861. // Caps
  38862. var createCylinderCap = function (isTop) {
  38863. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  38864. if (radius === 0) {
  38865. return;
  38866. }
  38867. // Cap positions, normals & uvs
  38868. var angle;
  38869. var circleVector;
  38870. var i;
  38871. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  38872. var c = null;
  38873. if (faceColors) {
  38874. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  38875. }
  38876. // cap center
  38877. var vbase = positions.length / 3;
  38878. var offset = isTop ? height / 2 : -height / 2;
  38879. var center = new BABYLON.Vector3(0, offset, 0);
  38880. positions.push(center.x, center.y, center.z);
  38881. normals.push(0, isTop ? 1 : -1, 0);
  38882. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  38883. if (c) {
  38884. colors.push(c.r, c.g, c.b, c.a);
  38885. }
  38886. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  38887. for (i = 0; i <= tessellation; i++) {
  38888. angle = Math.PI * 2 * i * arc / tessellation;
  38889. var cos = Math.cos(-angle);
  38890. var sin = Math.sin(-angle);
  38891. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  38892. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  38893. positions.push(circleVector.x, circleVector.y, circleVector.z);
  38894. normals.push(0, isTop ? 1 : -1, 0);
  38895. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  38896. if (c) {
  38897. colors.push(c.r, c.g, c.b, c.a);
  38898. }
  38899. }
  38900. // Cap indices
  38901. for (i = 0; i < tessellation; i++) {
  38902. if (!isTop) {
  38903. indices.push(vbase);
  38904. indices.push(vbase + (i + 1));
  38905. indices.push(vbase + (i + 2));
  38906. }
  38907. else {
  38908. indices.push(vbase);
  38909. indices.push(vbase + (i + 2));
  38910. indices.push(vbase + (i + 1));
  38911. }
  38912. }
  38913. };
  38914. // add caps to geometry
  38915. createCylinderCap(false);
  38916. createCylinderCap(true);
  38917. // Sides
  38918. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38919. var vertexData = new VertexData();
  38920. vertexData.indices = indices;
  38921. vertexData.positions = positions;
  38922. vertexData.normals = normals;
  38923. vertexData.uvs = uvs;
  38924. if (faceColors) {
  38925. vertexData.colors = colors;
  38926. }
  38927. return vertexData;
  38928. };
  38929. /**
  38930. * Creates the VertexData for a torus
  38931. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38932. * * diameter the diameter of the torus, optional default 1
  38933. * * thickness the diameter of the tube forming the torus, optional default 0.5
  38934. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38935. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38936. * * 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)
  38937. * * 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)
  38938. * @returns the VertexData of the torus
  38939. */
  38940. VertexData.CreateTorus = function (options) {
  38941. var indices = [];
  38942. var positions = [];
  38943. var normals = [];
  38944. var uvs = [];
  38945. var diameter = options.diameter || 1;
  38946. var thickness = options.thickness || 0.5;
  38947. var tessellation = options.tessellation || 16;
  38948. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38949. var stride = tessellation + 1;
  38950. for (var i = 0; i <= tessellation; i++) {
  38951. var u = i / tessellation;
  38952. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  38953. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  38954. for (var j = 0; j <= tessellation; j++) {
  38955. var v = 1 - j / tessellation;
  38956. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  38957. var dx = Math.cos(innerAngle);
  38958. var dy = Math.sin(innerAngle);
  38959. // Create a vertex.
  38960. var normal = new BABYLON.Vector3(dx, dy, 0);
  38961. var position = normal.scale(thickness / 2);
  38962. var textureCoordinate = new BABYLON.Vector2(u, v);
  38963. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  38964. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  38965. positions.push(position.x, position.y, position.z);
  38966. normals.push(normal.x, normal.y, normal.z);
  38967. uvs.push(textureCoordinate.x, textureCoordinate.y);
  38968. // And create indices for two triangles.
  38969. var nextI = (i + 1) % stride;
  38970. var nextJ = (j + 1) % stride;
  38971. indices.push(i * stride + j);
  38972. indices.push(i * stride + nextJ);
  38973. indices.push(nextI * stride + j);
  38974. indices.push(i * stride + nextJ);
  38975. indices.push(nextI * stride + nextJ);
  38976. indices.push(nextI * stride + j);
  38977. }
  38978. }
  38979. // Sides
  38980. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38981. // Result
  38982. var vertexData = new VertexData();
  38983. vertexData.indices = indices;
  38984. vertexData.positions = positions;
  38985. vertexData.normals = normals;
  38986. vertexData.uvs = uvs;
  38987. return vertexData;
  38988. };
  38989. /**
  38990. * Creates the VertexData of the LineSystem
  38991. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  38992. * - lines an array of lines, each line being an array of successive Vector3
  38993. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  38994. * @returns the VertexData of the LineSystem
  38995. */
  38996. VertexData.CreateLineSystem = function (options) {
  38997. var indices = [];
  38998. var positions = [];
  38999. var lines = options.lines;
  39000. var colors = options.colors;
  39001. var vertexColors = [];
  39002. var idx = 0;
  39003. for (var l = 0; l < lines.length; l++) {
  39004. var points = lines[l];
  39005. for (var index = 0; index < points.length; index++) {
  39006. positions.push(points[index].x, points[index].y, points[index].z);
  39007. if (colors) {
  39008. var color = colors[l];
  39009. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39010. }
  39011. if (index > 0) {
  39012. indices.push(idx - 1);
  39013. indices.push(idx);
  39014. }
  39015. idx++;
  39016. }
  39017. }
  39018. var vertexData = new VertexData();
  39019. vertexData.indices = indices;
  39020. vertexData.positions = positions;
  39021. if (colors) {
  39022. vertexData.colors = vertexColors;
  39023. }
  39024. return vertexData;
  39025. };
  39026. /**
  39027. * Create the VertexData for a DashedLines
  39028. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39029. * - points an array successive Vector3
  39030. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39031. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39032. * - dashNb the intended total number of dashes, optional, default 200
  39033. * @returns the VertexData for the DashedLines
  39034. */
  39035. VertexData.CreateDashedLines = function (options) {
  39036. var dashSize = options.dashSize || 3;
  39037. var gapSize = options.gapSize || 1;
  39038. var dashNb = options.dashNb || 200;
  39039. var points = options.points;
  39040. var positions = new Array();
  39041. var indices = new Array();
  39042. var curvect = BABYLON.Vector3.Zero();
  39043. var lg = 0;
  39044. var nb = 0;
  39045. var shft = 0;
  39046. var dashshft = 0;
  39047. var curshft = 0;
  39048. var idx = 0;
  39049. var i = 0;
  39050. for (i = 0; i < points.length - 1; i++) {
  39051. points[i + 1].subtractToRef(points[i], curvect);
  39052. lg += curvect.length();
  39053. }
  39054. shft = lg / dashNb;
  39055. dashshft = dashSize * shft / (dashSize + gapSize);
  39056. for (i = 0; i < points.length - 1; i++) {
  39057. points[i + 1].subtractToRef(points[i], curvect);
  39058. nb = Math.floor(curvect.length() / shft);
  39059. curvect.normalize();
  39060. for (var j = 0; j < nb; j++) {
  39061. curshft = shft * j;
  39062. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39063. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39064. indices.push(idx, idx + 1);
  39065. idx += 2;
  39066. }
  39067. }
  39068. // Result
  39069. var vertexData = new VertexData();
  39070. vertexData.positions = positions;
  39071. vertexData.indices = indices;
  39072. return vertexData;
  39073. };
  39074. /**
  39075. * Creates the VertexData for a Ground
  39076. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39077. * - width the width (x direction) of the ground, optional, default 1
  39078. * - height the height (z direction) of the ground, optional, default 1
  39079. * - subdivisions the number of subdivisions per side, optional, default 1
  39080. * @returns the VertexData of the Ground
  39081. */
  39082. VertexData.CreateGround = function (options) {
  39083. var indices = [];
  39084. var positions = [];
  39085. var normals = [];
  39086. var uvs = [];
  39087. var row, col;
  39088. var width = options.width || 1;
  39089. var height = options.height || 1;
  39090. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39091. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39092. for (row = 0; row <= subdivisionsY; row++) {
  39093. for (col = 0; col <= subdivisionsX; col++) {
  39094. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39095. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39096. positions.push(position.x, position.y, position.z);
  39097. normals.push(normal.x, normal.y, normal.z);
  39098. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39099. }
  39100. }
  39101. for (row = 0; row < subdivisionsY; row++) {
  39102. for (col = 0; col < subdivisionsX; col++) {
  39103. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39104. indices.push(col + 1 + row * (subdivisionsX + 1));
  39105. indices.push(col + row * (subdivisionsX + 1));
  39106. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39107. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39108. indices.push(col + row * (subdivisionsX + 1));
  39109. }
  39110. }
  39111. // Result
  39112. var vertexData = new VertexData();
  39113. vertexData.indices = indices;
  39114. vertexData.positions = positions;
  39115. vertexData.normals = normals;
  39116. vertexData.uvs = uvs;
  39117. return vertexData;
  39118. };
  39119. /**
  39120. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39121. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39122. * * xmin the ground minimum X coordinate, optional, default -1
  39123. * * zmin the ground minimum Z coordinate, optional, default -1
  39124. * * xmax the ground maximum X coordinate, optional, default 1
  39125. * * zmax the ground maximum Z coordinate, optional, default 1
  39126. * * 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}
  39127. * * 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}
  39128. * @returns the VertexData of the TiledGround
  39129. */
  39130. VertexData.CreateTiledGround = function (options) {
  39131. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39132. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39133. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39134. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39135. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39136. var precision = options.precision || { w: 1, h: 1 };
  39137. var indices = new Array();
  39138. var positions = new Array();
  39139. var normals = new Array();
  39140. var uvs = new Array();
  39141. var row, col, tileRow, tileCol;
  39142. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39143. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39144. precision.w = (precision.w < 1) ? 1 : precision.w;
  39145. precision.h = (precision.h < 1) ? 1 : precision.h;
  39146. var tileSize = {
  39147. 'w': (xmax - xmin) / subdivisions.w,
  39148. 'h': (zmax - zmin) / subdivisions.h
  39149. };
  39150. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39151. // Indices
  39152. var base = positions.length / 3;
  39153. var rowLength = precision.w + 1;
  39154. for (row = 0; row < precision.h; row++) {
  39155. for (col = 0; col < precision.w; col++) {
  39156. var square = [
  39157. base + col + row * rowLength,
  39158. base + (col + 1) + row * rowLength,
  39159. base + (col + 1) + (row + 1) * rowLength,
  39160. base + col + (row + 1) * rowLength
  39161. ];
  39162. indices.push(square[1]);
  39163. indices.push(square[2]);
  39164. indices.push(square[3]);
  39165. indices.push(square[0]);
  39166. indices.push(square[1]);
  39167. indices.push(square[3]);
  39168. }
  39169. }
  39170. // Position, normals and uvs
  39171. var position = BABYLON.Vector3.Zero();
  39172. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39173. for (row = 0; row <= precision.h; row++) {
  39174. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39175. for (col = 0; col <= precision.w; col++) {
  39176. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39177. position.y = 0;
  39178. positions.push(position.x, position.y, position.z);
  39179. normals.push(normal.x, normal.y, normal.z);
  39180. uvs.push(col / precision.w, row / precision.h);
  39181. }
  39182. }
  39183. }
  39184. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39185. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39186. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39187. }
  39188. }
  39189. // Result
  39190. var vertexData = new VertexData();
  39191. vertexData.indices = indices;
  39192. vertexData.positions = positions;
  39193. vertexData.normals = normals;
  39194. vertexData.uvs = uvs;
  39195. return vertexData;
  39196. };
  39197. /**
  39198. * Creates the VertexData of the Ground designed from a heightmap
  39199. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39200. * * width the width (x direction) of the ground
  39201. * * height the height (z direction) of the ground
  39202. * * subdivisions the number of subdivisions per side
  39203. * * minHeight the minimum altitude on the ground, optional, default 0
  39204. * * maxHeight the maximum altitude on the ground, optional default 1
  39205. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39206. * * buffer the array holding the image color data
  39207. * * bufferWidth the width of image
  39208. * * bufferHeight the height of image
  39209. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39210. * @returns the VertexData of the Ground designed from a heightmap
  39211. */
  39212. VertexData.CreateGroundFromHeightMap = function (options) {
  39213. var indices = [];
  39214. var positions = [];
  39215. var normals = [];
  39216. var uvs = [];
  39217. var row, col;
  39218. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39219. var alphaFilter = options.alphaFilter || 0.0;
  39220. // Vertices
  39221. for (row = 0; row <= options.subdivisions; row++) {
  39222. for (col = 0; col <= options.subdivisions; col++) {
  39223. 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));
  39224. // Compute height
  39225. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39226. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39227. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39228. var r = options.buffer[pos] / 255.0;
  39229. var g = options.buffer[pos + 1] / 255.0;
  39230. var b = options.buffer[pos + 2] / 255.0;
  39231. var a = options.buffer[pos + 3] / 255.0;
  39232. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39233. // If our alpha channel is not within our filter then we will assign a 'special' height
  39234. // Then when building the indices, we will ignore any vertex that is using the special height
  39235. if (a >= alphaFilter) {
  39236. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39237. }
  39238. else {
  39239. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39240. }
  39241. // Add vertex
  39242. positions.push(position.x, position.y, position.z);
  39243. normals.push(0, 0, 0);
  39244. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39245. }
  39246. }
  39247. // Indices
  39248. for (row = 0; row < options.subdivisions; row++) {
  39249. for (col = 0; col < options.subdivisions; col++) {
  39250. // Calculate Indices
  39251. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39252. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39253. var idx3 = (col + row * (options.subdivisions + 1));
  39254. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39255. // Check that all indices are visible (based on our special height)
  39256. // Only display the vertex if all Indices are visible
  39257. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39258. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39259. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39260. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39261. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39262. indices.push(idx1);
  39263. indices.push(idx2);
  39264. indices.push(idx3);
  39265. }
  39266. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39267. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39268. indices.push(idx4);
  39269. indices.push(idx1);
  39270. indices.push(idx3);
  39271. }
  39272. }
  39273. }
  39274. // Normals
  39275. VertexData.ComputeNormals(positions, indices, normals);
  39276. // Result
  39277. var vertexData = new VertexData();
  39278. vertexData.indices = indices;
  39279. vertexData.positions = positions;
  39280. vertexData.normals = normals;
  39281. vertexData.uvs = uvs;
  39282. return vertexData;
  39283. };
  39284. /**
  39285. * Creates the VertexData for a Plane
  39286. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39287. * * size sets the width and height of the plane to the value of size, optional default 1
  39288. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39289. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39290. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39291. * * 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)
  39292. * * 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)
  39293. * @returns the VertexData of the box
  39294. */
  39295. VertexData.CreatePlane = function (options) {
  39296. var indices = [];
  39297. var positions = [];
  39298. var normals = [];
  39299. var uvs = [];
  39300. var width = options.width || options.size || 1;
  39301. var height = options.height || options.size || 1;
  39302. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39303. // Vertices
  39304. var halfWidth = width / 2.0;
  39305. var halfHeight = height / 2.0;
  39306. positions.push(-halfWidth, -halfHeight, 0);
  39307. normals.push(0, 0, -1.0);
  39308. uvs.push(0.0, 0.0);
  39309. positions.push(halfWidth, -halfHeight, 0);
  39310. normals.push(0, 0, -1.0);
  39311. uvs.push(1.0, 0.0);
  39312. positions.push(halfWidth, halfHeight, 0);
  39313. normals.push(0, 0, -1.0);
  39314. uvs.push(1.0, 1.0);
  39315. positions.push(-halfWidth, halfHeight, 0);
  39316. normals.push(0, 0, -1.0);
  39317. uvs.push(0.0, 1.0);
  39318. // Indices
  39319. indices.push(0);
  39320. indices.push(1);
  39321. indices.push(2);
  39322. indices.push(0);
  39323. indices.push(2);
  39324. indices.push(3);
  39325. // Sides
  39326. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39327. // Result
  39328. var vertexData = new VertexData();
  39329. vertexData.indices = indices;
  39330. vertexData.positions = positions;
  39331. vertexData.normals = normals;
  39332. vertexData.uvs = uvs;
  39333. return vertexData;
  39334. };
  39335. /**
  39336. * Creates the VertexData of the Disc or regular Polygon
  39337. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39338. * * radius the radius of the disc, optional default 0.5
  39339. * * tessellation the number of polygon sides, optional, default 64
  39340. * * 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
  39341. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39342. * * 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)
  39343. * * 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)
  39344. * @returns the VertexData of the box
  39345. */
  39346. VertexData.CreateDisc = function (options) {
  39347. var positions = new Array();
  39348. var indices = new Array();
  39349. var normals = new Array();
  39350. var uvs = new Array();
  39351. var radius = options.radius || 0.5;
  39352. var tessellation = options.tessellation || 64;
  39353. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39354. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39355. // positions and uvs
  39356. positions.push(0, 0, 0); // disc center first
  39357. uvs.push(0.5, 0.5);
  39358. var theta = Math.PI * 2 * arc;
  39359. var step = theta / tessellation;
  39360. for (var a = 0; a < theta; a += step) {
  39361. var x = Math.cos(a);
  39362. var y = Math.sin(a);
  39363. var u = (x + 1) / 2;
  39364. var v = (1 - y) / 2;
  39365. positions.push(radius * x, radius * y, 0);
  39366. uvs.push(u, v);
  39367. }
  39368. if (arc === 1) {
  39369. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39370. uvs.push(uvs[2], uvs[3]);
  39371. }
  39372. //indices
  39373. var vertexNb = positions.length / 3;
  39374. for (var i = 1; i < vertexNb - 1; i++) {
  39375. indices.push(i + 1, 0, i);
  39376. }
  39377. // result
  39378. VertexData.ComputeNormals(positions, indices, normals);
  39379. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39380. var vertexData = new VertexData();
  39381. vertexData.indices = indices;
  39382. vertexData.positions = positions;
  39383. vertexData.normals = normals;
  39384. vertexData.uvs = uvs;
  39385. return vertexData;
  39386. };
  39387. /**
  39388. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39389. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39390. * @param polygon a mesh built from polygonTriangulation.build()
  39391. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39392. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39393. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39394. * @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)
  39395. * @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)
  39396. * @returns the VertexData of the Polygon
  39397. */
  39398. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39399. var faceUV = fUV || new Array(3);
  39400. var faceColors = fColors;
  39401. var colors = [];
  39402. // default face colors and UV if undefined
  39403. for (var f = 0; f < 3; f++) {
  39404. if (faceUV[f] === undefined) {
  39405. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39406. }
  39407. if (faceColors && faceColors[f] === undefined) {
  39408. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39409. }
  39410. }
  39411. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39412. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39413. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39414. var indices = polygon.getIndices();
  39415. // set face colours and textures
  39416. var idx = 0;
  39417. var face = 0;
  39418. for (var index = 0; index < normals.length; index += 3) {
  39419. //Edge Face no. 1
  39420. if (Math.abs(normals[index + 1]) < 0.001) {
  39421. face = 1;
  39422. }
  39423. //Top Face no. 0
  39424. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39425. face = 0;
  39426. }
  39427. //Bottom Face no. 2
  39428. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39429. face = 2;
  39430. }
  39431. idx = index / 3;
  39432. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39433. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39434. if (faceColors) {
  39435. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39436. }
  39437. }
  39438. // sides
  39439. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39440. // Result
  39441. var vertexData = new VertexData();
  39442. vertexData.indices = indices;
  39443. vertexData.positions = positions;
  39444. vertexData.normals = normals;
  39445. vertexData.uvs = uvs;
  39446. if (faceColors) {
  39447. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39448. vertexData.colors = totalColors;
  39449. }
  39450. return vertexData;
  39451. };
  39452. /**
  39453. * Creates the VertexData of the IcoSphere
  39454. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39455. * * radius the radius of the IcoSphere, optional default 1
  39456. * * radiusX allows stretching in the x direction, optional, default radius
  39457. * * radiusY allows stretching in the y direction, optional, default radius
  39458. * * radiusZ allows stretching in the z direction, optional, default radius
  39459. * * flat when true creates a flat shaded mesh, optional, default true
  39460. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39461. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39462. * * 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)
  39463. * * 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)
  39464. * @returns the VertexData of the IcoSphere
  39465. */
  39466. VertexData.CreateIcoSphere = function (options) {
  39467. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39468. var radius = options.radius || 1;
  39469. var flat = (options.flat === undefined) ? true : options.flat;
  39470. var subdivisions = options.subdivisions || 4;
  39471. var radiusX = options.radiusX || radius;
  39472. var radiusY = options.radiusY || radius;
  39473. var radiusZ = options.radiusZ || radius;
  39474. var t = (1 + Math.sqrt(5)) / 2;
  39475. // 12 vertex x,y,z
  39476. var ico_vertices = [
  39477. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  39478. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  39479. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  39480. ];
  39481. // index of 3 vertex makes a face of icopshere
  39482. var ico_indices = [
  39483. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  39484. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  39485. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  39486. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  39487. ];
  39488. // vertex for uv have aliased position, not for UV
  39489. var vertices_unalias_id = [
  39490. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  39491. // vertex alias
  39492. 0,
  39493. 2,
  39494. 3,
  39495. 3,
  39496. 3,
  39497. 4,
  39498. 7,
  39499. 8,
  39500. 9,
  39501. 9,
  39502. 10,
  39503. 11 // 23: B + 12
  39504. ];
  39505. // uv as integer step (not pixels !)
  39506. var ico_vertexuv = [
  39507. 5, 1, 3, 1, 6, 4, 0, 0,
  39508. 5, 3, 4, 2, 2, 2, 4, 0,
  39509. 2, 0, 1, 1, 6, 0, 6, 2,
  39510. // vertex alias (for same vertex on different faces)
  39511. 0, 4,
  39512. 3, 3,
  39513. 4, 4,
  39514. 3, 1,
  39515. 4, 2,
  39516. 4, 4,
  39517. 0, 2,
  39518. 1, 1,
  39519. 2, 2,
  39520. 3, 3,
  39521. 1, 3,
  39522. 2, 4 // 23: B + 12
  39523. ];
  39524. // Vertices[0, 1, ...9, A, B] : position on UV plane
  39525. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  39526. // First island of uv mapping
  39527. // v = 4h 3+ 2
  39528. // v = 3h 9+ 4
  39529. // v = 2h 9+ 5 B
  39530. // v = 1h 9 1 0
  39531. // v = 0h 3 8 7 A
  39532. // u = 0 1 2 3 4 5 6 *a
  39533. // Second island of uv mapping
  39534. // v = 4h 0+ B+ 4+
  39535. // v = 3h A+ 2+
  39536. // v = 2h 7+ 6 3+
  39537. // v = 1h 8+ 3+
  39538. // v = 0h
  39539. // u = 0 1 2 3 4 5 6 *a
  39540. // Face layout on texture UV mapping
  39541. // ============
  39542. // \ 4 /\ 16 / ======
  39543. // \ / \ / /\ 11 /
  39544. // \/ 7 \/ / \ /
  39545. // ======= / 10 \/
  39546. // /\ 17 /\ =======
  39547. // / \ / \ \ 15 /\
  39548. // / 8 \/ 12 \ \ / \
  39549. // ============ \/ 6 \
  39550. // \ 18 /\ ============
  39551. // \ / \ \ 5 /\ 0 /
  39552. // \/ 13 \ \ / \ /
  39553. // ======= \/ 1 \/
  39554. // =============
  39555. // /\ 19 /\ 2 /\
  39556. // / \ / \ / \
  39557. // / 14 \/ 9 \/ 3 \
  39558. // ===================
  39559. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  39560. var ustep = 138 / 1024;
  39561. var vstep = 239 / 1024;
  39562. var uoffset = 60 / 1024;
  39563. var voffset = 26 / 1024;
  39564. // Second island should have margin, not to touch the first island
  39565. // avoid any borderline artefact in pixel rounding
  39566. var island_u_offset = -40 / 1024;
  39567. var island_v_offset = +20 / 1024;
  39568. // face is either island 0 or 1 :
  39569. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  39570. var island = [
  39571. 0, 0, 0, 0, 1,
  39572. 0, 0, 1, 1, 0,
  39573. 0, 0, 1, 1, 0,
  39574. 0, 1, 1, 1, 0 // 15 - 19
  39575. ];
  39576. var indices = new Array();
  39577. var positions = new Array();
  39578. var normals = new Array();
  39579. var uvs = new Array();
  39580. var current_indice = 0;
  39581. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  39582. var face_vertex_pos = new Array(3);
  39583. var face_vertex_uv = new Array(3);
  39584. var v012;
  39585. for (v012 = 0; v012 < 3; v012++) {
  39586. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  39587. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  39588. }
  39589. // create all with normals
  39590. for (var face = 0; face < 20; face++) {
  39591. // 3 vertex per face
  39592. for (v012 = 0; v012 < 3; v012++) {
  39593. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  39594. var v_id = ico_indices[3 * face + v012];
  39595. // vertex have 3D position (x,y,z)
  39596. 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]);
  39597. // Normalize to get normal, then scale to radius
  39598. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  39599. // uv Coordinates from vertex ID
  39600. 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);
  39601. }
  39602. // Subdivide the face (interpolate pos, norm, uv)
  39603. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  39604. // - norm is linear interpolation of vertex corner normal
  39605. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  39606. // - uv is linear interpolation
  39607. //
  39608. // Topology is as below for sub-divide by 2
  39609. // vertex shown as v0,v1,v2
  39610. // interp index is i1 to progress in range [v0,v1[
  39611. // interp index is i2 to progress in range [v0,v2[
  39612. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  39613. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39614. //
  39615. //
  39616. // i2 v2
  39617. // ^ ^
  39618. // / / \
  39619. // / / \
  39620. // / / \
  39621. // / / (0,1) \
  39622. // / #---------\
  39623. // / / \ (0,0)'/ \
  39624. // / / \ / \
  39625. // / / \ / \
  39626. // / / (0,0) \ / (1,0) \
  39627. // / #---------#---------\
  39628. // v0 v1
  39629. //
  39630. // --------------------> i1
  39631. //
  39632. // interp of (i1,i2):
  39633. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  39634. // along i1 : lerp(x0,x1, i1/(S-i2))
  39635. //
  39636. // centroid of triangle is needed to get help normal computation
  39637. // (c1,c2) are used for centroid location
  39638. var interp_vertex = function (i1, i2, c1, c2) {
  39639. // vertex is interpolated from
  39640. // - face_vertex_pos[0..2]
  39641. // - face_vertex_uv[0..2]
  39642. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  39643. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  39644. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  39645. pos_interp.normalize();
  39646. var vertex_normal;
  39647. if (flat) {
  39648. // in flat mode, recalculate normal as face centroid normal
  39649. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  39650. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  39651. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  39652. }
  39653. else {
  39654. // in smooth mode, recalculate normal from each single vertex position
  39655. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  39656. }
  39657. // Vertex normal need correction due to X,Y,Z radius scaling
  39658. vertex_normal.x /= radiusX;
  39659. vertex_normal.y /= radiusY;
  39660. vertex_normal.z /= radiusZ;
  39661. vertex_normal.normalize();
  39662. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  39663. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  39664. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  39665. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  39666. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  39667. uvs.push(uv_interp.x, uv_interp.y);
  39668. // push each vertex has member of a face
  39669. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  39670. indices.push(current_indice);
  39671. current_indice++;
  39672. };
  39673. for (var i2 = 0; i2 < subdivisions; i2++) {
  39674. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  39675. // face : (i1,i2) for /\ :
  39676. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  39677. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39678. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39679. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39680. if (i1 + i2 + 1 < subdivisions) {
  39681. // face : (i1,i2)' for \/ :
  39682. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39683. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39684. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39685. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39686. }
  39687. }
  39688. }
  39689. }
  39690. // Sides
  39691. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39692. // Result
  39693. var vertexData = new VertexData();
  39694. vertexData.indices = indices;
  39695. vertexData.positions = positions;
  39696. vertexData.normals = normals;
  39697. vertexData.uvs = uvs;
  39698. return vertexData;
  39699. };
  39700. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  39701. /**
  39702. * Creates the VertexData for a Polyhedron
  39703. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  39704. * * type provided types are:
  39705. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39706. * * 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)
  39707. * * size the size of the IcoSphere, optional default 1
  39708. * * sizeX allows stretching in the x direction, optional, default size
  39709. * * sizeY allows stretching in the y direction, optional, default size
  39710. * * sizeZ allows stretching in the z direction, optional, default size
  39711. * * 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
  39712. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39713. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39714. * * flat when true creates a flat shaded mesh, optional, default true
  39715. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39716. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39717. * * 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)
  39718. * * 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)
  39719. * @returns the VertexData of the Polyhedron
  39720. */
  39721. VertexData.CreatePolyhedron = function (options) {
  39722. // provided polyhedron types :
  39723. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39724. // 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)
  39725. var polyhedra = [];
  39726. 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]] };
  39727. 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]] };
  39728. polyhedra[2] = {
  39729. 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]],
  39730. 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]]
  39731. };
  39732. polyhedra[3] = {
  39733. 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]],
  39734. 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]]
  39735. };
  39736. polyhedra[4] = {
  39737. 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]],
  39738. 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]]
  39739. };
  39740. 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]] };
  39741. 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]] };
  39742. 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]] };
  39743. 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]] };
  39744. 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]] };
  39745. 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]] };
  39746. 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]] };
  39747. 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]] };
  39748. 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]] };
  39749. polyhedra[14] = {
  39750. 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]],
  39751. 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]]
  39752. };
  39753. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  39754. var size = options.size;
  39755. var sizeX = options.sizeX || size || 1;
  39756. var sizeY = options.sizeY || size || 1;
  39757. var sizeZ = options.sizeZ || size || 1;
  39758. var data = options.custom || polyhedra[type];
  39759. var nbfaces = data.face.length;
  39760. var faceUV = options.faceUV || new Array(nbfaces);
  39761. var faceColors = options.faceColors;
  39762. var flat = (options.flat === undefined) ? true : options.flat;
  39763. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39764. var positions = new Array();
  39765. var indices = new Array();
  39766. var normals = new Array();
  39767. var uvs = new Array();
  39768. var colors = new Array();
  39769. var index = 0;
  39770. var faceIdx = 0; // face cursor in the array "indexes"
  39771. var indexes = new Array();
  39772. var i = 0;
  39773. var f = 0;
  39774. var u, v, ang, x, y, tmp;
  39775. // default face colors and UV if undefined
  39776. if (flat) {
  39777. for (f = 0; f < nbfaces; f++) {
  39778. if (faceColors && faceColors[f] === undefined) {
  39779. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39780. }
  39781. if (faceUV && faceUV[f] === undefined) {
  39782. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39783. }
  39784. }
  39785. }
  39786. if (!flat) {
  39787. for (i = 0; i < data.vertex.length; i++) {
  39788. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  39789. uvs.push(0, 0);
  39790. }
  39791. for (f = 0; f < nbfaces; f++) {
  39792. for (i = 0; i < data.face[f].length - 2; i++) {
  39793. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  39794. }
  39795. }
  39796. }
  39797. else {
  39798. for (f = 0; f < nbfaces; f++) {
  39799. var fl = data.face[f].length; // number of vertices of the current face
  39800. ang = 2 * Math.PI / fl;
  39801. x = 0.5 * Math.tan(ang / 2);
  39802. y = 0.5;
  39803. // positions, uvs, colors
  39804. for (i = 0; i < fl; i++) {
  39805. // positions
  39806. 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);
  39807. indexes.push(index);
  39808. index++;
  39809. // uvs
  39810. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  39811. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  39812. uvs.push(u, v);
  39813. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  39814. y = x * Math.sin(ang) + y * Math.cos(ang);
  39815. x = tmp;
  39816. // colors
  39817. if (faceColors) {
  39818. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  39819. }
  39820. }
  39821. // indices from indexes
  39822. for (i = 0; i < fl - 2; i++) {
  39823. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  39824. }
  39825. faceIdx += fl;
  39826. }
  39827. }
  39828. VertexData.ComputeNormals(positions, indices, normals);
  39829. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39830. var vertexData = new VertexData();
  39831. vertexData.positions = positions;
  39832. vertexData.indices = indices;
  39833. vertexData.normals = normals;
  39834. vertexData.uvs = uvs;
  39835. if (faceColors && flat) {
  39836. vertexData.colors = colors;
  39837. }
  39838. return vertexData;
  39839. };
  39840. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  39841. /**
  39842. * Creates the VertexData for a TorusKnot
  39843. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  39844. * * radius the radius of the torus knot, optional, default 2
  39845. * * tube the thickness of the tube, optional, default 0.5
  39846. * * radialSegments the number of sides on each tube segments, optional, default 32
  39847. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  39848. * * p the number of windings around the z axis, optional, default 2
  39849. * * q the number of windings around the x axis, optional, default 3
  39850. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39851. * * 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)
  39852. * * 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)
  39853. * @returns the VertexData of the Torus Knot
  39854. */
  39855. VertexData.CreateTorusKnot = function (options) {
  39856. var indices = new Array();
  39857. var positions = new Array();
  39858. var normals = new Array();
  39859. var uvs = new Array();
  39860. var radius = options.radius || 2;
  39861. var tube = options.tube || 0.5;
  39862. var radialSegments = options.radialSegments || 32;
  39863. var tubularSegments = options.tubularSegments || 32;
  39864. var p = options.p || 2;
  39865. var q = options.q || 3;
  39866. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39867. // Helper
  39868. var getPos = function (angle) {
  39869. var cu = Math.cos(angle);
  39870. var su = Math.sin(angle);
  39871. var quOverP = q / p * angle;
  39872. var cs = Math.cos(quOverP);
  39873. var tx = radius * (2 + cs) * 0.5 * cu;
  39874. var ty = radius * (2 + cs) * su * 0.5;
  39875. var tz = radius * Math.sin(quOverP) * 0.5;
  39876. return new BABYLON.Vector3(tx, ty, tz);
  39877. };
  39878. // Vertices
  39879. var i;
  39880. var j;
  39881. for (i = 0; i <= radialSegments; i++) {
  39882. var modI = i % radialSegments;
  39883. var u = modI / radialSegments * 2 * p * Math.PI;
  39884. var p1 = getPos(u);
  39885. var p2 = getPos(u + 0.01);
  39886. var tang = p2.subtract(p1);
  39887. var n = p2.add(p1);
  39888. var bitan = BABYLON.Vector3.Cross(tang, n);
  39889. n = BABYLON.Vector3.Cross(bitan, tang);
  39890. bitan.normalize();
  39891. n.normalize();
  39892. for (j = 0; j < tubularSegments; j++) {
  39893. var modJ = j % tubularSegments;
  39894. var v = modJ / tubularSegments * 2 * Math.PI;
  39895. var cx = -tube * Math.cos(v);
  39896. var cy = tube * Math.sin(v);
  39897. positions.push(p1.x + cx * n.x + cy * bitan.x);
  39898. positions.push(p1.y + cx * n.y + cy * bitan.y);
  39899. positions.push(p1.z + cx * n.z + cy * bitan.z);
  39900. uvs.push(i / radialSegments);
  39901. uvs.push(j / tubularSegments);
  39902. }
  39903. }
  39904. for (i = 0; i < radialSegments; i++) {
  39905. for (j = 0; j < tubularSegments; j++) {
  39906. var jNext = (j + 1) % tubularSegments;
  39907. var a = i * tubularSegments + j;
  39908. var b = (i + 1) * tubularSegments + j;
  39909. var c = (i + 1) * tubularSegments + jNext;
  39910. var d = i * tubularSegments + jNext;
  39911. indices.push(d);
  39912. indices.push(b);
  39913. indices.push(a);
  39914. indices.push(d);
  39915. indices.push(c);
  39916. indices.push(b);
  39917. }
  39918. }
  39919. // Normals
  39920. VertexData.ComputeNormals(positions, indices, normals);
  39921. // Sides
  39922. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39923. // Result
  39924. var vertexData = new VertexData();
  39925. vertexData.indices = indices;
  39926. vertexData.positions = positions;
  39927. vertexData.normals = normals;
  39928. vertexData.uvs = uvs;
  39929. return vertexData;
  39930. };
  39931. // Tools
  39932. /**
  39933. * Compute normals for given positions and indices
  39934. * @param positions an array of vertex positions, [...., x, y, z, ......]
  39935. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  39936. * @param normals an array of vertex normals, [...., x, y, z, ......]
  39937. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  39938. * * facetNormals : optional array of facet normals (vector3)
  39939. * * facetPositions : optional array of facet positions (vector3)
  39940. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  39941. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  39942. * * bInfo : optional bounding info, required for facetPartitioning computation
  39943. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  39944. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  39945. * * useRightHandedSystem: optional boolean to for right handed system computation
  39946. * * depthSort : optional boolean to enable the facet depth sort computation
  39947. * * distanceTo : optional Vector3 to compute the facet depth from this location
  39948. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  39949. */
  39950. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  39951. // temporary scalar variables
  39952. var index = 0; // facet index
  39953. var p1p2x = 0.0; // p1p2 vector x coordinate
  39954. var p1p2y = 0.0; // p1p2 vector y coordinate
  39955. var p1p2z = 0.0; // p1p2 vector z coordinate
  39956. var p3p2x = 0.0; // p3p2 vector x coordinate
  39957. var p3p2y = 0.0; // p3p2 vector y coordinate
  39958. var p3p2z = 0.0; // p3p2 vector z coordinate
  39959. var faceNormalx = 0.0; // facet normal x coordinate
  39960. var faceNormaly = 0.0; // facet normal y coordinate
  39961. var faceNormalz = 0.0; // facet normal z coordinate
  39962. var length = 0.0; // facet normal length before normalization
  39963. var v1x = 0; // vector1 x index in the positions array
  39964. var v1y = 0; // vector1 y index in the positions array
  39965. var v1z = 0; // vector1 z index in the positions array
  39966. var v2x = 0; // vector2 x index in the positions array
  39967. var v2y = 0; // vector2 y index in the positions array
  39968. var v2z = 0; // vector2 z index in the positions array
  39969. var v3x = 0; // vector3 x index in the positions array
  39970. var v3y = 0; // vector3 y index in the positions array
  39971. var v3z = 0; // vector3 z index in the positions array
  39972. var computeFacetNormals = false;
  39973. var computeFacetPositions = false;
  39974. var computeFacetPartitioning = false;
  39975. var computeDepthSort = false;
  39976. var faceNormalSign = 1;
  39977. var ratio = 0;
  39978. var distanceTo = null;
  39979. if (options) {
  39980. computeFacetNormals = (options.facetNormals) ? true : false;
  39981. computeFacetPositions = (options.facetPositions) ? true : false;
  39982. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  39983. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  39984. ratio = options.ratio || 0;
  39985. computeDepthSort = (options.depthSort) ? true : false;
  39986. distanceTo = (options.distanceTo);
  39987. if (computeDepthSort) {
  39988. if (distanceTo === undefined) {
  39989. distanceTo = BABYLON.Vector3.Zero();
  39990. }
  39991. var depthSortedFacets = options.depthSortedFacets;
  39992. }
  39993. }
  39994. // facetPartitioning reinit if needed
  39995. var xSubRatio = 0;
  39996. var ySubRatio = 0;
  39997. var zSubRatio = 0;
  39998. var subSq = 0;
  39999. if (computeFacetPartitioning && options && options.bbSize) {
  40000. var ox = 0; // X partitioning index for facet position
  40001. var oy = 0; // Y partinioning index for facet position
  40002. var oz = 0; // Z partinioning index for facet position
  40003. var b1x = 0; // X partitioning index for facet v1 vertex
  40004. var b1y = 0; // Y partitioning index for facet v1 vertex
  40005. var b1z = 0; // z partitioning index for facet v1 vertex
  40006. var b2x = 0; // X partitioning index for facet v2 vertex
  40007. var b2y = 0; // Y partitioning index for facet v2 vertex
  40008. var b2z = 0; // Z partitioning index for facet v2 vertex
  40009. var b3x = 0; // X partitioning index for facet v3 vertex
  40010. var b3y = 0; // Y partitioning index for facet v3 vertex
  40011. var b3z = 0; // Z partitioning index for facet v3 vertex
  40012. var block_idx_o = 0; // facet barycenter block index
  40013. var block_idx_v1 = 0; // v1 vertex block index
  40014. var block_idx_v2 = 0; // v2 vertex block index
  40015. var block_idx_v3 = 0; // v3 vertex block index
  40016. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40017. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40018. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40019. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40020. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40021. subSq = options.subDiv.max * options.subDiv.max;
  40022. options.facetPartitioning.length = 0;
  40023. }
  40024. // reset the normals
  40025. for (index = 0; index < positions.length; index++) {
  40026. normals[index] = 0.0;
  40027. }
  40028. // Loop : 1 indice triplet = 1 facet
  40029. var nbFaces = (indices.length / 3) | 0;
  40030. for (index = 0; index < nbFaces; index++) {
  40031. // get the indexes of the coordinates of each vertex of the facet
  40032. v1x = indices[index * 3] * 3;
  40033. v1y = v1x + 1;
  40034. v1z = v1x + 2;
  40035. v2x = indices[index * 3 + 1] * 3;
  40036. v2y = v2x + 1;
  40037. v2z = v2x + 2;
  40038. v3x = indices[index * 3 + 2] * 3;
  40039. v3y = v3x + 1;
  40040. v3z = v3x + 2;
  40041. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40042. p1p2y = positions[v1y] - positions[v2y];
  40043. p1p2z = positions[v1z] - positions[v2z];
  40044. p3p2x = positions[v3x] - positions[v2x];
  40045. p3p2y = positions[v3y] - positions[v2y];
  40046. p3p2z = positions[v3z] - positions[v2z];
  40047. // compute the face normal with the cross product
  40048. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40049. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40050. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40051. // normalize this normal and store it in the array facetData
  40052. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40053. length = (length === 0) ? 1.0 : length;
  40054. faceNormalx /= length;
  40055. faceNormaly /= length;
  40056. faceNormalz /= length;
  40057. if (computeFacetNormals && options) {
  40058. options.facetNormals[index].x = faceNormalx;
  40059. options.facetNormals[index].y = faceNormaly;
  40060. options.facetNormals[index].z = faceNormalz;
  40061. }
  40062. if (computeFacetPositions && options) {
  40063. // compute and the facet barycenter coordinates in the array facetPositions
  40064. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40065. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40066. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40067. }
  40068. if (computeFacetPartitioning && options) {
  40069. // store the facet indexes in arrays in the main facetPartitioning array :
  40070. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40071. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40072. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40073. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40074. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40075. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40076. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40077. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40078. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40079. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40080. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40081. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40082. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40083. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40084. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40085. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40086. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40087. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40088. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40089. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40090. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40091. // push each facet index in each block containing the vertex
  40092. options.facetPartitioning[block_idx_v1].push(index);
  40093. if (block_idx_v2 != block_idx_v1) {
  40094. options.facetPartitioning[block_idx_v2].push(index);
  40095. }
  40096. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40097. options.facetPartitioning[block_idx_v3].push(index);
  40098. }
  40099. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40100. options.facetPartitioning[block_idx_o].push(index);
  40101. }
  40102. }
  40103. if (computeDepthSort && options && options.facetPositions) {
  40104. var dsf = depthSortedFacets[index];
  40105. dsf.ind = index * 3;
  40106. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40107. }
  40108. // compute the normals anyway
  40109. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40110. normals[v1y] += faceNormaly;
  40111. normals[v1z] += faceNormalz;
  40112. normals[v2x] += faceNormalx;
  40113. normals[v2y] += faceNormaly;
  40114. normals[v2z] += faceNormalz;
  40115. normals[v3x] += faceNormalx;
  40116. normals[v3y] += faceNormaly;
  40117. normals[v3z] += faceNormalz;
  40118. }
  40119. // last normalization of each normal
  40120. for (index = 0; index < normals.length / 3; index++) {
  40121. faceNormalx = normals[index * 3];
  40122. faceNormaly = normals[index * 3 + 1];
  40123. faceNormalz = normals[index * 3 + 2];
  40124. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40125. length = (length === 0) ? 1.0 : length;
  40126. faceNormalx /= length;
  40127. faceNormaly /= length;
  40128. faceNormalz /= length;
  40129. normals[index * 3] = faceNormalx;
  40130. normals[index * 3 + 1] = faceNormaly;
  40131. normals[index * 3 + 2] = faceNormalz;
  40132. }
  40133. };
  40134. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40135. var li = indices.length;
  40136. var ln = normals.length;
  40137. var i;
  40138. var n;
  40139. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40140. switch (sideOrientation) {
  40141. case BABYLON.Mesh.FRONTSIDE:
  40142. // nothing changed
  40143. break;
  40144. case BABYLON.Mesh.BACKSIDE:
  40145. var tmp;
  40146. // indices
  40147. for (i = 0; i < li; i += 3) {
  40148. tmp = indices[i];
  40149. indices[i] = indices[i + 2];
  40150. indices[i + 2] = tmp;
  40151. }
  40152. // normals
  40153. for (n = 0; n < ln; n++) {
  40154. normals[n] = -normals[n];
  40155. }
  40156. break;
  40157. case BABYLON.Mesh.DOUBLESIDE:
  40158. // positions
  40159. var lp = positions.length;
  40160. var l = lp / 3;
  40161. for (var p = 0; p < lp; p++) {
  40162. positions[lp + p] = positions[p];
  40163. }
  40164. // indices
  40165. for (i = 0; i < li; i += 3) {
  40166. indices[i + li] = indices[i + 2] + l;
  40167. indices[i + 1 + li] = indices[i + 1] + l;
  40168. indices[i + 2 + li] = indices[i] + l;
  40169. }
  40170. // normals
  40171. for (n = 0; n < ln; n++) {
  40172. normals[ln + n] = -normals[n];
  40173. }
  40174. // uvs
  40175. var lu = uvs.length;
  40176. var u = 0;
  40177. for (u = 0; u < lu; u++) {
  40178. uvs[u + lu] = uvs[u];
  40179. }
  40180. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40181. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40182. u = 0;
  40183. for (i = 0; i < lu / 2; i++) {
  40184. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40185. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40186. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40187. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40188. u += 2;
  40189. }
  40190. break;
  40191. }
  40192. };
  40193. /**
  40194. * Applies VertexData created from the imported parameters to the geometry
  40195. * @param parsedVertexData the parsed data from an imported file
  40196. * @param geometry the geometry to apply the VertexData to
  40197. */
  40198. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40199. var vertexData = new VertexData();
  40200. // positions
  40201. var positions = parsedVertexData.positions;
  40202. if (positions) {
  40203. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40204. }
  40205. // normals
  40206. var normals = parsedVertexData.normals;
  40207. if (normals) {
  40208. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40209. }
  40210. // tangents
  40211. var tangents = parsedVertexData.tangents;
  40212. if (tangents) {
  40213. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40214. }
  40215. // uvs
  40216. var uvs = parsedVertexData.uvs;
  40217. if (uvs) {
  40218. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40219. }
  40220. // uv2s
  40221. var uv2s = parsedVertexData.uv2s;
  40222. if (uv2s) {
  40223. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40224. }
  40225. // uv3s
  40226. var uv3s = parsedVertexData.uv3s;
  40227. if (uv3s) {
  40228. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40229. }
  40230. // uv4s
  40231. var uv4s = parsedVertexData.uv4s;
  40232. if (uv4s) {
  40233. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40234. }
  40235. // uv5s
  40236. var uv5s = parsedVertexData.uv5s;
  40237. if (uv5s) {
  40238. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40239. }
  40240. // uv6s
  40241. var uv6s = parsedVertexData.uv6s;
  40242. if (uv6s) {
  40243. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40244. }
  40245. // colors
  40246. var colors = parsedVertexData.colors;
  40247. if (colors) {
  40248. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40249. }
  40250. // matricesIndices
  40251. var matricesIndices = parsedVertexData.matricesIndices;
  40252. if (matricesIndices) {
  40253. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40254. }
  40255. // matricesWeights
  40256. var matricesWeights = parsedVertexData.matricesWeights;
  40257. if (matricesWeights) {
  40258. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40259. }
  40260. // indices
  40261. var indices = parsedVertexData.indices;
  40262. if (indices) {
  40263. vertexData.indices = indices;
  40264. }
  40265. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40266. };
  40267. return VertexData;
  40268. }());
  40269. BABYLON.VertexData = VertexData;
  40270. })(BABYLON || (BABYLON = {}));
  40271. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40272. var BABYLON;
  40273. (function (BABYLON) {
  40274. /**
  40275. * Class used to store geometry data (vertex buffers + index buffer)
  40276. */
  40277. var Geometry = /** @class */ (function () {
  40278. /**
  40279. * Creates a new geometry
  40280. * @param id defines the unique ID
  40281. * @param scene defines the hosting scene
  40282. * @param vertexData defines the VertexData used to get geometry data
  40283. * @param updatable defines if geometry must be updatable (false by default)
  40284. * @param mesh defines the mesh that will be associated with the geometry
  40285. */
  40286. function Geometry(id, scene, vertexData, updatable, mesh) {
  40287. if (updatable === void 0) { updatable = false; }
  40288. if (mesh === void 0) { mesh = null; }
  40289. /**
  40290. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40291. */
  40292. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40293. this._totalVertices = 0;
  40294. this._isDisposed = false;
  40295. this._indexBufferIsUpdatable = false;
  40296. this.id = id;
  40297. this._engine = scene.getEngine();
  40298. this._meshes = [];
  40299. this._scene = scene;
  40300. //Init vertex buffer cache
  40301. this._vertexBuffers = {};
  40302. this._indices = [];
  40303. this._updatable = updatable;
  40304. // vertexData
  40305. if (vertexData) {
  40306. this.setAllVerticesData(vertexData, updatable);
  40307. }
  40308. else {
  40309. this._totalVertices = 0;
  40310. this._indices = [];
  40311. }
  40312. if (this._engine.getCaps().vertexArrayObject) {
  40313. this._vertexArrayObjects = {};
  40314. }
  40315. // applyToMesh
  40316. if (mesh) {
  40317. if (mesh.getClassName() === "LinesMesh") {
  40318. this.boundingBias = new BABYLON.Vector2(0, mesh.intersectionThreshold);
  40319. this._updateExtend();
  40320. }
  40321. this.applyToMesh(mesh);
  40322. mesh.computeWorldMatrix(true);
  40323. }
  40324. }
  40325. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40326. /**
  40327. * 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
  40328. */
  40329. get: function () {
  40330. return this._boundingBias;
  40331. },
  40332. /**
  40333. * 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
  40334. */
  40335. set: function (value) {
  40336. if (this._boundingBias) {
  40337. if (this._boundingBias.equals(value)) {
  40338. return;
  40339. }
  40340. this._boundingBias.copyFrom(value);
  40341. }
  40342. else {
  40343. this._boundingBias = value.clone();
  40344. }
  40345. this._updateBoundingInfo(true, null);
  40346. },
  40347. enumerable: true,
  40348. configurable: true
  40349. });
  40350. /**
  40351. * Static function used to attach a new empty geometry to a mesh
  40352. * @param mesh defines the mesh to attach the geometry to
  40353. * @returns the new Geometry
  40354. */
  40355. Geometry.CreateGeometryForMesh = function (mesh) {
  40356. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40357. geometry.applyToMesh(mesh);
  40358. return geometry;
  40359. };
  40360. Object.defineProperty(Geometry.prototype, "extend", {
  40361. /**
  40362. * Gets the current extend of the geometry
  40363. */
  40364. get: function () {
  40365. return this._extend;
  40366. },
  40367. enumerable: true,
  40368. configurable: true
  40369. });
  40370. /**
  40371. * Gets the hosting scene
  40372. * @returns the hosting Scene
  40373. */
  40374. Geometry.prototype.getScene = function () {
  40375. return this._scene;
  40376. };
  40377. /**
  40378. * Gets the hosting engine
  40379. * @returns the hosting Engine
  40380. */
  40381. Geometry.prototype.getEngine = function () {
  40382. return this._engine;
  40383. };
  40384. /**
  40385. * Defines if the geometry is ready to use
  40386. * @returns true if the geometry is ready to be used
  40387. */
  40388. Geometry.prototype.isReady = function () {
  40389. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40390. };
  40391. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40392. /**
  40393. * Gets a value indicating that the geometry should not be serialized
  40394. */
  40395. get: function () {
  40396. for (var index = 0; index < this._meshes.length; index++) {
  40397. if (!this._meshes[index].doNotSerialize) {
  40398. return false;
  40399. }
  40400. }
  40401. return true;
  40402. },
  40403. enumerable: true,
  40404. configurable: true
  40405. });
  40406. /** @hidden */
  40407. Geometry.prototype._rebuild = function () {
  40408. if (this._vertexArrayObjects) {
  40409. this._vertexArrayObjects = {};
  40410. }
  40411. // Index buffer
  40412. if (this._meshes.length !== 0 && this._indices) {
  40413. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40414. }
  40415. // Vertex buffers
  40416. for (var key in this._vertexBuffers) {
  40417. var vertexBuffer = this._vertexBuffers[key];
  40418. vertexBuffer._rebuild();
  40419. }
  40420. };
  40421. /**
  40422. * Affects all geometry data in one call
  40423. * @param vertexData defines the geometry data
  40424. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40425. */
  40426. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40427. vertexData.applyToGeometry(this, updatable);
  40428. this.notifyUpdate();
  40429. };
  40430. /**
  40431. * Set specific vertex data
  40432. * @param kind defines the data kind (Position, normal, etc...)
  40433. * @param data defines the vertex data to use
  40434. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40435. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40436. */
  40437. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40438. if (updatable === void 0) { updatable = false; }
  40439. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40440. this.setVerticesBuffer(buffer);
  40441. };
  40442. /**
  40443. * Removes a specific vertex data
  40444. * @param kind defines the data kind (Position, normal, etc...)
  40445. */
  40446. Geometry.prototype.removeVerticesData = function (kind) {
  40447. if (this._vertexBuffers[kind]) {
  40448. this._vertexBuffers[kind].dispose();
  40449. delete this._vertexBuffers[kind];
  40450. }
  40451. };
  40452. /**
  40453. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40454. * @param buffer defines the vertex buffer to use
  40455. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40456. */
  40457. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40458. if (totalVertices === void 0) { totalVertices = null; }
  40459. var kind = buffer.getKind();
  40460. if (this._vertexBuffers[kind]) {
  40461. this._vertexBuffers[kind].dispose();
  40462. }
  40463. this._vertexBuffers[kind] = buffer;
  40464. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40465. var data = buffer.getData();
  40466. if (totalVertices != null) {
  40467. this._totalVertices = totalVertices;
  40468. }
  40469. else {
  40470. if (data != null) {
  40471. this._totalVertices = data.length / (buffer.byteStride / 4);
  40472. }
  40473. }
  40474. this._updateExtend(data);
  40475. this._resetPointsArrayCache();
  40476. var meshes = this._meshes;
  40477. var numOfMeshes = meshes.length;
  40478. for (var index = 0; index < numOfMeshes; index++) {
  40479. var mesh = meshes[index];
  40480. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40481. mesh._createGlobalSubMesh(false);
  40482. mesh.computeWorldMatrix(true);
  40483. }
  40484. }
  40485. this.notifyUpdate(kind);
  40486. if (this._vertexArrayObjects) {
  40487. this._disposeVertexArrayObjects();
  40488. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  40489. }
  40490. };
  40491. /**
  40492. * Update a specific vertex buffer
  40493. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  40494. * It will do nothing if the buffer is not updatable
  40495. * @param kind defines the data kind (Position, normal, etc...)
  40496. * @param data defines the data to use
  40497. * @param offset defines the offset in the target buffer where to store the data
  40498. * @param useBytes set to true if the offset is in bytes
  40499. */
  40500. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  40501. if (useBytes === void 0) { useBytes = false; }
  40502. var vertexBuffer = this.getVertexBuffer(kind);
  40503. if (!vertexBuffer) {
  40504. return;
  40505. }
  40506. vertexBuffer.updateDirectly(data, offset, useBytes);
  40507. this.notifyUpdate(kind);
  40508. };
  40509. /**
  40510. * Update a specific vertex buffer
  40511. * This function will create a new buffer if the current one is not updatable
  40512. * @param kind defines the data kind (Position, normal, etc...)
  40513. * @param data defines the data to use
  40514. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  40515. */
  40516. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  40517. if (updateExtends === void 0) { updateExtends = false; }
  40518. var vertexBuffer = this.getVertexBuffer(kind);
  40519. if (!vertexBuffer) {
  40520. return;
  40521. }
  40522. vertexBuffer.update(data);
  40523. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40524. this._updateBoundingInfo(updateExtends, data);
  40525. }
  40526. this.notifyUpdate(kind);
  40527. };
  40528. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  40529. if (updateExtends) {
  40530. this._updateExtend(data);
  40531. }
  40532. var meshes = this._meshes;
  40533. var numOfMeshes = meshes.length;
  40534. this._resetPointsArrayCache();
  40535. for (var index = 0; index < numOfMeshes; index++) {
  40536. var mesh = meshes[index];
  40537. if (updateExtends) {
  40538. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40539. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  40540. var subMesh = mesh.subMeshes[subIndex];
  40541. subMesh.refreshBoundingInfo();
  40542. }
  40543. }
  40544. }
  40545. };
  40546. /** @hidden */
  40547. Geometry.prototype._bind = function (effect, indexToBind) {
  40548. if (!effect) {
  40549. return;
  40550. }
  40551. if (indexToBind === undefined) {
  40552. indexToBind = this._indexBuffer;
  40553. }
  40554. var vbs = this.getVertexBuffers();
  40555. if (!vbs) {
  40556. return;
  40557. }
  40558. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  40559. this._engine.bindBuffers(vbs, indexToBind, effect);
  40560. return;
  40561. }
  40562. // Using VAO
  40563. if (!this._vertexArrayObjects[effect.key]) {
  40564. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  40565. }
  40566. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  40567. };
  40568. /**
  40569. * Gets total number of vertices
  40570. * @returns the total number of vertices
  40571. */
  40572. Geometry.prototype.getTotalVertices = function () {
  40573. if (!this.isReady()) {
  40574. return 0;
  40575. }
  40576. return this._totalVertices;
  40577. };
  40578. /**
  40579. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  40580. * @param kind defines the data kind (Position, normal, etc...)
  40581. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40582. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40583. * @returns a float array containing vertex data
  40584. */
  40585. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  40586. var vertexBuffer = this.getVertexBuffer(kind);
  40587. if (!vertexBuffer) {
  40588. return null;
  40589. }
  40590. var data = vertexBuffer.getData();
  40591. if (!data) {
  40592. return null;
  40593. }
  40594. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  40595. var count = this._totalVertices * vertexBuffer.getSize();
  40596. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  40597. var copy_1 = [];
  40598. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  40599. return copy_1;
  40600. }
  40601. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  40602. if (data instanceof Array) {
  40603. var offset = vertexBuffer.byteOffset / 4;
  40604. return BABYLON.Tools.Slice(data, offset, offset + count);
  40605. }
  40606. else if (data instanceof ArrayBuffer) {
  40607. return new Float32Array(data, vertexBuffer.byteOffset, count);
  40608. }
  40609. else {
  40610. var offset = data.byteOffset + vertexBuffer.byteOffset;
  40611. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40612. var result = new Float32Array(count);
  40613. var source = new Float32Array(data.buffer, offset, count);
  40614. result.set(source);
  40615. return result;
  40616. }
  40617. return new Float32Array(data.buffer, offset, count);
  40618. }
  40619. }
  40620. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40621. return BABYLON.Tools.Slice(data);
  40622. }
  40623. return data;
  40624. };
  40625. /**
  40626. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  40627. * @param kind defines the data kind (Position, normal, etc...)
  40628. * @returns true if the vertex buffer with the specified kind is updatable
  40629. */
  40630. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  40631. var vb = this._vertexBuffers[kind];
  40632. if (!vb) {
  40633. return false;
  40634. }
  40635. return vb.isUpdatable();
  40636. };
  40637. /**
  40638. * Gets a specific vertex buffer
  40639. * @param kind defines the data kind (Position, normal, etc...)
  40640. * @returns a VertexBuffer
  40641. */
  40642. Geometry.prototype.getVertexBuffer = function (kind) {
  40643. if (!this.isReady()) {
  40644. return null;
  40645. }
  40646. return this._vertexBuffers[kind];
  40647. };
  40648. /**
  40649. * Returns all vertex buffers
  40650. * @return an object holding all vertex buffers indexed by kind
  40651. */
  40652. Geometry.prototype.getVertexBuffers = function () {
  40653. if (!this.isReady()) {
  40654. return null;
  40655. }
  40656. return this._vertexBuffers;
  40657. };
  40658. /**
  40659. * Gets a boolean indicating if specific vertex buffer is present
  40660. * @param kind defines the data kind (Position, normal, etc...)
  40661. * @returns true if data is present
  40662. */
  40663. Geometry.prototype.isVerticesDataPresent = function (kind) {
  40664. if (!this._vertexBuffers) {
  40665. if (this._delayInfo) {
  40666. return this._delayInfo.indexOf(kind) !== -1;
  40667. }
  40668. return false;
  40669. }
  40670. return this._vertexBuffers[kind] !== undefined;
  40671. };
  40672. /**
  40673. * Gets a list of all attached data kinds (Position, normal, etc...)
  40674. * @returns a list of string containing all kinds
  40675. */
  40676. Geometry.prototype.getVerticesDataKinds = function () {
  40677. var result = [];
  40678. var kind;
  40679. if (!this._vertexBuffers && this._delayInfo) {
  40680. for (kind in this._delayInfo) {
  40681. result.push(kind);
  40682. }
  40683. }
  40684. else {
  40685. for (kind in this._vertexBuffers) {
  40686. result.push(kind);
  40687. }
  40688. }
  40689. return result;
  40690. };
  40691. /**
  40692. * Update index buffer
  40693. * @param indices defines the indices to store in the index buffer
  40694. * @param offset defines the offset in the target buffer where to store the data
  40695. */
  40696. Geometry.prototype.updateIndices = function (indices, offset) {
  40697. if (!this._indexBuffer) {
  40698. return;
  40699. }
  40700. if (!this._indexBufferIsUpdatable) {
  40701. this.setIndices(indices, null, true);
  40702. }
  40703. else {
  40704. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  40705. }
  40706. };
  40707. /**
  40708. * Creates a new index buffer
  40709. * @param indices defines the indices to store in the index buffer
  40710. * @param totalVertices defines the total number of vertices (could be null)
  40711. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  40712. */
  40713. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  40714. if (totalVertices === void 0) { totalVertices = null; }
  40715. if (updatable === void 0) { updatable = false; }
  40716. if (this._indexBuffer) {
  40717. this._engine._releaseBuffer(this._indexBuffer);
  40718. }
  40719. this._disposeVertexArrayObjects();
  40720. this._indices = indices;
  40721. this._indexBufferIsUpdatable = updatable;
  40722. if (this._meshes.length !== 0 && this._indices) {
  40723. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  40724. }
  40725. if (totalVertices != undefined) { // including null and undefined
  40726. this._totalVertices = totalVertices;
  40727. }
  40728. var meshes = this._meshes;
  40729. var numOfMeshes = meshes.length;
  40730. for (var index = 0; index < numOfMeshes; index++) {
  40731. meshes[index]._createGlobalSubMesh(true);
  40732. }
  40733. this.notifyUpdate();
  40734. };
  40735. /**
  40736. * Return the total number of indices
  40737. * @returns the total number of indices
  40738. */
  40739. Geometry.prototype.getTotalIndices = function () {
  40740. if (!this.isReady()) {
  40741. return 0;
  40742. }
  40743. return this._indices.length;
  40744. };
  40745. /**
  40746. * Gets the index buffer array
  40747. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40748. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40749. * @returns the index buffer array
  40750. */
  40751. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  40752. if (!this.isReady()) {
  40753. return null;
  40754. }
  40755. var orig = this._indices;
  40756. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  40757. return orig;
  40758. }
  40759. else {
  40760. var len = orig.length;
  40761. var copy = [];
  40762. for (var i = 0; i < len; i++) {
  40763. copy.push(orig[i]);
  40764. }
  40765. return copy;
  40766. }
  40767. };
  40768. /**
  40769. * Gets the index buffer
  40770. * @return the index buffer
  40771. */
  40772. Geometry.prototype.getIndexBuffer = function () {
  40773. if (!this.isReady()) {
  40774. return null;
  40775. }
  40776. return this._indexBuffer;
  40777. };
  40778. /** @hidden */
  40779. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  40780. if (effect === void 0) { effect = null; }
  40781. if (!effect || !this._vertexArrayObjects) {
  40782. return;
  40783. }
  40784. if (this._vertexArrayObjects[effect.key]) {
  40785. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  40786. delete this._vertexArrayObjects[effect.key];
  40787. }
  40788. };
  40789. /**
  40790. * Release the associated resources for a specific mesh
  40791. * @param mesh defines the source mesh
  40792. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  40793. */
  40794. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  40795. var meshes = this._meshes;
  40796. var index = meshes.indexOf(mesh);
  40797. if (index === -1) {
  40798. return;
  40799. }
  40800. meshes.splice(index, 1);
  40801. mesh._geometry = null;
  40802. if (meshes.length === 0 && shouldDispose) {
  40803. this.dispose();
  40804. }
  40805. };
  40806. /**
  40807. * Apply current geometry to a given mesh
  40808. * @param mesh defines the mesh to apply geometry to
  40809. */
  40810. Geometry.prototype.applyToMesh = function (mesh) {
  40811. if (mesh._geometry === this) {
  40812. return;
  40813. }
  40814. var previousGeometry = mesh._geometry;
  40815. if (previousGeometry) {
  40816. previousGeometry.releaseForMesh(mesh);
  40817. }
  40818. var meshes = this._meshes;
  40819. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  40820. mesh._geometry = this;
  40821. this._scene.pushGeometry(this);
  40822. meshes.push(mesh);
  40823. if (this.isReady()) {
  40824. this._applyToMesh(mesh);
  40825. }
  40826. else {
  40827. mesh._boundingInfo = this._boundingInfo;
  40828. }
  40829. };
  40830. Geometry.prototype._updateExtend = function (data) {
  40831. if (data === void 0) { data = null; }
  40832. if (!data) {
  40833. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40834. }
  40835. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  40836. };
  40837. Geometry.prototype._applyToMesh = function (mesh) {
  40838. var numOfMeshes = this._meshes.length;
  40839. // vertexBuffers
  40840. for (var kind in this._vertexBuffers) {
  40841. if (numOfMeshes === 1) {
  40842. this._vertexBuffers[kind].create();
  40843. }
  40844. var buffer = this._vertexBuffers[kind].getBuffer();
  40845. if (buffer) {
  40846. buffer.references = numOfMeshes;
  40847. }
  40848. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40849. if (!this._extend) {
  40850. this._updateExtend();
  40851. }
  40852. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40853. mesh._createGlobalSubMesh(false);
  40854. //bounding info was just created again, world matrix should be applied again.
  40855. mesh._updateBoundingInfo();
  40856. }
  40857. }
  40858. // indexBuffer
  40859. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  40860. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40861. }
  40862. if (this._indexBuffer) {
  40863. this._indexBuffer.references = numOfMeshes;
  40864. }
  40865. // morphTargets
  40866. mesh._syncGeometryWithMorphTargetManager();
  40867. };
  40868. Geometry.prototype.notifyUpdate = function (kind) {
  40869. if (this.onGeometryUpdated) {
  40870. this.onGeometryUpdated(this, kind);
  40871. }
  40872. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  40873. var mesh = _a[_i];
  40874. mesh._markSubMeshesAsAttributesDirty();
  40875. }
  40876. };
  40877. /**
  40878. * Load the geometry if it was flagged as delay loaded
  40879. * @param scene defines the hosting scene
  40880. * @param onLoaded defines a callback called when the geometry is loaded
  40881. */
  40882. Geometry.prototype.load = function (scene, onLoaded) {
  40883. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  40884. return;
  40885. }
  40886. if (this.isReady()) {
  40887. if (onLoaded) {
  40888. onLoaded();
  40889. }
  40890. return;
  40891. }
  40892. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  40893. this._queueLoad(scene, onLoaded);
  40894. };
  40895. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  40896. var _this = this;
  40897. if (!this.delayLoadingFile) {
  40898. return;
  40899. }
  40900. scene._addPendingData(this);
  40901. scene._loadFile(this.delayLoadingFile, function (data) {
  40902. if (!_this._delayLoadingFunction) {
  40903. return;
  40904. }
  40905. _this._delayLoadingFunction(JSON.parse(data), _this);
  40906. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  40907. _this._delayInfo = [];
  40908. scene._removePendingData(_this);
  40909. var meshes = _this._meshes;
  40910. var numOfMeshes = meshes.length;
  40911. for (var index = 0; index < numOfMeshes; index++) {
  40912. _this._applyToMesh(meshes[index]);
  40913. }
  40914. if (onLoaded) {
  40915. onLoaded();
  40916. }
  40917. }, undefined, true);
  40918. };
  40919. /**
  40920. * Invert the geometry to move from a right handed system to a left handed one.
  40921. */
  40922. Geometry.prototype.toLeftHanded = function () {
  40923. // Flip faces
  40924. var tIndices = this.getIndices(false);
  40925. if (tIndices != null && tIndices.length > 0) {
  40926. for (var i = 0; i < tIndices.length; i += 3) {
  40927. var tTemp = tIndices[i + 0];
  40928. tIndices[i + 0] = tIndices[i + 2];
  40929. tIndices[i + 2] = tTemp;
  40930. }
  40931. this.setIndices(tIndices);
  40932. }
  40933. // Negate position.z
  40934. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  40935. if (tPositions != null && tPositions.length > 0) {
  40936. for (var i = 0; i < tPositions.length; i += 3) {
  40937. tPositions[i + 2] = -tPositions[i + 2];
  40938. }
  40939. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  40940. }
  40941. // Negate normal.z
  40942. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  40943. if (tNormals != null && tNormals.length > 0) {
  40944. for (var i = 0; i < tNormals.length; i += 3) {
  40945. tNormals[i + 2] = -tNormals[i + 2];
  40946. }
  40947. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  40948. }
  40949. };
  40950. // Cache
  40951. /** @hidden */
  40952. Geometry.prototype._resetPointsArrayCache = function () {
  40953. this._positions = null;
  40954. };
  40955. /** @hidden */
  40956. Geometry.prototype._generatePointsArray = function () {
  40957. if (this._positions) {
  40958. return true;
  40959. }
  40960. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40961. if (!data || data.length === 0) {
  40962. return false;
  40963. }
  40964. this._positions = [];
  40965. for (var index = 0; index < data.length; index += 3) {
  40966. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  40967. }
  40968. return true;
  40969. };
  40970. /**
  40971. * Gets a value indicating if the geometry is disposed
  40972. * @returns true if the geometry was disposed
  40973. */
  40974. Geometry.prototype.isDisposed = function () {
  40975. return this._isDisposed;
  40976. };
  40977. Geometry.prototype._disposeVertexArrayObjects = function () {
  40978. if (this._vertexArrayObjects) {
  40979. for (var kind in this._vertexArrayObjects) {
  40980. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  40981. }
  40982. this._vertexArrayObjects = {};
  40983. }
  40984. };
  40985. /**
  40986. * Free all associated resources
  40987. */
  40988. Geometry.prototype.dispose = function () {
  40989. var meshes = this._meshes;
  40990. var numOfMeshes = meshes.length;
  40991. var index;
  40992. for (index = 0; index < numOfMeshes; index++) {
  40993. this.releaseForMesh(meshes[index]);
  40994. }
  40995. this._meshes = [];
  40996. this._disposeVertexArrayObjects();
  40997. for (var kind in this._vertexBuffers) {
  40998. this._vertexBuffers[kind].dispose();
  40999. }
  41000. this._vertexBuffers = {};
  41001. this._totalVertices = 0;
  41002. if (this._indexBuffer) {
  41003. this._engine._releaseBuffer(this._indexBuffer);
  41004. }
  41005. this._indexBuffer = null;
  41006. this._indices = [];
  41007. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41008. this.delayLoadingFile = null;
  41009. this._delayLoadingFunction = null;
  41010. this._delayInfo = [];
  41011. this._boundingInfo = null;
  41012. this._scene.removeGeometry(this);
  41013. this._isDisposed = true;
  41014. };
  41015. /**
  41016. * Clone the current geometry into a new geometry
  41017. * @param id defines the unique ID of the new geometry
  41018. * @returns a new geometry object
  41019. */
  41020. Geometry.prototype.copy = function (id) {
  41021. var vertexData = new BABYLON.VertexData();
  41022. vertexData.indices = [];
  41023. var indices = this.getIndices();
  41024. if (indices) {
  41025. for (var index = 0; index < indices.length; index++) {
  41026. vertexData.indices.push(indices[index]);
  41027. }
  41028. }
  41029. var updatable = false;
  41030. var stopChecking = false;
  41031. var kind;
  41032. for (kind in this._vertexBuffers) {
  41033. // using slice() to make a copy of the array and not just reference it
  41034. var data = this.getVerticesData(kind);
  41035. if (data instanceof Float32Array) {
  41036. vertexData.set(new Float32Array(data), kind);
  41037. }
  41038. else {
  41039. vertexData.set(data.slice(0), kind);
  41040. }
  41041. if (!stopChecking) {
  41042. var vb = this.getVertexBuffer(kind);
  41043. if (vb) {
  41044. updatable = vb.isUpdatable();
  41045. stopChecking = !updatable;
  41046. }
  41047. }
  41048. }
  41049. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41050. geometry.delayLoadState = this.delayLoadState;
  41051. geometry.delayLoadingFile = this.delayLoadingFile;
  41052. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41053. for (kind in this._delayInfo) {
  41054. geometry._delayInfo = geometry._delayInfo || [];
  41055. geometry._delayInfo.push(kind);
  41056. }
  41057. // Bounding info
  41058. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41059. return geometry;
  41060. };
  41061. /**
  41062. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41063. * @return a JSON representation of the current geometry data (without the vertices data)
  41064. */
  41065. Geometry.prototype.serialize = function () {
  41066. var serializationObject = {};
  41067. serializationObject.id = this.id;
  41068. serializationObject.updatable = this._updatable;
  41069. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41070. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41071. }
  41072. return serializationObject;
  41073. };
  41074. Geometry.prototype.toNumberArray = function (origin) {
  41075. if (Array.isArray(origin)) {
  41076. return origin;
  41077. }
  41078. else {
  41079. return Array.prototype.slice.call(origin);
  41080. }
  41081. };
  41082. /**
  41083. * Serialize all vertices data into a JSON oject
  41084. * @returns a JSON representation of the current geometry data
  41085. */
  41086. Geometry.prototype.serializeVerticeData = function () {
  41087. var serializationObject = this.serialize();
  41088. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41089. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41090. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41091. serializationObject.positions._updatable = true;
  41092. }
  41093. }
  41094. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41095. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41096. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41097. serializationObject.normals._updatable = true;
  41098. }
  41099. }
  41100. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41101. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41102. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41103. serializationObject.tangets._updatable = true;
  41104. }
  41105. }
  41106. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41107. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41108. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41109. serializationObject.uvs._updatable = true;
  41110. }
  41111. }
  41112. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41113. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41114. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41115. serializationObject.uv2s._updatable = true;
  41116. }
  41117. }
  41118. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41119. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41120. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41121. serializationObject.uv3s._updatable = true;
  41122. }
  41123. }
  41124. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41125. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41126. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41127. serializationObject.uv4s._updatable = true;
  41128. }
  41129. }
  41130. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41131. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41132. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41133. serializationObject.uv5s._updatable = true;
  41134. }
  41135. }
  41136. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41137. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41138. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41139. serializationObject.uv6s._updatable = true;
  41140. }
  41141. }
  41142. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41143. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41144. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41145. serializationObject.colors._updatable = true;
  41146. }
  41147. }
  41148. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41149. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41150. serializationObject.matricesIndices._isExpanded = true;
  41151. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41152. serializationObject.matricesIndices._updatable = true;
  41153. }
  41154. }
  41155. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41156. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41157. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41158. serializationObject.matricesWeights._updatable = true;
  41159. }
  41160. }
  41161. serializationObject.indices = this.toNumberArray(this.getIndices());
  41162. return serializationObject;
  41163. };
  41164. // Statics
  41165. /**
  41166. * Extracts a clone of a mesh geometry
  41167. * @param mesh defines the source mesh
  41168. * @param id defines the unique ID of the new geometry object
  41169. * @returns the new geometry object
  41170. */
  41171. Geometry.ExtractFromMesh = function (mesh, id) {
  41172. var geometry = mesh._geometry;
  41173. if (!geometry) {
  41174. return null;
  41175. }
  41176. return geometry.copy(id);
  41177. };
  41178. /**
  41179. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41180. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41181. * Be aware Math.random() could cause collisions, but:
  41182. * "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"
  41183. * @returns a string containing a new GUID
  41184. */
  41185. Geometry.RandomId = function () {
  41186. return BABYLON.Tools.RandomId();
  41187. };
  41188. /** @hidden */
  41189. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41190. var scene = mesh.getScene();
  41191. // Geometry
  41192. var geometryId = parsedGeometry.geometryId;
  41193. if (geometryId) {
  41194. var geometry = scene.getGeometryByID(geometryId);
  41195. if (geometry) {
  41196. geometry.applyToMesh(mesh);
  41197. }
  41198. }
  41199. else if (parsedGeometry instanceof ArrayBuffer) {
  41200. var binaryInfo = mesh._binaryInfo;
  41201. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41202. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41203. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41204. }
  41205. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41206. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41207. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41208. }
  41209. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41210. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41211. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41212. }
  41213. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41214. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41215. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41216. }
  41217. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41218. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41219. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41220. }
  41221. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41222. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41223. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41224. }
  41225. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41226. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41227. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41228. }
  41229. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41230. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41231. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41232. }
  41233. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41234. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41235. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41236. }
  41237. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41238. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41239. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41240. }
  41241. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41242. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41243. var floatIndices = [];
  41244. for (var i = 0; i < matricesIndicesData.length; i++) {
  41245. var index = matricesIndicesData[i];
  41246. floatIndices.push(index & 0x000000FF);
  41247. floatIndices.push((index & 0x0000FF00) >> 8);
  41248. floatIndices.push((index & 0x00FF0000) >> 16);
  41249. floatIndices.push(index >> 24);
  41250. }
  41251. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41252. }
  41253. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41254. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41255. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41256. }
  41257. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41258. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41259. mesh.setIndices(indicesData, null);
  41260. }
  41261. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41262. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41263. mesh.subMeshes = [];
  41264. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41265. var materialIndex = subMeshesData[(i * 5) + 0];
  41266. var verticesStart = subMeshesData[(i * 5) + 1];
  41267. var verticesCount = subMeshesData[(i * 5) + 2];
  41268. var indexStart = subMeshesData[(i * 5) + 3];
  41269. var indexCount = subMeshesData[(i * 5) + 4];
  41270. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41271. }
  41272. }
  41273. }
  41274. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41275. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41276. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41277. if (parsedGeometry.tangents) {
  41278. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41279. }
  41280. if (parsedGeometry.uvs) {
  41281. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41282. }
  41283. if (parsedGeometry.uvs2) {
  41284. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41285. }
  41286. if (parsedGeometry.uvs3) {
  41287. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41288. }
  41289. if (parsedGeometry.uvs4) {
  41290. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41291. }
  41292. if (parsedGeometry.uvs5) {
  41293. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41294. }
  41295. if (parsedGeometry.uvs6) {
  41296. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41297. }
  41298. if (parsedGeometry.colors) {
  41299. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41300. }
  41301. if (parsedGeometry.matricesIndices) {
  41302. if (!parsedGeometry.matricesIndices._isExpanded) {
  41303. var floatIndices = [];
  41304. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41305. var matricesIndex = parsedGeometry.matricesIndices[i];
  41306. floatIndices.push(matricesIndex & 0x000000FF);
  41307. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41308. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41309. floatIndices.push(matricesIndex >> 24);
  41310. }
  41311. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41312. }
  41313. else {
  41314. delete parsedGeometry.matricesIndices._isExpanded;
  41315. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41316. }
  41317. }
  41318. if (parsedGeometry.matricesIndicesExtra) {
  41319. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41320. var floatIndices = [];
  41321. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41322. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41323. floatIndices.push(matricesIndex & 0x000000FF);
  41324. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41325. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41326. floatIndices.push(matricesIndex >> 24);
  41327. }
  41328. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41329. }
  41330. else {
  41331. delete parsedGeometry.matricesIndices._isExpanded;
  41332. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41333. }
  41334. }
  41335. if (parsedGeometry.matricesWeights) {
  41336. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41337. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41338. }
  41339. if (parsedGeometry.matricesWeightsExtra) {
  41340. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41341. }
  41342. mesh.setIndices(parsedGeometry.indices, null);
  41343. }
  41344. // SubMeshes
  41345. if (parsedGeometry.subMeshes) {
  41346. mesh.subMeshes = [];
  41347. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41348. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41349. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41350. }
  41351. }
  41352. // Flat shading
  41353. if (mesh._shouldGenerateFlatShading) {
  41354. mesh.convertToFlatShadedMesh();
  41355. delete mesh._shouldGenerateFlatShading;
  41356. }
  41357. // Update
  41358. mesh.computeWorldMatrix(true);
  41359. scene.onMeshImportedObservable.notifyObservers(mesh);
  41360. };
  41361. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41362. var epsilon = 1e-3;
  41363. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41364. return;
  41365. }
  41366. var noInfluenceBoneIndex = 0.0;
  41367. if (parsedGeometry.skeletonId > -1) {
  41368. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41369. if (!skeleton) {
  41370. return;
  41371. }
  41372. noInfluenceBoneIndex = skeleton.bones.length;
  41373. }
  41374. else {
  41375. return;
  41376. }
  41377. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41378. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41379. var matricesWeights = parsedGeometry.matricesWeights;
  41380. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41381. var influencers = parsedGeometry.numBoneInfluencer;
  41382. var size = matricesWeights.length;
  41383. for (var i = 0; i < size; i += 4) {
  41384. var weight = 0.0;
  41385. var firstZeroWeight = -1;
  41386. for (var j = 0; j < 4; j++) {
  41387. var w = matricesWeights[i + j];
  41388. weight += w;
  41389. if (w < epsilon && firstZeroWeight < 0) {
  41390. firstZeroWeight = j;
  41391. }
  41392. }
  41393. if (matricesWeightsExtra) {
  41394. for (var j = 0; j < 4; j++) {
  41395. var w = matricesWeightsExtra[i + j];
  41396. weight += w;
  41397. if (w < epsilon && firstZeroWeight < 0) {
  41398. firstZeroWeight = j + 4;
  41399. }
  41400. }
  41401. }
  41402. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41403. firstZeroWeight = influencers - 1;
  41404. }
  41405. if (weight > epsilon) {
  41406. var mweight = 1.0 / weight;
  41407. for (var j = 0; j < 4; j++) {
  41408. matricesWeights[i + j] *= mweight;
  41409. }
  41410. if (matricesWeightsExtra) {
  41411. for (var j = 0; j < 4; j++) {
  41412. matricesWeightsExtra[i + j] *= mweight;
  41413. }
  41414. }
  41415. }
  41416. else {
  41417. if (firstZeroWeight >= 4) {
  41418. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41419. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41420. }
  41421. else {
  41422. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41423. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41424. }
  41425. }
  41426. }
  41427. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41428. if (parsedGeometry.matricesWeightsExtra) {
  41429. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41430. }
  41431. };
  41432. /**
  41433. * Create a new geometry from persisted data (Using .babylon file format)
  41434. * @param parsedVertexData defines the persisted data
  41435. * @param scene defines the hosting scene
  41436. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41437. * @returns the new geometry object
  41438. */
  41439. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41440. if (scene.getGeometryByID(parsedVertexData.id)) {
  41441. return null; // null since geometry could be something else than a box...
  41442. }
  41443. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41444. if (BABYLON.Tags) {
  41445. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41446. }
  41447. if (parsedVertexData.delayLoadingFile) {
  41448. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41449. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41450. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41451. geometry._delayInfo = [];
  41452. if (parsedVertexData.hasUVs) {
  41453. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41454. }
  41455. if (parsedVertexData.hasUVs2) {
  41456. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41457. }
  41458. if (parsedVertexData.hasUVs3) {
  41459. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41460. }
  41461. if (parsedVertexData.hasUVs4) {
  41462. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41463. }
  41464. if (parsedVertexData.hasUVs5) {
  41465. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41466. }
  41467. if (parsedVertexData.hasUVs6) {
  41468. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41469. }
  41470. if (parsedVertexData.hasColors) {
  41471. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  41472. }
  41473. if (parsedVertexData.hasMatricesIndices) {
  41474. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41475. }
  41476. if (parsedVertexData.hasMatricesWeights) {
  41477. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41478. }
  41479. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  41480. }
  41481. else {
  41482. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  41483. }
  41484. scene.pushGeometry(geometry, true);
  41485. return geometry;
  41486. };
  41487. return Geometry;
  41488. }());
  41489. BABYLON.Geometry = Geometry;
  41490. // Primitives
  41491. /// Abstract class
  41492. /**
  41493. * Abstract class used to provide common services for all typed geometries
  41494. * @hidden
  41495. */
  41496. var _PrimitiveGeometry = /** @class */ (function (_super) {
  41497. __extends(_PrimitiveGeometry, _super);
  41498. /**
  41499. * Creates a new typed geometry
  41500. * @param id defines the unique ID of the geometry
  41501. * @param scene defines the hosting scene
  41502. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41503. * @param mesh defines the hosting mesh (can be null)
  41504. */
  41505. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  41506. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  41507. if (mesh === void 0) { mesh = null; }
  41508. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  41509. _this._canBeRegenerated = _canBeRegenerated;
  41510. _this._beingRegenerated = true;
  41511. _this.regenerate();
  41512. _this._beingRegenerated = false;
  41513. return _this;
  41514. }
  41515. /**
  41516. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  41517. * @returns true if the geometry can be regenerated
  41518. */
  41519. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  41520. return this._canBeRegenerated;
  41521. };
  41522. /**
  41523. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  41524. */
  41525. _PrimitiveGeometry.prototype.regenerate = function () {
  41526. if (!this._canBeRegenerated) {
  41527. return;
  41528. }
  41529. this._beingRegenerated = true;
  41530. this.setAllVerticesData(this._regenerateVertexData(), false);
  41531. this._beingRegenerated = false;
  41532. };
  41533. /**
  41534. * Clone the geometry
  41535. * @param id defines the unique ID of the new geometry
  41536. * @returns the new geometry
  41537. */
  41538. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  41539. return _super.prototype.copy.call(this, id);
  41540. };
  41541. // overrides
  41542. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41543. if (!this._beingRegenerated) {
  41544. return;
  41545. }
  41546. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  41547. };
  41548. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  41549. if (!this._beingRegenerated) {
  41550. return;
  41551. }
  41552. _super.prototype.setVerticesData.call(this, kind, data, false);
  41553. };
  41554. // to override
  41555. /** @hidden */
  41556. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  41557. throw new Error("Abstract method");
  41558. };
  41559. _PrimitiveGeometry.prototype.copy = function (id) {
  41560. throw new Error("Must be overriden in sub-classes.");
  41561. };
  41562. _PrimitiveGeometry.prototype.serialize = function () {
  41563. var serializationObject = _super.prototype.serialize.call(this);
  41564. serializationObject.canBeRegenerated = this.canBeRegenerated();
  41565. return serializationObject;
  41566. };
  41567. return _PrimitiveGeometry;
  41568. }(Geometry));
  41569. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  41570. /**
  41571. * Creates a ribbon geometry
  41572. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  41573. */
  41574. var RibbonGeometry = /** @class */ (function (_super) {
  41575. __extends(RibbonGeometry, _super);
  41576. /**
  41577. * Creates a ribbon geometry
  41578. * @param id defines the unique ID of the geometry
  41579. * @param scene defines the hosting scene
  41580. * @param pathArray defines the array of paths to use
  41581. * @param closeArray defines if the last path and the first path must be joined
  41582. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  41583. * @param offset defines the offset between points
  41584. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41585. * @param mesh defines the hosting mesh (can be null)
  41586. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41587. */
  41588. function RibbonGeometry(id, scene,
  41589. /**
  41590. * Defines the array of paths to use
  41591. */
  41592. pathArray,
  41593. /**
  41594. * Defines if the last and first points of each path in your pathArray must be joined
  41595. */
  41596. closeArray,
  41597. /**
  41598. * Defines if the last and first points of each path in your pathArray must be joined
  41599. */
  41600. closePath,
  41601. /**
  41602. * Defines the offset between points
  41603. */
  41604. offset, canBeRegenerated, mesh,
  41605. /**
  41606. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41607. */
  41608. side) {
  41609. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41610. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41611. _this.pathArray = pathArray;
  41612. _this.closeArray = closeArray;
  41613. _this.closePath = closePath;
  41614. _this.offset = offset;
  41615. _this.side = side;
  41616. return _this;
  41617. }
  41618. /** @hidden */
  41619. RibbonGeometry.prototype._regenerateVertexData = function () {
  41620. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  41621. };
  41622. RibbonGeometry.prototype.copy = function (id) {
  41623. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  41624. };
  41625. return RibbonGeometry;
  41626. }(_PrimitiveGeometry));
  41627. BABYLON.RibbonGeometry = RibbonGeometry;
  41628. /**
  41629. * Creates a box geometry
  41630. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  41631. */
  41632. var BoxGeometry = /** @class */ (function (_super) {
  41633. __extends(BoxGeometry, _super);
  41634. /**
  41635. * Creates a box geometry
  41636. * @param id defines the unique ID of the geometry
  41637. * @param scene defines the hosting scene
  41638. * @param size defines the zise of the box (width, height and depth are the same)
  41639. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41640. * @param mesh defines the hosting mesh (can be null)
  41641. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41642. */
  41643. function BoxGeometry(id, scene,
  41644. /**
  41645. * Defines the zise of the box (width, height and depth are the same)
  41646. */
  41647. size, canBeRegenerated, mesh,
  41648. /**
  41649. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41650. */
  41651. side) {
  41652. if (mesh === void 0) { mesh = null; }
  41653. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41654. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41655. _this.size = size;
  41656. _this.side = side;
  41657. return _this;
  41658. }
  41659. /** @hidden */
  41660. BoxGeometry.prototype._regenerateVertexData = function () {
  41661. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  41662. };
  41663. BoxGeometry.prototype.copy = function (id) {
  41664. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  41665. };
  41666. BoxGeometry.prototype.serialize = function () {
  41667. var serializationObject = _super.prototype.serialize.call(this);
  41668. serializationObject.size = this.size;
  41669. return serializationObject;
  41670. };
  41671. BoxGeometry.Parse = function (parsedBox, scene) {
  41672. if (scene.getGeometryByID(parsedBox.id)) {
  41673. return null; // null since geometry could be something else than a box...
  41674. }
  41675. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  41676. if (BABYLON.Tags) {
  41677. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  41678. }
  41679. scene.pushGeometry(box, true);
  41680. return box;
  41681. };
  41682. return BoxGeometry;
  41683. }(_PrimitiveGeometry));
  41684. BABYLON.BoxGeometry = BoxGeometry;
  41685. /**
  41686. * Creates a sphere geometry
  41687. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  41688. */
  41689. var SphereGeometry = /** @class */ (function (_super) {
  41690. __extends(SphereGeometry, _super);
  41691. /**
  41692. * Create a new sphere geometry
  41693. * @param id defines the unique ID of the geometry
  41694. * @param scene defines the hosting scene
  41695. * @param segments defines the number of segments to use to create the sphere
  41696. * @param diameter defines the diameter of the sphere
  41697. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41698. * @param mesh defines the hosting mesh (can be null)
  41699. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41700. */
  41701. function SphereGeometry(id, scene,
  41702. /**
  41703. * Defines the number of segments to use to create the sphere
  41704. */
  41705. segments,
  41706. /**
  41707. * Defines the diameter of the sphere
  41708. */
  41709. diameter, canBeRegenerated, mesh,
  41710. /**
  41711. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41712. */
  41713. side) {
  41714. if (mesh === void 0) { mesh = null; }
  41715. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41716. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41717. _this.segments = segments;
  41718. _this.diameter = diameter;
  41719. _this.side = side;
  41720. return _this;
  41721. }
  41722. /** @hidden */
  41723. SphereGeometry.prototype._regenerateVertexData = function () {
  41724. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  41725. };
  41726. SphereGeometry.prototype.copy = function (id) {
  41727. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  41728. };
  41729. SphereGeometry.prototype.serialize = function () {
  41730. var serializationObject = _super.prototype.serialize.call(this);
  41731. serializationObject.segments = this.segments;
  41732. serializationObject.diameter = this.diameter;
  41733. return serializationObject;
  41734. };
  41735. SphereGeometry.Parse = function (parsedSphere, scene) {
  41736. if (scene.getGeometryByID(parsedSphere.id)) {
  41737. return null; // null since geometry could be something else than a sphere...
  41738. }
  41739. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  41740. if (BABYLON.Tags) {
  41741. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  41742. }
  41743. scene.pushGeometry(sphere, true);
  41744. return sphere;
  41745. };
  41746. return SphereGeometry;
  41747. }(_PrimitiveGeometry));
  41748. BABYLON.SphereGeometry = SphereGeometry;
  41749. /**
  41750. * Creates a disc geometry
  41751. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  41752. */
  41753. var DiscGeometry = /** @class */ (function (_super) {
  41754. __extends(DiscGeometry, _super);
  41755. /**
  41756. * Creates a new disc geometry
  41757. * @param id defines the unique ID of the geometry
  41758. * @param scene defines the hosting scene
  41759. * @param radius defines the radius of the disc
  41760. * @param tessellation defines the tesselation factor to apply to the disc
  41761. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41762. * @param mesh defines the hosting mesh (can be null)
  41763. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41764. */
  41765. function DiscGeometry(id, scene,
  41766. /**
  41767. * Defines the radius of the disc
  41768. */
  41769. radius,
  41770. /**
  41771. * Defines the tesselation factor to apply to the disc
  41772. */
  41773. tessellation, canBeRegenerated, mesh,
  41774. /**
  41775. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41776. */
  41777. side) {
  41778. if (mesh === void 0) { mesh = null; }
  41779. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41780. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41781. _this.radius = radius;
  41782. _this.tessellation = tessellation;
  41783. _this.side = side;
  41784. return _this;
  41785. }
  41786. /** @hidden */
  41787. DiscGeometry.prototype._regenerateVertexData = function () {
  41788. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  41789. };
  41790. DiscGeometry.prototype.copy = function (id) {
  41791. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  41792. };
  41793. return DiscGeometry;
  41794. }(_PrimitiveGeometry));
  41795. BABYLON.DiscGeometry = DiscGeometry;
  41796. /**
  41797. * Creates a new cylinder geometry
  41798. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41799. */
  41800. var CylinderGeometry = /** @class */ (function (_super) {
  41801. __extends(CylinderGeometry, _super);
  41802. /**
  41803. * Creates a new cylinder geometry
  41804. * @param id defines the unique ID of the geometry
  41805. * @param scene defines the hosting scene
  41806. * @param height defines the height of the cylinder
  41807. * @param diameterTop defines the diameter of the cylinder's top cap
  41808. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  41809. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  41810. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  41811. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41812. * @param mesh defines the hosting mesh (can be null)
  41813. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41814. */
  41815. function CylinderGeometry(id, scene,
  41816. /**
  41817. * Defines the height of the cylinder
  41818. */
  41819. height,
  41820. /**
  41821. * Defines the diameter of the cylinder's top cap
  41822. */
  41823. diameterTop,
  41824. /**
  41825. * Defines the diameter of the cylinder's bottom cap
  41826. */
  41827. diameterBottom,
  41828. /**
  41829. * Defines the tessellation factor to apply to the cylinder
  41830. */
  41831. tessellation,
  41832. /**
  41833. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  41834. */
  41835. subdivisions, canBeRegenerated, mesh,
  41836. /**
  41837. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41838. */
  41839. side) {
  41840. if (subdivisions === void 0) { subdivisions = 1; }
  41841. if (mesh === void 0) { mesh = null; }
  41842. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41843. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41844. _this.height = height;
  41845. _this.diameterTop = diameterTop;
  41846. _this.diameterBottom = diameterBottom;
  41847. _this.tessellation = tessellation;
  41848. _this.subdivisions = subdivisions;
  41849. _this.side = side;
  41850. return _this;
  41851. }
  41852. /** @hidden */
  41853. CylinderGeometry.prototype._regenerateVertexData = function () {
  41854. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  41855. };
  41856. CylinderGeometry.prototype.copy = function (id) {
  41857. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  41858. };
  41859. CylinderGeometry.prototype.serialize = function () {
  41860. var serializationObject = _super.prototype.serialize.call(this);
  41861. serializationObject.height = this.height;
  41862. serializationObject.diameterTop = this.diameterTop;
  41863. serializationObject.diameterBottom = this.diameterBottom;
  41864. serializationObject.tessellation = this.tessellation;
  41865. return serializationObject;
  41866. };
  41867. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  41868. if (scene.getGeometryByID(parsedCylinder.id)) {
  41869. return null; // null since geometry could be something else than a cylinder...
  41870. }
  41871. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  41872. if (BABYLON.Tags) {
  41873. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  41874. }
  41875. scene.pushGeometry(cylinder, true);
  41876. return cylinder;
  41877. };
  41878. return CylinderGeometry;
  41879. }(_PrimitiveGeometry));
  41880. BABYLON.CylinderGeometry = CylinderGeometry;
  41881. /**
  41882. * Creates a new torus geometry
  41883. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  41884. */
  41885. var TorusGeometry = /** @class */ (function (_super) {
  41886. __extends(TorusGeometry, _super);
  41887. /**
  41888. * Creates a new torus geometry
  41889. * @param id defines the unique ID of the geometry
  41890. * @param scene defines the hosting scene
  41891. * @param diameter defines the diameter of the torus
  41892. * @param thickness defines the thickness of the torus (ie. internal diameter)
  41893. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  41894. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41895. * @param mesh defines the hosting mesh (can be null)
  41896. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41897. */
  41898. function TorusGeometry(id, scene,
  41899. /**
  41900. * Defines the diameter of the torus
  41901. */
  41902. diameter,
  41903. /**
  41904. * Defines the thickness of the torus (ie. internal diameter)
  41905. */
  41906. thickness,
  41907. /**
  41908. * Defines the tesselation factor to apply to the torus
  41909. */
  41910. tessellation, canBeRegenerated, mesh,
  41911. /**
  41912. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41913. */
  41914. side) {
  41915. if (mesh === void 0) { mesh = null; }
  41916. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41917. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41918. _this.diameter = diameter;
  41919. _this.thickness = thickness;
  41920. _this.tessellation = tessellation;
  41921. _this.side = side;
  41922. return _this;
  41923. }
  41924. /** @hidden */
  41925. TorusGeometry.prototype._regenerateVertexData = function () {
  41926. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  41927. };
  41928. TorusGeometry.prototype.copy = function (id) {
  41929. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  41930. };
  41931. TorusGeometry.prototype.serialize = function () {
  41932. var serializationObject = _super.prototype.serialize.call(this);
  41933. serializationObject.diameter = this.diameter;
  41934. serializationObject.thickness = this.thickness;
  41935. serializationObject.tessellation = this.tessellation;
  41936. return serializationObject;
  41937. };
  41938. TorusGeometry.Parse = function (parsedTorus, scene) {
  41939. if (scene.getGeometryByID(parsedTorus.id)) {
  41940. return null; // null since geometry could be something else than a torus...
  41941. }
  41942. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  41943. if (BABYLON.Tags) {
  41944. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  41945. }
  41946. scene.pushGeometry(torus, true);
  41947. return torus;
  41948. };
  41949. return TorusGeometry;
  41950. }(_PrimitiveGeometry));
  41951. BABYLON.TorusGeometry = TorusGeometry;
  41952. /**
  41953. * Creates a new ground geometry
  41954. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  41955. */
  41956. var GroundGeometry = /** @class */ (function (_super) {
  41957. __extends(GroundGeometry, _super);
  41958. /**
  41959. * Creates a new ground geometry
  41960. * @param id defines the unique ID of the geometry
  41961. * @param scene defines the hosting scene
  41962. * @param width defines the width of the ground
  41963. * @param height defines the height of the ground
  41964. * @param subdivisions defines the subdivisions to apply to the ground
  41965. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41966. * @param mesh defines the hosting mesh (can be null)
  41967. */
  41968. function GroundGeometry(id, scene,
  41969. /**
  41970. * Defines the width of the ground
  41971. */
  41972. width,
  41973. /**
  41974. * Defines the height of the ground
  41975. */
  41976. height,
  41977. /**
  41978. * Defines the subdivisions to apply to the ground
  41979. */
  41980. subdivisions, canBeRegenerated, mesh) {
  41981. if (mesh === void 0) { mesh = null; }
  41982. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41983. _this.width = width;
  41984. _this.height = height;
  41985. _this.subdivisions = subdivisions;
  41986. return _this;
  41987. }
  41988. /** @hidden */
  41989. GroundGeometry.prototype._regenerateVertexData = function () {
  41990. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  41991. };
  41992. GroundGeometry.prototype.copy = function (id) {
  41993. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  41994. };
  41995. GroundGeometry.prototype.serialize = function () {
  41996. var serializationObject = _super.prototype.serialize.call(this);
  41997. serializationObject.width = this.width;
  41998. serializationObject.height = this.height;
  41999. serializationObject.subdivisions = this.subdivisions;
  42000. return serializationObject;
  42001. };
  42002. GroundGeometry.Parse = function (parsedGround, scene) {
  42003. if (scene.getGeometryByID(parsedGround.id)) {
  42004. return null; // null since geometry could be something else than a ground...
  42005. }
  42006. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42007. if (BABYLON.Tags) {
  42008. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42009. }
  42010. scene.pushGeometry(ground, true);
  42011. return ground;
  42012. };
  42013. return GroundGeometry;
  42014. }(_PrimitiveGeometry));
  42015. BABYLON.GroundGeometry = GroundGeometry;
  42016. /**
  42017. * Creates a tiled ground geometry
  42018. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42019. */
  42020. var TiledGroundGeometry = /** @class */ (function (_super) {
  42021. __extends(TiledGroundGeometry, _super);
  42022. /**
  42023. * Creates a tiled ground geometry
  42024. * @param id defines the unique ID of the geometry
  42025. * @param scene defines the hosting scene
  42026. * @param xmin defines the minimum value on X axis
  42027. * @param zmin defines the minimum value on Z axis
  42028. * @param xmax defines the maximum value on X axis
  42029. * @param zmax defines the maximum value on Z axis
  42030. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42031. * @param precision defines the precision to use when computing the tiles
  42032. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42033. * @param mesh defines the hosting mesh (can be null)
  42034. */
  42035. function TiledGroundGeometry(id, scene,
  42036. /**
  42037. * Defines the minimum value on X axis
  42038. */
  42039. xmin,
  42040. /**
  42041. * Defines the minimum value on Z axis
  42042. */
  42043. zmin,
  42044. /**
  42045. * Defines the maximum value on X axis
  42046. */
  42047. xmax,
  42048. /**
  42049. * Defines the maximum value on Z axis
  42050. */
  42051. zmax,
  42052. /**
  42053. * Defines the subdivisions to apply to the ground
  42054. */
  42055. subdivisions,
  42056. /**
  42057. * Defines the precision to use when computing the tiles
  42058. */
  42059. precision, canBeRegenerated, mesh) {
  42060. if (mesh === void 0) { mesh = null; }
  42061. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42062. _this.xmin = xmin;
  42063. _this.zmin = zmin;
  42064. _this.xmax = xmax;
  42065. _this.zmax = zmax;
  42066. _this.subdivisions = subdivisions;
  42067. _this.precision = precision;
  42068. return _this;
  42069. }
  42070. /** @hidden */
  42071. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42072. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42073. };
  42074. TiledGroundGeometry.prototype.copy = function (id) {
  42075. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42076. };
  42077. return TiledGroundGeometry;
  42078. }(_PrimitiveGeometry));
  42079. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42080. /**
  42081. * Creates a plane geometry
  42082. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42083. */
  42084. var PlaneGeometry = /** @class */ (function (_super) {
  42085. __extends(PlaneGeometry, _super);
  42086. /**
  42087. * Creates a plane geometry
  42088. * @param id defines the unique ID of the geometry
  42089. * @param scene defines the hosting scene
  42090. * @param size defines the size of the plane (width === height)
  42091. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42092. * @param mesh defines the hosting mesh (can be null)
  42093. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42094. */
  42095. function PlaneGeometry(id, scene,
  42096. /**
  42097. * Defines the size of the plane (width === height)
  42098. */
  42099. size, canBeRegenerated, mesh,
  42100. /**
  42101. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42102. */
  42103. side) {
  42104. if (mesh === void 0) { mesh = null; }
  42105. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42106. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42107. _this.size = size;
  42108. _this.side = side;
  42109. return _this;
  42110. }
  42111. /** @hidden */
  42112. PlaneGeometry.prototype._regenerateVertexData = function () {
  42113. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42114. };
  42115. PlaneGeometry.prototype.copy = function (id) {
  42116. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42117. };
  42118. PlaneGeometry.prototype.serialize = function () {
  42119. var serializationObject = _super.prototype.serialize.call(this);
  42120. serializationObject.size = this.size;
  42121. return serializationObject;
  42122. };
  42123. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42124. if (scene.getGeometryByID(parsedPlane.id)) {
  42125. return null; // null since geometry could be something else than a ground...
  42126. }
  42127. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42128. if (BABYLON.Tags) {
  42129. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42130. }
  42131. scene.pushGeometry(plane, true);
  42132. return plane;
  42133. };
  42134. return PlaneGeometry;
  42135. }(_PrimitiveGeometry));
  42136. BABYLON.PlaneGeometry = PlaneGeometry;
  42137. /**
  42138. * Creates a torus knot geometry
  42139. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42140. */
  42141. var TorusKnotGeometry = /** @class */ (function (_super) {
  42142. __extends(TorusKnotGeometry, _super);
  42143. /**
  42144. * Creates a torus knot geometry
  42145. * @param id defines the unique ID of the geometry
  42146. * @param scene defines the hosting scene
  42147. * @param radius defines the radius of the torus knot
  42148. * @param tube defines the thickness of the torus knot tube
  42149. * @param radialSegments defines the number of radial segments
  42150. * @param tubularSegments defines the number of tubular segments
  42151. * @param p defines the first number of windings
  42152. * @param q defines the second number of windings
  42153. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42154. * @param mesh defines the hosting mesh (can be null)
  42155. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42156. */
  42157. function TorusKnotGeometry(id, scene,
  42158. /**
  42159. * Defines the radius of the torus knot
  42160. */
  42161. radius,
  42162. /**
  42163. * Defines the thickness of the torus knot tube
  42164. */
  42165. tube,
  42166. /**
  42167. * Defines the number of radial segments
  42168. */
  42169. radialSegments,
  42170. /**
  42171. * Defines the number of tubular segments
  42172. */
  42173. tubularSegments,
  42174. /**
  42175. * Defines the first number of windings
  42176. */
  42177. p,
  42178. /**
  42179. * Defines the second number of windings
  42180. */
  42181. q, canBeRegenerated, mesh,
  42182. /**
  42183. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42184. */
  42185. side) {
  42186. if (mesh === void 0) { mesh = null; }
  42187. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42188. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42189. _this.radius = radius;
  42190. _this.tube = tube;
  42191. _this.radialSegments = radialSegments;
  42192. _this.tubularSegments = tubularSegments;
  42193. _this.p = p;
  42194. _this.q = q;
  42195. _this.side = side;
  42196. return _this;
  42197. }
  42198. /** @hidden */
  42199. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42200. 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 });
  42201. };
  42202. TorusKnotGeometry.prototype.copy = function (id) {
  42203. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42204. };
  42205. TorusKnotGeometry.prototype.serialize = function () {
  42206. var serializationObject = _super.prototype.serialize.call(this);
  42207. serializationObject.radius = this.radius;
  42208. serializationObject.tube = this.tube;
  42209. serializationObject.radialSegments = this.radialSegments;
  42210. serializationObject.tubularSegments = this.tubularSegments;
  42211. serializationObject.p = this.p;
  42212. serializationObject.q = this.q;
  42213. return serializationObject;
  42214. };
  42215. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42216. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42217. return null; // null since geometry could be something else than a ground...
  42218. }
  42219. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42220. if (BABYLON.Tags) {
  42221. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42222. }
  42223. scene.pushGeometry(torusKnot, true);
  42224. return torusKnot;
  42225. };
  42226. return TorusKnotGeometry;
  42227. }(_PrimitiveGeometry));
  42228. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42229. //}
  42230. })(BABYLON || (BABYLON = {}));
  42231. //# sourceMappingURL=babylon.geometry.js.map
  42232. var BABYLON;
  42233. (function (BABYLON) {
  42234. /**
  42235. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42236. */
  42237. var PerformanceMonitor = /** @class */ (function () {
  42238. /**
  42239. * constructor
  42240. * @param frameSampleSize The number of samples required to saturate the sliding window
  42241. */
  42242. function PerformanceMonitor(frameSampleSize) {
  42243. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42244. this._enabled = true;
  42245. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42246. }
  42247. /**
  42248. * Samples current frame
  42249. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42250. */
  42251. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42252. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42253. if (!this._enabled) {
  42254. return;
  42255. }
  42256. if (this._lastFrameTimeMs != null) {
  42257. var dt = timeMs - this._lastFrameTimeMs;
  42258. this._rollingFrameTime.add(dt);
  42259. }
  42260. this._lastFrameTimeMs = timeMs;
  42261. };
  42262. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42263. /**
  42264. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42265. */
  42266. get: function () {
  42267. return this._rollingFrameTime.average;
  42268. },
  42269. enumerable: true,
  42270. configurable: true
  42271. });
  42272. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42273. /**
  42274. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42275. */
  42276. get: function () {
  42277. return this._rollingFrameTime.variance;
  42278. },
  42279. enumerable: true,
  42280. configurable: true
  42281. });
  42282. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42283. /**
  42284. * Returns the frame time of the most recent frame
  42285. */
  42286. get: function () {
  42287. return this._rollingFrameTime.history(0);
  42288. },
  42289. enumerable: true,
  42290. configurable: true
  42291. });
  42292. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42293. /**
  42294. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42295. */
  42296. get: function () {
  42297. return 1000.0 / this._rollingFrameTime.average;
  42298. },
  42299. enumerable: true,
  42300. configurable: true
  42301. });
  42302. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42303. /**
  42304. * Returns the average framerate in frames per second using the most recent frame time
  42305. */
  42306. get: function () {
  42307. var history = this._rollingFrameTime.history(0);
  42308. if (history === 0) {
  42309. return 0;
  42310. }
  42311. return 1000.0 / history;
  42312. },
  42313. enumerable: true,
  42314. configurable: true
  42315. });
  42316. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42317. /**
  42318. * Returns true if enough samples have been taken to completely fill the sliding window
  42319. */
  42320. get: function () {
  42321. return this._rollingFrameTime.isSaturated();
  42322. },
  42323. enumerable: true,
  42324. configurable: true
  42325. });
  42326. /**
  42327. * Enables contributions to the sliding window sample set
  42328. */
  42329. PerformanceMonitor.prototype.enable = function () {
  42330. this._enabled = true;
  42331. };
  42332. /**
  42333. * Disables contributions to the sliding window sample set
  42334. * Samples will not be interpolated over the disabled period
  42335. */
  42336. PerformanceMonitor.prototype.disable = function () {
  42337. this._enabled = false;
  42338. //clear last sample to avoid interpolating over the disabled period when next enabled
  42339. this._lastFrameTimeMs = null;
  42340. };
  42341. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42342. /**
  42343. * Returns true if sampling is enabled
  42344. */
  42345. get: function () {
  42346. return this._enabled;
  42347. },
  42348. enumerable: true,
  42349. configurable: true
  42350. });
  42351. /**
  42352. * Resets performance monitor
  42353. */
  42354. PerformanceMonitor.prototype.reset = function () {
  42355. //clear last sample to avoid interpolating over the disabled period when next enabled
  42356. this._lastFrameTimeMs = null;
  42357. //wipe record
  42358. this._rollingFrameTime.reset();
  42359. };
  42360. return PerformanceMonitor;
  42361. }());
  42362. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42363. /**
  42364. * RollingAverage
  42365. *
  42366. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42367. */
  42368. var RollingAverage = /** @class */ (function () {
  42369. /**
  42370. * constructor
  42371. * @param length The number of samples required to saturate the sliding window
  42372. */
  42373. function RollingAverage(length) {
  42374. this._samples = new Array(length);
  42375. this.reset();
  42376. }
  42377. /**
  42378. * Adds a sample to the sample set
  42379. * @param v The sample value
  42380. */
  42381. RollingAverage.prototype.add = function (v) {
  42382. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42383. var delta;
  42384. //we need to check if we've already wrapped round
  42385. if (this.isSaturated()) {
  42386. //remove bottom of stack from mean
  42387. var bottomValue = this._samples[this._pos];
  42388. delta = bottomValue - this.average;
  42389. this.average -= delta / (this._sampleCount - 1);
  42390. this._m2 -= delta * (bottomValue - this.average);
  42391. }
  42392. else {
  42393. this._sampleCount++;
  42394. }
  42395. //add new value to mean
  42396. delta = v - this.average;
  42397. this.average += delta / (this._sampleCount);
  42398. this._m2 += delta * (v - this.average);
  42399. //set the new variance
  42400. this.variance = this._m2 / (this._sampleCount - 1);
  42401. this._samples[this._pos] = v;
  42402. this._pos++;
  42403. this._pos %= this._samples.length; //positive wrap around
  42404. };
  42405. /**
  42406. * Returns previously added values or null if outside of history or outside the sliding window domain
  42407. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42408. * @return Value previously recorded with add() or null if outside of range
  42409. */
  42410. RollingAverage.prototype.history = function (i) {
  42411. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42412. return 0;
  42413. }
  42414. var i0 = this._wrapPosition(this._pos - 1.0);
  42415. return this._samples[this._wrapPosition(i0 - i)];
  42416. };
  42417. /**
  42418. * Returns true if enough samples have been taken to completely fill the sliding window
  42419. * @return true if sample-set saturated
  42420. */
  42421. RollingAverage.prototype.isSaturated = function () {
  42422. return this._sampleCount >= this._samples.length;
  42423. };
  42424. /**
  42425. * Resets the rolling average (equivalent to 0 samples taken so far)
  42426. */
  42427. RollingAverage.prototype.reset = function () {
  42428. this.average = 0;
  42429. this.variance = 0;
  42430. this._sampleCount = 0;
  42431. this._pos = 0;
  42432. this._m2 = 0;
  42433. };
  42434. /**
  42435. * Wraps a value around the sample range boundaries
  42436. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42437. * @return Wrapped position in sample range
  42438. */
  42439. RollingAverage.prototype._wrapPosition = function (i) {
  42440. var max = this._samples.length;
  42441. return ((i % max) + max) % max;
  42442. };
  42443. return RollingAverage;
  42444. }());
  42445. BABYLON.RollingAverage = RollingAverage;
  42446. })(BABYLON || (BABYLON = {}));
  42447. //# sourceMappingURL=babylon.performanceMonitor.js.map
  42448. var BABYLON;
  42449. (function (BABYLON) {
  42450. /**
  42451. * "Static Class" containing the most commonly used helper while dealing with material for
  42452. * rendering purpose.
  42453. *
  42454. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42455. *
  42456. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42457. */
  42458. var MaterialHelper = /** @class */ (function () {
  42459. function MaterialHelper() {
  42460. }
  42461. /**
  42462. * Bind the current view position to an effect.
  42463. * @param effect The effect to be bound
  42464. * @param scene The scene the eyes position is used from
  42465. */
  42466. MaterialHelper.BindEyePosition = function (effect, scene) {
  42467. if (scene._forcedViewPosition) {
  42468. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42469. return;
  42470. }
  42471. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42472. };
  42473. /**
  42474. * Helps preparing the defines values about the UVs in used in the effect.
  42475. * UVs are shared as much as we can accross channels in the shaders.
  42476. * @param texture The texture we are preparing the UVs for
  42477. * @param defines The defines to update
  42478. * @param key The channel key "diffuse", "specular"... used in the shader
  42479. */
  42480. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42481. defines._needUVs = true;
  42482. defines[key] = true;
  42483. if (texture.getTextureMatrix().isIdentity(true)) {
  42484. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42485. if (texture.coordinatesIndex === 0) {
  42486. defines["MAINUV1"] = true;
  42487. }
  42488. else {
  42489. defines["MAINUV2"] = true;
  42490. }
  42491. }
  42492. else {
  42493. defines[key + "DIRECTUV"] = 0;
  42494. }
  42495. };
  42496. /**
  42497. * Binds a texture matrix value to its corrsponding uniform
  42498. * @param texture The texture to bind the matrix for
  42499. * @param uniformBuffer The uniform buffer receivin the data
  42500. * @param key The channel key "diffuse", "specular"... used in the shader
  42501. */
  42502. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42503. var matrix = texture.getTextureMatrix();
  42504. if (!matrix.isIdentity(true)) {
  42505. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42506. }
  42507. };
  42508. /**
  42509. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42510. * @param mesh defines the current mesh
  42511. * @param scene defines the current scene
  42512. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42513. * @param pointsCloud defines if point cloud rendering has to be turned on
  42514. * @param fogEnabled defines if fog has to be turned on
  42515. * @param alphaTest defines if alpha testing has to be turned on
  42516. * @param defines defines the current list of defines
  42517. */
  42518. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42519. if (defines._areMiscDirty) {
  42520. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42521. defines["POINTSIZE"] = pointsCloud;
  42522. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42523. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42524. defines["ALPHATEST"] = alphaTest;
  42525. }
  42526. };
  42527. /**
  42528. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42529. * @param scene defines the current scene
  42530. * @param engine defines the current engine
  42531. * @param defines specifies the list of active defines
  42532. * @param useInstances defines if instances have to be turned on
  42533. * @param useClipPlane defines if clip plane have to be turned on
  42534. */
  42535. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42536. if (useClipPlane === void 0) { useClipPlane = null; }
  42537. var changed = false;
  42538. var useClipPlane1 = false;
  42539. var useClipPlane2 = false;
  42540. var useClipPlane3 = false;
  42541. var useClipPlane4 = false;
  42542. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  42543. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  42544. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  42545. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  42546. if (defines["CLIPPLANE"] !== useClipPlane1) {
  42547. defines["CLIPPLANE"] = useClipPlane1;
  42548. changed = true;
  42549. }
  42550. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  42551. defines["CLIPPLANE2"] = useClipPlane2;
  42552. changed = true;
  42553. }
  42554. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  42555. defines["CLIPPLANE3"] = useClipPlane3;
  42556. changed = true;
  42557. }
  42558. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  42559. defines["CLIPPLANE4"] = useClipPlane4;
  42560. changed = true;
  42561. }
  42562. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42563. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42564. changed = true;
  42565. }
  42566. if (defines["INSTANCES"] !== useInstances) {
  42567. defines["INSTANCES"] = useInstances;
  42568. changed = true;
  42569. }
  42570. if (changed) {
  42571. defines.markAsUnprocessed();
  42572. }
  42573. };
  42574. /**
  42575. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42576. * @param mesh The mesh containing the geometry data we will draw
  42577. * @param defines The defines to update
  42578. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42579. * @param useBones Precise whether bones should be used or not (override mesh info)
  42580. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42581. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42582. * @returns false if defines are considered not dirty and have not been checked
  42583. */
  42584. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42585. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42586. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42587. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42588. return false;
  42589. }
  42590. defines._normals = defines._needNormals;
  42591. defines._uvs = defines._needUVs;
  42592. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42593. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42594. defines["TANGENT"] = true;
  42595. }
  42596. if (defines._needUVs) {
  42597. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42598. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42599. }
  42600. else {
  42601. defines["UV1"] = false;
  42602. defines["UV2"] = false;
  42603. }
  42604. if (useVertexColor) {
  42605. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  42606. defines["VERTEXCOLOR"] = hasVertexColors;
  42607. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  42608. }
  42609. if (useBones) {
  42610. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42611. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  42612. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  42613. }
  42614. else {
  42615. defines["NUM_BONE_INFLUENCERS"] = 0;
  42616. defines["BonesPerMesh"] = 0;
  42617. }
  42618. }
  42619. if (useMorphTargets) {
  42620. var manager = mesh.morphTargetManager;
  42621. if (manager) {
  42622. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  42623. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  42624. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  42625. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  42626. }
  42627. else {
  42628. defines["MORPHTARGETS_TANGENT"] = false;
  42629. defines["MORPHTARGETS_NORMAL"] = false;
  42630. defines["MORPHTARGETS"] = false;
  42631. defines["NUM_MORPH_INFLUENCERS"] = 0;
  42632. }
  42633. }
  42634. return true;
  42635. };
  42636. /**
  42637. * Prepares the defines related to the light information passed in parameter
  42638. * @param scene The scene we are intending to draw
  42639. * @param mesh The mesh the effect is compiling for
  42640. * @param defines The defines to update
  42641. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  42642. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  42643. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  42644. * @returns true if normals will be required for the rest of the effect
  42645. */
  42646. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  42647. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42648. if (disableLighting === void 0) { disableLighting = false; }
  42649. if (!defines._areLightsDirty) {
  42650. return defines._needNormals;
  42651. }
  42652. var lightIndex = 0;
  42653. var needNormals = false;
  42654. var needRebuild = false;
  42655. var lightmapMode = false;
  42656. var shadowEnabled = false;
  42657. var specularEnabled = false;
  42658. if (scene.lightsEnabled && !disableLighting) {
  42659. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  42660. var light = _a[_i];
  42661. needNormals = true;
  42662. if (defines["LIGHT" + lightIndex] === undefined) {
  42663. needRebuild = true;
  42664. }
  42665. defines["LIGHT" + lightIndex] = true;
  42666. defines["SPOTLIGHT" + lightIndex] = false;
  42667. defines["HEMILIGHT" + lightIndex] = false;
  42668. defines["POINTLIGHT" + lightIndex] = false;
  42669. defines["DIRLIGHT" + lightIndex] = false;
  42670. light.prepareLightSpecificDefines(defines, lightIndex);
  42671. // FallOff.
  42672. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  42673. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  42674. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  42675. switch (light.falloffType) {
  42676. case BABYLON.Light.FALLOFF_GLTF:
  42677. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  42678. break;
  42679. case BABYLON.Light.FALLOFF_PHYSICAL:
  42680. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  42681. break;
  42682. case BABYLON.Light.FALLOFF_STANDARD:
  42683. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  42684. break;
  42685. }
  42686. // Specular
  42687. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  42688. specularEnabled = true;
  42689. }
  42690. // Shadows
  42691. defines["SHADOW" + lightIndex] = false;
  42692. defines["SHADOWPCF" + lightIndex] = false;
  42693. defines["SHADOWPCSS" + lightIndex] = false;
  42694. defines["SHADOWPOISSON" + lightIndex] = false;
  42695. defines["SHADOWESM" + lightIndex] = false;
  42696. defines["SHADOWCUBE" + lightIndex] = false;
  42697. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  42698. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  42699. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  42700. var shadowGenerator = light.getShadowGenerator();
  42701. if (shadowGenerator) {
  42702. var shadowMap = shadowGenerator.getShadowMap();
  42703. if (shadowMap) {
  42704. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  42705. shadowEnabled = true;
  42706. shadowGenerator.prepareDefines(defines, lightIndex);
  42707. }
  42708. }
  42709. }
  42710. }
  42711. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  42712. lightmapMode = true;
  42713. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  42714. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  42715. }
  42716. else {
  42717. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  42718. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  42719. }
  42720. lightIndex++;
  42721. if (lightIndex === maxSimultaneousLights) {
  42722. break;
  42723. }
  42724. }
  42725. }
  42726. defines["SPECULARTERM"] = specularEnabled;
  42727. defines["SHADOWS"] = shadowEnabled;
  42728. // Resetting all other lights if any
  42729. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  42730. if (defines["LIGHT" + index] !== undefined) {
  42731. defines["LIGHT" + index] = false;
  42732. defines["HEMILIGHT" + lightIndex] = false;
  42733. defines["POINTLIGHT" + lightIndex] = false;
  42734. defines["DIRLIGHT" + lightIndex] = false;
  42735. defines["SPOTLIGHT" + lightIndex] = false;
  42736. defines["SHADOW" + lightIndex] = false;
  42737. }
  42738. }
  42739. var caps = scene.getEngine().getCaps();
  42740. if (defines["SHADOWFLOAT"] === undefined) {
  42741. needRebuild = true;
  42742. }
  42743. defines["SHADOWFLOAT"] = shadowEnabled &&
  42744. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  42745. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  42746. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  42747. if (needRebuild) {
  42748. defines.rebuild();
  42749. }
  42750. return needNormals;
  42751. };
  42752. /**
  42753. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  42754. * that won t be acctive due to defines being turned off.
  42755. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  42756. * @param samplersList The samplers list
  42757. * @param defines The defines helping in the list generation
  42758. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  42759. */
  42760. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  42761. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42762. var uniformsList;
  42763. var uniformBuffersList = null;
  42764. if (uniformsListOrOptions.uniformsNames) {
  42765. var options = uniformsListOrOptions;
  42766. uniformsList = options.uniformsNames;
  42767. uniformBuffersList = options.uniformBuffersNames;
  42768. samplersList = options.samplers;
  42769. defines = options.defines;
  42770. maxSimultaneousLights = options.maxSimultaneousLights;
  42771. }
  42772. else {
  42773. uniformsList = uniformsListOrOptions;
  42774. if (!samplersList) {
  42775. samplersList = [];
  42776. }
  42777. }
  42778. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42779. if (!defines["LIGHT" + lightIndex]) {
  42780. break;
  42781. }
  42782. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  42783. if (uniformBuffersList) {
  42784. uniformBuffersList.push("Light" + lightIndex);
  42785. }
  42786. samplersList.push("shadowSampler" + lightIndex);
  42787. samplersList.push("depthSampler" + lightIndex);
  42788. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  42789. samplersList.push("projectionLightSampler" + lightIndex);
  42790. uniformsList.push("textureProjectionMatrix" + lightIndex);
  42791. }
  42792. }
  42793. if (defines["NUM_MORPH_INFLUENCERS"]) {
  42794. uniformsList.push("morphTargetInfluences");
  42795. }
  42796. };
  42797. /**
  42798. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  42799. * @param defines The defines to update while falling back
  42800. * @param fallbacks The authorized effect fallbacks
  42801. * @param maxSimultaneousLights The maximum number of lights allowed
  42802. * @param rank the current rank of the Effect
  42803. * @returns The newly affected rank
  42804. */
  42805. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  42806. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42807. if (rank === void 0) { rank = 0; }
  42808. var lightFallbackRank = 0;
  42809. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42810. if (!defines["LIGHT" + lightIndex]) {
  42811. break;
  42812. }
  42813. if (lightIndex > 0) {
  42814. lightFallbackRank = rank + lightIndex;
  42815. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  42816. }
  42817. if (!defines["SHADOWS"]) {
  42818. if (defines["SHADOW" + lightIndex]) {
  42819. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  42820. }
  42821. if (defines["SHADOWPCF" + lightIndex]) {
  42822. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  42823. }
  42824. if (defines["SHADOWPCSS" + lightIndex]) {
  42825. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  42826. }
  42827. if (defines["SHADOWPOISSON" + lightIndex]) {
  42828. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  42829. }
  42830. if (defines["SHADOWESM" + lightIndex]) {
  42831. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  42832. }
  42833. }
  42834. }
  42835. return lightFallbackRank++;
  42836. };
  42837. /**
  42838. * Prepares the list of attributes required for morph targets according to the effect defines.
  42839. * @param attribs The current list of supported attribs
  42840. * @param mesh The mesh to prepare the morph targets attributes for
  42841. * @param defines The current Defines of the effect
  42842. */
  42843. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  42844. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  42845. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  42846. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  42847. var manager = mesh.morphTargetManager;
  42848. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  42849. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  42850. for (var index = 0; index < influencers; index++) {
  42851. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  42852. if (normal) {
  42853. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  42854. }
  42855. if (tangent) {
  42856. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  42857. }
  42858. if (attribs.length > maxAttributesCount) {
  42859. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  42860. }
  42861. }
  42862. }
  42863. };
  42864. /**
  42865. * Prepares the list of attributes required for bones according to the effect defines.
  42866. * @param attribs The current list of supported attribs
  42867. * @param mesh The mesh to prepare the bones attributes for
  42868. * @param defines The current Defines of the effect
  42869. * @param fallbacks The current efffect fallback strategy
  42870. */
  42871. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  42872. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  42873. fallbacks.addCPUSkinningFallback(0, mesh);
  42874. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42875. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42876. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  42877. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42878. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  42879. }
  42880. }
  42881. };
  42882. /**
  42883. * Prepares the list of attributes required for instances according to the effect defines.
  42884. * @param attribs The current list of supported attribs
  42885. * @param defines The current Defines of the effect
  42886. */
  42887. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  42888. if (defines["INSTANCES"]) {
  42889. attribs.push("world0");
  42890. attribs.push("world1");
  42891. attribs.push("world2");
  42892. attribs.push("world3");
  42893. }
  42894. };
  42895. /**
  42896. * Binds the light shadow information to the effect for the given mesh.
  42897. * @param light The light containing the generator
  42898. * @param scene The scene the lights belongs to
  42899. * @param mesh The mesh we are binding the information to render
  42900. * @param lightIndex The light index in the effect used to render the mesh
  42901. * @param effect The effect we are binding the data to
  42902. */
  42903. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  42904. if (light.shadowEnabled && mesh.receiveShadows) {
  42905. var shadowGenerator = light.getShadowGenerator();
  42906. if (shadowGenerator) {
  42907. shadowGenerator.bindShadowLight(lightIndex, effect);
  42908. }
  42909. }
  42910. };
  42911. /**
  42912. * Binds the light information to the effect.
  42913. * @param light The light containing the generator
  42914. * @param effect The effect we are binding the data to
  42915. * @param lightIndex The light index in the effect used to render
  42916. */
  42917. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  42918. light.transferToEffect(effect, lightIndex + "");
  42919. };
  42920. /**
  42921. * Binds the lights information from the scene to the effect for the given mesh.
  42922. * @param scene The scene the lights belongs to
  42923. * @param mesh The mesh we are binding the information to render
  42924. * @param effect The effect we are binding the data to
  42925. * @param defines The generated defines for the effect
  42926. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  42927. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  42928. */
  42929. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  42930. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42931. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  42932. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  42933. for (var i = 0; i < len; i++) {
  42934. var light = mesh._lightSources[i];
  42935. var iAsString = i.toString();
  42936. var scaledIntensity = light.getScaledIntensity();
  42937. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  42938. MaterialHelper.BindLightProperties(light, effect, i);
  42939. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  42940. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  42941. if (defines["SPECULARTERM"]) {
  42942. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  42943. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  42944. }
  42945. // Shadows
  42946. if (scene.shadowsEnabled) {
  42947. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  42948. }
  42949. light._uniformBuffer.update();
  42950. }
  42951. };
  42952. /**
  42953. * Binds the fog information from the scene to the effect for the given mesh.
  42954. * @param scene The scene the lights belongs to
  42955. * @param mesh The mesh we are binding the information to render
  42956. * @param effect The effect we are binding the data to
  42957. * @param linearSpace Defines if the fog effect is applied in linear space
  42958. */
  42959. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  42960. if (linearSpace === void 0) { linearSpace = false; }
  42961. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  42962. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  42963. // Convert fog color to linear space if used in a linear space computed shader.
  42964. if (linearSpace) {
  42965. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  42966. effect.setColor3("vFogColor", this._tempFogColor);
  42967. }
  42968. else {
  42969. effect.setColor3("vFogColor", scene.fogColor);
  42970. }
  42971. }
  42972. };
  42973. /**
  42974. * Binds the bones information from the mesh to the effect.
  42975. * @param mesh The mesh we are binding the information to render
  42976. * @param effect The effect we are binding the data to
  42977. */
  42978. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  42979. if (!effect || !mesh) {
  42980. return;
  42981. }
  42982. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  42983. mesh.computeBonesUsingShaders = false;
  42984. }
  42985. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42986. var matrices = mesh.skeleton.getTransformMatrices(mesh);
  42987. if (matrices) {
  42988. effect.setMatrices("mBones", matrices);
  42989. }
  42990. }
  42991. };
  42992. /**
  42993. * Binds the morph targets information from the mesh to the effect.
  42994. * @param abstractMesh The mesh we are binding the information to render
  42995. * @param effect The effect we are binding the data to
  42996. */
  42997. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  42998. var manager = abstractMesh.morphTargetManager;
  42999. if (!abstractMesh || !manager) {
  43000. return;
  43001. }
  43002. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43003. };
  43004. /**
  43005. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43006. * @param defines The generated defines used in the effect
  43007. * @param effect The effect we are binding the data to
  43008. * @param scene The scene we are willing to render with logarithmic scale for
  43009. */
  43010. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43011. if (defines["LOGARITHMICDEPTH"]) {
  43012. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43013. }
  43014. };
  43015. /**
  43016. * Binds the clip plane information from the scene to the effect.
  43017. * @param scene The scene the clip plane information are extracted from
  43018. * @param effect The effect we are binding the data to
  43019. */
  43020. MaterialHelper.BindClipPlane = function (effect, scene) {
  43021. if (scene.clipPlane) {
  43022. var clipPlane = scene.clipPlane;
  43023. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43024. }
  43025. if (scene.clipPlane2) {
  43026. var clipPlane = scene.clipPlane2;
  43027. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43028. }
  43029. if (scene.clipPlane3) {
  43030. var clipPlane = scene.clipPlane3;
  43031. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43032. }
  43033. if (scene.clipPlane4) {
  43034. var clipPlane = scene.clipPlane4;
  43035. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43036. }
  43037. };
  43038. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43039. return MaterialHelper;
  43040. }());
  43041. BABYLON.MaterialHelper = MaterialHelper;
  43042. })(BABYLON || (BABYLON = {}));
  43043. //# sourceMappingURL=babylon.materialHelper.js.map
  43044. var BABYLON;
  43045. (function (BABYLON) {
  43046. /**
  43047. * Base class of materials working in push mode in babylon JS
  43048. * @hidden
  43049. */
  43050. var PushMaterial = /** @class */ (function (_super) {
  43051. __extends(PushMaterial, _super);
  43052. function PushMaterial(name, scene) {
  43053. var _this = _super.call(this, name, scene) || this;
  43054. _this._normalMatrix = new BABYLON.Matrix();
  43055. _this.storeEffectOnSubMeshes = true;
  43056. return _this;
  43057. }
  43058. PushMaterial.prototype.getEffect = function () {
  43059. return this._activeEffect;
  43060. };
  43061. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43062. if (!mesh) {
  43063. return false;
  43064. }
  43065. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43066. return true;
  43067. }
  43068. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43069. };
  43070. /**
  43071. * Binds the given world matrix to the active effect
  43072. *
  43073. * @param world the matrix to bind
  43074. */
  43075. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43076. this._activeEffect.setMatrix("world", world);
  43077. };
  43078. /**
  43079. * Binds the given normal matrix to the active effect
  43080. *
  43081. * @param normalMatrix the matrix to bind
  43082. */
  43083. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43084. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43085. };
  43086. PushMaterial.prototype.bind = function (world, mesh) {
  43087. if (!mesh) {
  43088. return;
  43089. }
  43090. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43091. };
  43092. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43093. if (effect === void 0) { effect = null; }
  43094. _super.prototype._afterBind.call(this, mesh);
  43095. this.getScene()._cachedEffect = effect;
  43096. };
  43097. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43098. if (visibility === void 0) { visibility = 1; }
  43099. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43100. };
  43101. return PushMaterial;
  43102. }(BABYLON.Material));
  43103. BABYLON.PushMaterial = PushMaterial;
  43104. })(BABYLON || (BABYLON = {}));
  43105. //# sourceMappingURL=babylon.pushMaterial.js.map
  43106. var BABYLON;
  43107. (function (BABYLON) {
  43108. /** @hidden */
  43109. var StandardMaterialDefines = /** @class */ (function (_super) {
  43110. __extends(StandardMaterialDefines, _super);
  43111. function StandardMaterialDefines() {
  43112. var _this = _super.call(this) || this;
  43113. _this.MAINUV1 = false;
  43114. _this.MAINUV2 = false;
  43115. _this.DIFFUSE = false;
  43116. _this.DIFFUSEDIRECTUV = 0;
  43117. _this.AMBIENT = false;
  43118. _this.AMBIENTDIRECTUV = 0;
  43119. _this.OPACITY = false;
  43120. _this.OPACITYDIRECTUV = 0;
  43121. _this.OPACITYRGB = false;
  43122. _this.REFLECTION = false;
  43123. _this.EMISSIVE = false;
  43124. _this.EMISSIVEDIRECTUV = 0;
  43125. _this.SPECULAR = false;
  43126. _this.SPECULARDIRECTUV = 0;
  43127. _this.BUMP = false;
  43128. _this.BUMPDIRECTUV = 0;
  43129. _this.PARALLAX = false;
  43130. _this.PARALLAXOCCLUSION = false;
  43131. _this.SPECULAROVERALPHA = false;
  43132. _this.CLIPPLANE = false;
  43133. _this.CLIPPLANE2 = false;
  43134. _this.CLIPPLANE3 = false;
  43135. _this.CLIPPLANE4 = false;
  43136. _this.ALPHATEST = false;
  43137. _this.DEPTHPREPASS = false;
  43138. _this.ALPHAFROMDIFFUSE = false;
  43139. _this.POINTSIZE = false;
  43140. _this.FOG = false;
  43141. _this.SPECULARTERM = false;
  43142. _this.DIFFUSEFRESNEL = false;
  43143. _this.OPACITYFRESNEL = false;
  43144. _this.REFLECTIONFRESNEL = false;
  43145. _this.REFRACTIONFRESNEL = false;
  43146. _this.EMISSIVEFRESNEL = false;
  43147. _this.FRESNEL = false;
  43148. _this.NORMAL = false;
  43149. _this.UV1 = false;
  43150. _this.UV2 = false;
  43151. _this.VERTEXCOLOR = false;
  43152. _this.VERTEXALPHA = false;
  43153. _this.NUM_BONE_INFLUENCERS = 0;
  43154. _this.BonesPerMesh = 0;
  43155. _this.INSTANCES = false;
  43156. _this.GLOSSINESS = false;
  43157. _this.ROUGHNESS = false;
  43158. _this.EMISSIVEASILLUMINATION = false;
  43159. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43160. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43161. _this.LIGHTMAP = false;
  43162. _this.LIGHTMAPDIRECTUV = 0;
  43163. _this.OBJECTSPACE_NORMALMAP = false;
  43164. _this.USELIGHTMAPASSHADOWMAP = false;
  43165. _this.REFLECTIONMAP_3D = false;
  43166. _this.REFLECTIONMAP_SPHERICAL = false;
  43167. _this.REFLECTIONMAP_PLANAR = false;
  43168. _this.REFLECTIONMAP_CUBIC = false;
  43169. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43170. _this.REFLECTIONMAP_PROJECTION = false;
  43171. _this.REFLECTIONMAP_SKYBOX = false;
  43172. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43173. _this.REFLECTIONMAP_EXPLICIT = false;
  43174. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43175. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43176. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43177. _this.INVERTCUBICMAP = false;
  43178. _this.LOGARITHMICDEPTH = false;
  43179. _this.REFRACTION = false;
  43180. _this.REFRACTIONMAP_3D = false;
  43181. _this.REFLECTIONOVERALPHA = false;
  43182. _this.TWOSIDEDLIGHTING = false;
  43183. _this.SHADOWFLOAT = false;
  43184. _this.MORPHTARGETS = false;
  43185. _this.MORPHTARGETS_NORMAL = false;
  43186. _this.MORPHTARGETS_TANGENT = false;
  43187. _this.NUM_MORPH_INFLUENCERS = 0;
  43188. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43189. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43190. _this.IMAGEPROCESSING = false;
  43191. _this.VIGNETTE = false;
  43192. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43193. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43194. _this.TONEMAPPING = false;
  43195. _this.TONEMAPPING_ACES = false;
  43196. _this.CONTRAST = false;
  43197. _this.COLORCURVES = false;
  43198. _this.COLORGRADING = false;
  43199. _this.COLORGRADING3D = false;
  43200. _this.SAMPLER3DGREENDEPTH = false;
  43201. _this.SAMPLER3DBGRMAP = false;
  43202. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43203. /**
  43204. * If the reflection texture on this material is in linear color space
  43205. * @hidden
  43206. */
  43207. _this.IS_REFLECTION_LINEAR = false;
  43208. /**
  43209. * If the refraction texture on this material is in linear color space
  43210. * @hidden
  43211. */
  43212. _this.IS_REFRACTION_LINEAR = false;
  43213. _this.EXPOSURE = false;
  43214. _this.rebuild();
  43215. return _this;
  43216. }
  43217. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43218. var modes = [
  43219. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43220. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43221. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43222. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43223. ];
  43224. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43225. var mode = modes_1[_i];
  43226. this[mode] = (mode === modeToEnable);
  43227. }
  43228. };
  43229. return StandardMaterialDefines;
  43230. }(BABYLON.MaterialDefines));
  43231. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43232. /**
  43233. * This is the default material used in Babylon. It is the best trade off between quality
  43234. * and performances.
  43235. * @see http://doc.babylonjs.com/babylon101/materials
  43236. */
  43237. var StandardMaterial = /** @class */ (function (_super) {
  43238. __extends(StandardMaterial, _super);
  43239. /**
  43240. * Instantiates a new standard material.
  43241. * This is the default material used in Babylon. It is the best trade off between quality
  43242. * and performances.
  43243. * @see http://doc.babylonjs.com/babylon101/materials
  43244. * @param name Define the name of the material in the scene
  43245. * @param scene Define the scene the material belong to
  43246. */
  43247. function StandardMaterial(name, scene) {
  43248. var _this = _super.call(this, name, scene) || this;
  43249. /**
  43250. * The color of the material lit by the environmental background lighting.
  43251. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43252. */
  43253. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43254. /**
  43255. * The basic color of the material as viewed under a light.
  43256. */
  43257. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43258. /**
  43259. * Define how the color and intensity of the highlight given by the light in the material.
  43260. */
  43261. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43262. /**
  43263. * Define the color of the material as if self lit.
  43264. * This will be mixed in the final result even in the absence of light.
  43265. */
  43266. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43267. /**
  43268. * Defines how sharp are the highlights in the material.
  43269. * The bigger the value the sharper giving a more glossy feeling to the result.
  43270. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43271. */
  43272. _this.specularPower = 64;
  43273. _this._useAlphaFromDiffuseTexture = false;
  43274. _this._useEmissiveAsIllumination = false;
  43275. _this._linkEmissiveWithDiffuse = false;
  43276. _this._useSpecularOverAlpha = false;
  43277. _this._useReflectionOverAlpha = false;
  43278. _this._disableLighting = false;
  43279. _this._useObjectSpaceNormalMap = false;
  43280. _this._useParallax = false;
  43281. _this._useParallaxOcclusion = false;
  43282. /**
  43283. * 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.
  43284. */
  43285. _this.parallaxScaleBias = 0.05;
  43286. _this._roughness = 0;
  43287. /**
  43288. * In case of refraction, define the value of the indice of refraction.
  43289. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43290. */
  43291. _this.indexOfRefraction = 0.98;
  43292. /**
  43293. * Invert the refraction texture alongside the y axis.
  43294. * It can be usefull with procedural textures or probe for instance.
  43295. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43296. */
  43297. _this.invertRefractionY = true;
  43298. /**
  43299. * Defines the alpha limits in alpha test mode.
  43300. */
  43301. _this.alphaCutOff = 0.4;
  43302. _this._useLightmapAsShadowmap = false;
  43303. _this._useReflectionFresnelFromSpecular = false;
  43304. _this._useGlossinessFromSpecularMapAlpha = false;
  43305. _this._maxSimultaneousLights = 4;
  43306. _this._invertNormalMapX = false;
  43307. _this._invertNormalMapY = false;
  43308. _this._twoSidedLighting = false;
  43309. _this._renderTargets = new BABYLON.SmartArray(16);
  43310. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43311. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43312. // Setup the default processing configuration to the scene.
  43313. _this._attachImageProcessingConfiguration(null);
  43314. _this.getRenderTargetTextures = function () {
  43315. _this._renderTargets.reset();
  43316. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43317. _this._renderTargets.push(_this._reflectionTexture);
  43318. }
  43319. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43320. _this._renderTargets.push(_this._refractionTexture);
  43321. }
  43322. return _this._renderTargets;
  43323. };
  43324. return _this;
  43325. }
  43326. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43327. /**
  43328. * Gets the image processing configuration used either in this material.
  43329. */
  43330. get: function () {
  43331. return this._imageProcessingConfiguration;
  43332. },
  43333. /**
  43334. * Sets the Default image processing configuration used either in the this material.
  43335. *
  43336. * If sets to null, the scene one is in use.
  43337. */
  43338. set: function (value) {
  43339. this._attachImageProcessingConfiguration(value);
  43340. // Ensure the effect will be rebuilt.
  43341. this._markAllSubMeshesAsTexturesDirty();
  43342. },
  43343. enumerable: true,
  43344. configurable: true
  43345. });
  43346. /**
  43347. * Attaches a new image processing configuration to the Standard Material.
  43348. * @param configuration
  43349. */
  43350. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43351. var _this = this;
  43352. if (configuration === this._imageProcessingConfiguration) {
  43353. return;
  43354. }
  43355. // Detaches observer.
  43356. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43357. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43358. }
  43359. // Pick the scene configuration if needed.
  43360. if (!configuration) {
  43361. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43362. }
  43363. else {
  43364. this._imageProcessingConfiguration = configuration;
  43365. }
  43366. // Attaches observer.
  43367. if (this._imageProcessingConfiguration) {
  43368. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43369. _this._markAllSubMeshesAsImageProcessingDirty();
  43370. });
  43371. }
  43372. };
  43373. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43374. /**
  43375. * Gets wether the color curves effect is enabled.
  43376. */
  43377. get: function () {
  43378. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43379. },
  43380. /**
  43381. * Sets wether the color curves effect is enabled.
  43382. */
  43383. set: function (value) {
  43384. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43385. },
  43386. enumerable: true,
  43387. configurable: true
  43388. });
  43389. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43390. /**
  43391. * Gets wether the color grading effect is enabled.
  43392. */
  43393. get: function () {
  43394. return this.imageProcessingConfiguration.colorGradingEnabled;
  43395. },
  43396. /**
  43397. * Gets wether the color grading effect is enabled.
  43398. */
  43399. set: function (value) {
  43400. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43401. },
  43402. enumerable: true,
  43403. configurable: true
  43404. });
  43405. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43406. /**
  43407. * Gets wether tonemapping is enabled or not.
  43408. */
  43409. get: function () {
  43410. return this._imageProcessingConfiguration.toneMappingEnabled;
  43411. },
  43412. /**
  43413. * Sets wether tonemapping is enabled or not
  43414. */
  43415. set: function (value) {
  43416. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43417. },
  43418. enumerable: true,
  43419. configurable: true
  43420. });
  43421. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43422. /**
  43423. * The camera exposure used on this material.
  43424. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43425. * This corresponds to a photographic exposure.
  43426. */
  43427. get: function () {
  43428. return this._imageProcessingConfiguration.exposure;
  43429. },
  43430. /**
  43431. * The camera exposure used on this material.
  43432. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43433. * This corresponds to a photographic exposure.
  43434. */
  43435. set: function (value) {
  43436. this._imageProcessingConfiguration.exposure = value;
  43437. },
  43438. enumerable: true,
  43439. configurable: true
  43440. });
  43441. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43442. /**
  43443. * Gets The camera contrast used on this material.
  43444. */
  43445. get: function () {
  43446. return this._imageProcessingConfiguration.contrast;
  43447. },
  43448. /**
  43449. * Sets The camera contrast used on this material.
  43450. */
  43451. set: function (value) {
  43452. this._imageProcessingConfiguration.contrast = value;
  43453. },
  43454. enumerable: true,
  43455. configurable: true
  43456. });
  43457. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43458. /**
  43459. * Gets the Color Grading 2D Lookup Texture.
  43460. */
  43461. get: function () {
  43462. return this._imageProcessingConfiguration.colorGradingTexture;
  43463. },
  43464. /**
  43465. * Sets the Color Grading 2D Lookup Texture.
  43466. */
  43467. set: function (value) {
  43468. this._imageProcessingConfiguration.colorGradingTexture = value;
  43469. },
  43470. enumerable: true,
  43471. configurable: true
  43472. });
  43473. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43474. /**
  43475. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43476. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43477. * 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;
  43478. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43479. */
  43480. get: function () {
  43481. return this._imageProcessingConfiguration.colorCurves;
  43482. },
  43483. /**
  43484. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43485. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43486. * 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;
  43487. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43488. */
  43489. set: function (value) {
  43490. this._imageProcessingConfiguration.colorCurves = value;
  43491. },
  43492. enumerable: true,
  43493. configurable: true
  43494. });
  43495. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  43496. /**
  43497. * Gets a boolean indicating that current material needs to register RTT
  43498. */
  43499. get: function () {
  43500. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43501. return true;
  43502. }
  43503. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43504. return true;
  43505. }
  43506. return false;
  43507. },
  43508. enumerable: true,
  43509. configurable: true
  43510. });
  43511. /**
  43512. * Gets the current class name of the material e.g. "StandardMaterial"
  43513. * Mainly use in serialization.
  43514. * @returns the class name
  43515. */
  43516. StandardMaterial.prototype.getClassName = function () {
  43517. return "StandardMaterial";
  43518. };
  43519. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43520. /**
  43521. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  43522. * You can try switching to logarithmic depth.
  43523. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  43524. */
  43525. get: function () {
  43526. return this._useLogarithmicDepth;
  43527. },
  43528. set: function (value) {
  43529. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43530. this._markAllSubMeshesAsMiscDirty();
  43531. },
  43532. enumerable: true,
  43533. configurable: true
  43534. });
  43535. /**
  43536. * Specifies if the material will require alpha blending
  43537. * @returns a boolean specifying if alpha blending is needed
  43538. */
  43539. StandardMaterial.prototype.needAlphaBlending = function () {
  43540. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43541. };
  43542. /**
  43543. * Specifies if this material should be rendered in alpha test mode
  43544. * @returns a boolean specifying if an alpha test is needed.
  43545. */
  43546. StandardMaterial.prototype.needAlphaTesting = function () {
  43547. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43548. };
  43549. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43550. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43551. };
  43552. /**
  43553. * Get the texture used for alpha test purpose.
  43554. * @returns the diffuse texture in case of the standard material.
  43555. */
  43556. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43557. return this._diffuseTexture;
  43558. };
  43559. /**
  43560. * Get if the submesh is ready to be used and all its information available.
  43561. * Child classes can use it to update shaders
  43562. * @param mesh defines the mesh to check
  43563. * @param subMesh defines which submesh to check
  43564. * @param useInstances specifies that instances should be used
  43565. * @returns a boolean indicating that the submesh is ready or not
  43566. */
  43567. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43568. if (useInstances === void 0) { useInstances = false; }
  43569. if (subMesh.effect && this.isFrozen) {
  43570. if (this._wasPreviouslyReady) {
  43571. return true;
  43572. }
  43573. }
  43574. if (!subMesh._materialDefines) {
  43575. subMesh._materialDefines = new StandardMaterialDefines();
  43576. }
  43577. var scene = this.getScene();
  43578. var defines = subMesh._materialDefines;
  43579. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43580. if (defines._renderId === scene.getRenderId()) {
  43581. return true;
  43582. }
  43583. }
  43584. var engine = scene.getEngine();
  43585. // Lights
  43586. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  43587. // Textures
  43588. if (defines._areTexturesDirty) {
  43589. defines._needUVs = false;
  43590. defines.MAINUV1 = false;
  43591. defines.MAINUV2 = false;
  43592. if (scene.texturesEnabled) {
  43593. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43594. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  43595. return false;
  43596. }
  43597. else {
  43598. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  43599. }
  43600. }
  43601. else {
  43602. defines.DIFFUSE = false;
  43603. }
  43604. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43605. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  43606. return false;
  43607. }
  43608. else {
  43609. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  43610. }
  43611. }
  43612. else {
  43613. defines.AMBIENT = false;
  43614. }
  43615. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  43616. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  43617. return false;
  43618. }
  43619. else {
  43620. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  43621. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  43622. }
  43623. }
  43624. else {
  43625. defines.OPACITY = false;
  43626. }
  43627. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  43628. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  43629. return false;
  43630. }
  43631. else {
  43632. defines._needNormals = true;
  43633. defines.REFLECTION = true;
  43634. defines.ROUGHNESS = (this._roughness > 0);
  43635. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  43636. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  43637. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  43638. switch (this._reflectionTexture.coordinatesMode) {
  43639. case BABYLON.Texture.EXPLICIT_MODE:
  43640. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  43641. break;
  43642. case BABYLON.Texture.PLANAR_MODE:
  43643. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  43644. break;
  43645. case BABYLON.Texture.PROJECTION_MODE:
  43646. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  43647. break;
  43648. case BABYLON.Texture.SKYBOX_MODE:
  43649. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  43650. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  43651. break;
  43652. case BABYLON.Texture.SPHERICAL_MODE:
  43653. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  43654. break;
  43655. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  43656. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  43657. break;
  43658. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  43659. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  43660. break;
  43661. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  43662. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  43663. break;
  43664. case BABYLON.Texture.CUBIC_MODE:
  43665. case BABYLON.Texture.INVCUBIC_MODE:
  43666. default:
  43667. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  43668. break;
  43669. }
  43670. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  43671. }
  43672. }
  43673. else {
  43674. defines.REFLECTION = false;
  43675. }
  43676. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  43677. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  43678. return false;
  43679. }
  43680. else {
  43681. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  43682. }
  43683. }
  43684. else {
  43685. defines.EMISSIVE = false;
  43686. }
  43687. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  43688. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  43689. return false;
  43690. }
  43691. else {
  43692. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  43693. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  43694. }
  43695. }
  43696. else {
  43697. defines.LIGHTMAP = false;
  43698. }
  43699. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  43700. if (!this._specularTexture.isReadyOrNotBlocking()) {
  43701. return false;
  43702. }
  43703. else {
  43704. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  43705. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  43706. }
  43707. }
  43708. else {
  43709. defines.SPECULAR = false;
  43710. }
  43711. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  43712. // Bump texure can not be not blocking.
  43713. if (!this._bumpTexture.isReady()) {
  43714. return false;
  43715. }
  43716. else {
  43717. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  43718. defines.PARALLAX = this._useParallax;
  43719. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  43720. }
  43721. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  43722. }
  43723. else {
  43724. defines.BUMP = false;
  43725. }
  43726. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  43727. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  43728. return false;
  43729. }
  43730. else {
  43731. defines._needUVs = true;
  43732. defines.REFRACTION = true;
  43733. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  43734. }
  43735. }
  43736. else {
  43737. defines.REFRACTION = false;
  43738. }
  43739. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  43740. }
  43741. else {
  43742. defines.DIFFUSE = false;
  43743. defines.AMBIENT = false;
  43744. defines.OPACITY = false;
  43745. defines.REFLECTION = false;
  43746. defines.EMISSIVE = false;
  43747. defines.LIGHTMAP = false;
  43748. defines.BUMP = false;
  43749. defines.REFRACTION = false;
  43750. }
  43751. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  43752. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  43753. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  43754. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  43755. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  43756. }
  43757. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  43758. if (!this._imageProcessingConfiguration.isReady()) {
  43759. return false;
  43760. }
  43761. this._imageProcessingConfiguration.prepareDefines(defines);
  43762. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  43763. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  43764. }
  43765. if (defines._areFresnelDirty) {
  43766. if (StandardMaterial.FresnelEnabled) {
  43767. // Fresnel
  43768. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  43769. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  43770. this._reflectionFresnelParameters) {
  43771. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  43772. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  43773. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  43774. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  43775. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  43776. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  43777. defines._needNormals = true;
  43778. defines.FRESNEL = true;
  43779. }
  43780. }
  43781. else {
  43782. defines.FRESNEL = false;
  43783. }
  43784. }
  43785. // Misc.
  43786. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  43787. // Attribs
  43788. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  43789. // Values that need to be evaluated on every frame
  43790. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  43791. // Get correct effect
  43792. if (defines.isDirty) {
  43793. defines.markAsProcessed();
  43794. scene.resetCachedMaterial();
  43795. // Fallbacks
  43796. var fallbacks = new BABYLON.EffectFallbacks();
  43797. if (defines.REFLECTION) {
  43798. fallbacks.addFallback(0, "REFLECTION");
  43799. }
  43800. if (defines.SPECULAR) {
  43801. fallbacks.addFallback(0, "SPECULAR");
  43802. }
  43803. if (defines.BUMP) {
  43804. fallbacks.addFallback(0, "BUMP");
  43805. }
  43806. if (defines.PARALLAX) {
  43807. fallbacks.addFallback(1, "PARALLAX");
  43808. }
  43809. if (defines.PARALLAXOCCLUSION) {
  43810. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  43811. }
  43812. if (defines.SPECULAROVERALPHA) {
  43813. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  43814. }
  43815. if (defines.FOG) {
  43816. fallbacks.addFallback(1, "FOG");
  43817. }
  43818. if (defines.POINTSIZE) {
  43819. fallbacks.addFallback(0, "POINTSIZE");
  43820. }
  43821. if (defines.LOGARITHMICDEPTH) {
  43822. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  43823. }
  43824. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  43825. if (defines.SPECULARTERM) {
  43826. fallbacks.addFallback(0, "SPECULARTERM");
  43827. }
  43828. if (defines.DIFFUSEFRESNEL) {
  43829. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  43830. }
  43831. if (defines.OPACITYFRESNEL) {
  43832. fallbacks.addFallback(2, "OPACITYFRESNEL");
  43833. }
  43834. if (defines.REFLECTIONFRESNEL) {
  43835. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  43836. }
  43837. if (defines.EMISSIVEFRESNEL) {
  43838. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  43839. }
  43840. if (defines.FRESNEL) {
  43841. fallbacks.addFallback(4, "FRESNEL");
  43842. }
  43843. //Attributes
  43844. var attribs = [BABYLON.VertexBuffer.PositionKind];
  43845. if (defines.NORMAL) {
  43846. attribs.push(BABYLON.VertexBuffer.NormalKind);
  43847. }
  43848. if (defines.UV1) {
  43849. attribs.push(BABYLON.VertexBuffer.UVKind);
  43850. }
  43851. if (defines.UV2) {
  43852. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  43853. }
  43854. if (defines.VERTEXCOLOR) {
  43855. attribs.push(BABYLON.VertexBuffer.ColorKind);
  43856. }
  43857. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  43858. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  43859. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  43860. var shaderName = "default";
  43861. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  43862. "vFogInfos", "vFogColor", "pointSize",
  43863. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  43864. "mBones",
  43865. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  43866. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  43867. "vReflectionPosition", "vReflectionSize",
  43868. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff"
  43869. ];
  43870. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler", "refractionCubeSampler", "refraction2DSampler"];
  43871. var uniformBuffers = ["Material", "Scene"];
  43872. if (BABYLON.ImageProcessingConfiguration) {
  43873. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  43874. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  43875. }
  43876. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  43877. uniformsNames: uniforms,
  43878. uniformBuffersNames: uniformBuffers,
  43879. samplers: samplers,
  43880. defines: defines,
  43881. maxSimultaneousLights: this._maxSimultaneousLights
  43882. });
  43883. if (this.customShaderNameResolve) {
  43884. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  43885. }
  43886. var join = defines.toString();
  43887. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  43888. attributes: attribs,
  43889. uniformsNames: uniforms,
  43890. uniformBuffersNames: uniformBuffers,
  43891. samplers: samplers,
  43892. defines: join,
  43893. fallbacks: fallbacks,
  43894. onCompiled: this.onCompiled,
  43895. onError: this.onError,
  43896. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  43897. }, engine), defines);
  43898. this.buildUniformLayout();
  43899. }
  43900. if (!subMesh.effect || !subMesh.effect.isReady()) {
  43901. return false;
  43902. }
  43903. defines._renderId = scene.getRenderId();
  43904. this._wasPreviouslyReady = true;
  43905. return true;
  43906. };
  43907. /**
  43908. * Builds the material UBO layouts.
  43909. * Used internally during the effect preparation.
  43910. */
  43911. StandardMaterial.prototype.buildUniformLayout = function () {
  43912. // Order is important !
  43913. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  43914. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  43915. this._uniformBuffer.addUniform("opacityParts", 4);
  43916. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  43917. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  43918. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  43919. this._uniformBuffer.addUniform("refractionRightColor", 4);
  43920. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  43921. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  43922. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  43923. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  43924. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  43925. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  43926. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  43927. this._uniformBuffer.addUniform("vReflectionSize", 3);
  43928. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  43929. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  43930. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  43931. this._uniformBuffer.addUniform("vBumpInfos", 3);
  43932. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  43933. this._uniformBuffer.addUniform("ambientMatrix", 16);
  43934. this._uniformBuffer.addUniform("opacityMatrix", 16);
  43935. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  43936. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  43937. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  43938. this._uniformBuffer.addUniform("specularMatrix", 16);
  43939. this._uniformBuffer.addUniform("bumpMatrix", 16);
  43940. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  43941. this._uniformBuffer.addUniform("refractionMatrix", 16);
  43942. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  43943. this._uniformBuffer.addUniform("vSpecularColor", 4);
  43944. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  43945. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  43946. this._uniformBuffer.addUniform("pointSize", 1);
  43947. this._uniformBuffer.create();
  43948. };
  43949. /**
  43950. * Unbinds the material from the mesh
  43951. */
  43952. StandardMaterial.prototype.unbind = function () {
  43953. if (this._activeEffect) {
  43954. var needFlag = false;
  43955. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43956. this._activeEffect.setTexture("reflection2DSampler", null);
  43957. needFlag = true;
  43958. }
  43959. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43960. this._activeEffect.setTexture("refraction2DSampler", null);
  43961. needFlag = true;
  43962. }
  43963. if (needFlag) {
  43964. this._markAllSubMeshesAsTexturesDirty();
  43965. }
  43966. }
  43967. _super.prototype.unbind.call(this);
  43968. };
  43969. /**
  43970. * Binds the submesh to this material by preparing the effect and shader to draw
  43971. * @param world defines the world transformation matrix
  43972. * @param mesh defines the mesh containing the submesh
  43973. * @param subMesh defines the submesh to bind the material to
  43974. */
  43975. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  43976. var scene = this.getScene();
  43977. var defines = subMesh._materialDefines;
  43978. if (!defines) {
  43979. return;
  43980. }
  43981. var effect = subMesh.effect;
  43982. if (!effect) {
  43983. return;
  43984. }
  43985. this._activeEffect = effect;
  43986. // Matrices
  43987. this.bindOnlyWorldMatrix(world);
  43988. // Normal Matrix
  43989. if (defines.OBJECTSPACE_NORMALMAP) {
  43990. world.toNormalMatrix(this._normalMatrix);
  43991. this.bindOnlyNormalMatrix(this._normalMatrix);
  43992. }
  43993. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  43994. // Bones
  43995. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  43996. if (mustRebind) {
  43997. this._uniformBuffer.bindToEffect(effect, "Material");
  43998. this.bindViewProjection(effect);
  43999. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44000. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44001. // Fresnel
  44002. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44003. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44004. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44005. }
  44006. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44007. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44008. }
  44009. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44010. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44011. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44012. }
  44013. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44014. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44015. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44016. }
  44017. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44018. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44019. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44020. }
  44021. }
  44022. // Textures
  44023. if (scene.texturesEnabled) {
  44024. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44025. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44026. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44027. if (this._diffuseTexture.hasAlpha) {
  44028. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44029. }
  44030. }
  44031. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44032. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44033. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44034. }
  44035. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44036. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44037. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44038. }
  44039. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44040. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44041. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44042. if (this._reflectionTexture.boundingBoxSize) {
  44043. var cubeTexture = this._reflectionTexture;
  44044. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44045. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44046. }
  44047. }
  44048. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44049. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44050. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44051. }
  44052. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44053. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44054. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44055. }
  44056. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44057. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44058. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44059. }
  44060. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44061. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44062. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44063. if (scene._mirroredCameraPosition) {
  44064. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44065. }
  44066. else {
  44067. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44068. }
  44069. }
  44070. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44071. var depth = 1.0;
  44072. if (!this._refractionTexture.isCube) {
  44073. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44074. if (this._refractionTexture.depth) {
  44075. depth = this._refractionTexture.depth;
  44076. }
  44077. }
  44078. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44079. }
  44080. }
  44081. // Point size
  44082. if (this.pointsCloud) {
  44083. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44084. }
  44085. if (defines.SPECULARTERM) {
  44086. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44087. }
  44088. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44089. // Diffuse
  44090. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44091. }
  44092. // Textures
  44093. if (scene.texturesEnabled) {
  44094. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44095. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44096. }
  44097. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44098. effect.setTexture("ambientSampler", this._ambientTexture);
  44099. }
  44100. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44101. effect.setTexture("opacitySampler", this._opacityTexture);
  44102. }
  44103. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44104. if (this._reflectionTexture.isCube) {
  44105. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44106. }
  44107. else {
  44108. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44109. }
  44110. }
  44111. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44112. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44113. }
  44114. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44115. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44116. }
  44117. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44118. effect.setTexture("specularSampler", this._specularTexture);
  44119. }
  44120. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44121. effect.setTexture("bumpSampler", this._bumpTexture);
  44122. }
  44123. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44124. var depth = 1.0;
  44125. if (this._refractionTexture.isCube) {
  44126. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44127. }
  44128. else {
  44129. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44130. }
  44131. }
  44132. }
  44133. // Clip plane
  44134. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44135. // Colors
  44136. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44137. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44138. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44139. }
  44140. if (mustRebind || !this.isFrozen) {
  44141. // Lights
  44142. if (scene.lightsEnabled && !this._disableLighting) {
  44143. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44144. }
  44145. // View
  44146. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44147. this.bindView(effect);
  44148. }
  44149. // Fog
  44150. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44151. // Morph targets
  44152. if (defines.NUM_MORPH_INFLUENCERS) {
  44153. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44154. }
  44155. // Log. depth
  44156. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44157. // image processing
  44158. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44159. this._imageProcessingConfiguration.bind(this._activeEffect);
  44160. }
  44161. }
  44162. this._uniformBuffer.update();
  44163. this._afterBind(mesh, this._activeEffect);
  44164. };
  44165. /**
  44166. * Get the list of animatables in the material.
  44167. * @returns the list of animatables object used in the material
  44168. */
  44169. StandardMaterial.prototype.getAnimatables = function () {
  44170. var results = [];
  44171. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44172. results.push(this._diffuseTexture);
  44173. }
  44174. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44175. results.push(this._ambientTexture);
  44176. }
  44177. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44178. results.push(this._opacityTexture);
  44179. }
  44180. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44181. results.push(this._reflectionTexture);
  44182. }
  44183. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44184. results.push(this._emissiveTexture);
  44185. }
  44186. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44187. results.push(this._specularTexture);
  44188. }
  44189. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44190. results.push(this._bumpTexture);
  44191. }
  44192. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44193. results.push(this._lightmapTexture);
  44194. }
  44195. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44196. results.push(this._refractionTexture);
  44197. }
  44198. return results;
  44199. };
  44200. /**
  44201. * Gets the active textures from the material
  44202. * @returns an array of textures
  44203. */
  44204. StandardMaterial.prototype.getActiveTextures = function () {
  44205. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44206. if (this._diffuseTexture) {
  44207. activeTextures.push(this._diffuseTexture);
  44208. }
  44209. if (this._ambientTexture) {
  44210. activeTextures.push(this._ambientTexture);
  44211. }
  44212. if (this._opacityTexture) {
  44213. activeTextures.push(this._opacityTexture);
  44214. }
  44215. if (this._reflectionTexture) {
  44216. activeTextures.push(this._reflectionTexture);
  44217. }
  44218. if (this._emissiveTexture) {
  44219. activeTextures.push(this._emissiveTexture);
  44220. }
  44221. if (this._specularTexture) {
  44222. activeTextures.push(this._specularTexture);
  44223. }
  44224. if (this._bumpTexture) {
  44225. activeTextures.push(this._bumpTexture);
  44226. }
  44227. if (this._lightmapTexture) {
  44228. activeTextures.push(this._lightmapTexture);
  44229. }
  44230. if (this._refractionTexture) {
  44231. activeTextures.push(this._refractionTexture);
  44232. }
  44233. return activeTextures;
  44234. };
  44235. /**
  44236. * Specifies if the material uses a texture
  44237. * @param texture defines the texture to check against the material
  44238. * @returns a boolean specifying if the material uses the texture
  44239. */
  44240. StandardMaterial.prototype.hasTexture = function (texture) {
  44241. if (_super.prototype.hasTexture.call(this, texture)) {
  44242. return true;
  44243. }
  44244. if (this._diffuseTexture === texture) {
  44245. return true;
  44246. }
  44247. if (this._ambientTexture === texture) {
  44248. return true;
  44249. }
  44250. if (this._opacityTexture === texture) {
  44251. return true;
  44252. }
  44253. if (this._reflectionTexture === texture) {
  44254. return true;
  44255. }
  44256. if (this._emissiveTexture === texture) {
  44257. return true;
  44258. }
  44259. if (this._specularTexture === texture) {
  44260. return true;
  44261. }
  44262. if (this._bumpTexture === texture) {
  44263. return true;
  44264. }
  44265. if (this._lightmapTexture === texture) {
  44266. return true;
  44267. }
  44268. if (this._refractionTexture === texture) {
  44269. return true;
  44270. }
  44271. return false;
  44272. };
  44273. /**
  44274. * Disposes the material
  44275. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44276. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44277. */
  44278. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44279. if (forceDisposeTextures) {
  44280. if (this._diffuseTexture) {
  44281. this._diffuseTexture.dispose();
  44282. }
  44283. if (this._ambientTexture) {
  44284. this._ambientTexture.dispose();
  44285. }
  44286. if (this._opacityTexture) {
  44287. this._opacityTexture.dispose();
  44288. }
  44289. if (this._reflectionTexture) {
  44290. this._reflectionTexture.dispose();
  44291. }
  44292. if (this._emissiveTexture) {
  44293. this._emissiveTexture.dispose();
  44294. }
  44295. if (this._specularTexture) {
  44296. this._specularTexture.dispose();
  44297. }
  44298. if (this._bumpTexture) {
  44299. this._bumpTexture.dispose();
  44300. }
  44301. if (this._lightmapTexture) {
  44302. this._lightmapTexture.dispose();
  44303. }
  44304. if (this._refractionTexture) {
  44305. this._refractionTexture.dispose();
  44306. }
  44307. }
  44308. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44309. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44310. }
  44311. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44312. };
  44313. /**
  44314. * Makes a duplicate of the material, and gives it a new name
  44315. * @param name defines the new name for the duplicated material
  44316. * @returns the cloned material
  44317. */
  44318. StandardMaterial.prototype.clone = function (name) {
  44319. var _this = this;
  44320. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44321. result.name = name;
  44322. result.id = name;
  44323. return result;
  44324. };
  44325. /**
  44326. * Serializes this material in a JSON representation
  44327. * @returns the serialized material object
  44328. */
  44329. StandardMaterial.prototype.serialize = function () {
  44330. return BABYLON.SerializationHelper.Serialize(this);
  44331. };
  44332. /**
  44333. * Creates a standard material from parsed material data
  44334. * @param source defines the JSON represnetation of the material
  44335. * @param scene defines the hosting scene
  44336. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44337. * @returns a new material
  44338. */
  44339. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44340. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44341. };
  44342. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44343. /**
  44344. * Are diffuse textures enabled in the application.
  44345. */
  44346. get: function () {
  44347. return StandardMaterial._DiffuseTextureEnabled;
  44348. },
  44349. set: function (value) {
  44350. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44351. return;
  44352. }
  44353. StandardMaterial._DiffuseTextureEnabled = value;
  44354. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44355. },
  44356. enumerable: true,
  44357. configurable: true
  44358. });
  44359. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44360. /**
  44361. * Are ambient textures enabled in the application.
  44362. */
  44363. get: function () {
  44364. return StandardMaterial._AmbientTextureEnabled;
  44365. },
  44366. set: function (value) {
  44367. if (StandardMaterial._AmbientTextureEnabled === value) {
  44368. return;
  44369. }
  44370. StandardMaterial._AmbientTextureEnabled = value;
  44371. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44372. },
  44373. enumerable: true,
  44374. configurable: true
  44375. });
  44376. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44377. /**
  44378. * Are opacity textures enabled in the application.
  44379. */
  44380. get: function () {
  44381. return StandardMaterial._OpacityTextureEnabled;
  44382. },
  44383. set: function (value) {
  44384. if (StandardMaterial._OpacityTextureEnabled === value) {
  44385. return;
  44386. }
  44387. StandardMaterial._OpacityTextureEnabled = value;
  44388. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44389. },
  44390. enumerable: true,
  44391. configurable: true
  44392. });
  44393. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44394. /**
  44395. * Are reflection textures enabled in the application.
  44396. */
  44397. get: function () {
  44398. return StandardMaterial._ReflectionTextureEnabled;
  44399. },
  44400. set: function (value) {
  44401. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44402. return;
  44403. }
  44404. StandardMaterial._ReflectionTextureEnabled = value;
  44405. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44406. },
  44407. enumerable: true,
  44408. configurable: true
  44409. });
  44410. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44411. /**
  44412. * Are emissive textures enabled in the application.
  44413. */
  44414. get: function () {
  44415. return StandardMaterial._EmissiveTextureEnabled;
  44416. },
  44417. set: function (value) {
  44418. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44419. return;
  44420. }
  44421. StandardMaterial._EmissiveTextureEnabled = value;
  44422. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44423. },
  44424. enumerable: true,
  44425. configurable: true
  44426. });
  44427. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44428. /**
  44429. * Are specular textures enabled in the application.
  44430. */
  44431. get: function () {
  44432. return StandardMaterial._SpecularTextureEnabled;
  44433. },
  44434. set: function (value) {
  44435. if (StandardMaterial._SpecularTextureEnabled === value) {
  44436. return;
  44437. }
  44438. StandardMaterial._SpecularTextureEnabled = value;
  44439. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44440. },
  44441. enumerable: true,
  44442. configurable: true
  44443. });
  44444. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  44445. /**
  44446. * Are bump textures enabled in the application.
  44447. */
  44448. get: function () {
  44449. return StandardMaterial._BumpTextureEnabled;
  44450. },
  44451. set: function (value) {
  44452. if (StandardMaterial._BumpTextureEnabled === value) {
  44453. return;
  44454. }
  44455. StandardMaterial._BumpTextureEnabled = value;
  44456. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44457. },
  44458. enumerable: true,
  44459. configurable: true
  44460. });
  44461. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  44462. /**
  44463. * Are lightmap textures enabled in the application.
  44464. */
  44465. get: function () {
  44466. return StandardMaterial._LightmapTextureEnabled;
  44467. },
  44468. set: function (value) {
  44469. if (StandardMaterial._LightmapTextureEnabled === value) {
  44470. return;
  44471. }
  44472. StandardMaterial._LightmapTextureEnabled = value;
  44473. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44474. },
  44475. enumerable: true,
  44476. configurable: true
  44477. });
  44478. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  44479. /**
  44480. * Are refraction textures enabled in the application.
  44481. */
  44482. get: function () {
  44483. return StandardMaterial._RefractionTextureEnabled;
  44484. },
  44485. set: function (value) {
  44486. if (StandardMaterial._RefractionTextureEnabled === value) {
  44487. return;
  44488. }
  44489. StandardMaterial._RefractionTextureEnabled = value;
  44490. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44491. },
  44492. enumerable: true,
  44493. configurable: true
  44494. });
  44495. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  44496. /**
  44497. * Are color grading textures enabled in the application.
  44498. */
  44499. get: function () {
  44500. return StandardMaterial._ColorGradingTextureEnabled;
  44501. },
  44502. set: function (value) {
  44503. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  44504. return;
  44505. }
  44506. StandardMaterial._ColorGradingTextureEnabled = value;
  44507. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44508. },
  44509. enumerable: true,
  44510. configurable: true
  44511. });
  44512. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  44513. /**
  44514. * Are fresnels enabled in the application.
  44515. */
  44516. get: function () {
  44517. return StandardMaterial._FresnelEnabled;
  44518. },
  44519. set: function (value) {
  44520. if (StandardMaterial._FresnelEnabled === value) {
  44521. return;
  44522. }
  44523. StandardMaterial._FresnelEnabled = value;
  44524. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  44525. },
  44526. enumerable: true,
  44527. configurable: true
  44528. });
  44529. // Flags used to enable or disable a type of texture for all Standard Materials
  44530. StandardMaterial._DiffuseTextureEnabled = true;
  44531. StandardMaterial._AmbientTextureEnabled = true;
  44532. StandardMaterial._OpacityTextureEnabled = true;
  44533. StandardMaterial._ReflectionTextureEnabled = true;
  44534. StandardMaterial._EmissiveTextureEnabled = true;
  44535. StandardMaterial._SpecularTextureEnabled = true;
  44536. StandardMaterial._BumpTextureEnabled = true;
  44537. StandardMaterial._LightmapTextureEnabled = true;
  44538. StandardMaterial._RefractionTextureEnabled = true;
  44539. StandardMaterial._ColorGradingTextureEnabled = true;
  44540. StandardMaterial._FresnelEnabled = true;
  44541. __decorate([
  44542. BABYLON.serializeAsTexture("diffuseTexture")
  44543. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  44544. __decorate([
  44545. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44546. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  44547. __decorate([
  44548. BABYLON.serializeAsTexture("ambientTexture")
  44549. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  44550. __decorate([
  44551. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44552. ], StandardMaterial.prototype, "ambientTexture", void 0);
  44553. __decorate([
  44554. BABYLON.serializeAsTexture("opacityTexture")
  44555. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  44556. __decorate([
  44557. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44558. ], StandardMaterial.prototype, "opacityTexture", void 0);
  44559. __decorate([
  44560. BABYLON.serializeAsTexture("reflectionTexture")
  44561. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  44562. __decorate([
  44563. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44564. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  44565. __decorate([
  44566. BABYLON.serializeAsTexture("emissiveTexture")
  44567. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  44568. __decorate([
  44569. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44570. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  44571. __decorate([
  44572. BABYLON.serializeAsTexture("specularTexture")
  44573. ], StandardMaterial.prototype, "_specularTexture", void 0);
  44574. __decorate([
  44575. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44576. ], StandardMaterial.prototype, "specularTexture", void 0);
  44577. __decorate([
  44578. BABYLON.serializeAsTexture("bumpTexture")
  44579. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  44580. __decorate([
  44581. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44582. ], StandardMaterial.prototype, "bumpTexture", void 0);
  44583. __decorate([
  44584. BABYLON.serializeAsTexture("lightmapTexture")
  44585. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  44586. __decorate([
  44587. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44588. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  44589. __decorate([
  44590. BABYLON.serializeAsTexture("refractionTexture")
  44591. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  44592. __decorate([
  44593. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44594. ], StandardMaterial.prototype, "refractionTexture", void 0);
  44595. __decorate([
  44596. BABYLON.serializeAsColor3("ambient")
  44597. ], StandardMaterial.prototype, "ambientColor", void 0);
  44598. __decorate([
  44599. BABYLON.serializeAsColor3("diffuse")
  44600. ], StandardMaterial.prototype, "diffuseColor", void 0);
  44601. __decorate([
  44602. BABYLON.serializeAsColor3("specular")
  44603. ], StandardMaterial.prototype, "specularColor", void 0);
  44604. __decorate([
  44605. BABYLON.serializeAsColor3("emissive")
  44606. ], StandardMaterial.prototype, "emissiveColor", void 0);
  44607. __decorate([
  44608. BABYLON.serialize()
  44609. ], StandardMaterial.prototype, "specularPower", void 0);
  44610. __decorate([
  44611. BABYLON.serialize("useAlphaFromDiffuseTexture")
  44612. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  44613. __decorate([
  44614. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44615. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  44616. __decorate([
  44617. BABYLON.serialize("useEmissiveAsIllumination")
  44618. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  44619. __decorate([
  44620. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44621. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  44622. __decorate([
  44623. BABYLON.serialize("linkEmissiveWithDiffuse")
  44624. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  44625. __decorate([
  44626. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44627. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  44628. __decorate([
  44629. BABYLON.serialize("useSpecularOverAlpha")
  44630. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  44631. __decorate([
  44632. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44633. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  44634. __decorate([
  44635. BABYLON.serialize("useReflectionOverAlpha")
  44636. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  44637. __decorate([
  44638. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44639. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  44640. __decorate([
  44641. BABYLON.serialize("disableLighting")
  44642. ], StandardMaterial.prototype, "_disableLighting", void 0);
  44643. __decorate([
  44644. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44645. ], StandardMaterial.prototype, "disableLighting", void 0);
  44646. __decorate([
  44647. BABYLON.serialize("useObjectSpaceNormalMap")
  44648. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  44649. __decorate([
  44650. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44651. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  44652. __decorate([
  44653. BABYLON.serialize("useParallax")
  44654. ], StandardMaterial.prototype, "_useParallax", void 0);
  44655. __decorate([
  44656. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44657. ], StandardMaterial.prototype, "useParallax", void 0);
  44658. __decorate([
  44659. BABYLON.serialize("useParallaxOcclusion")
  44660. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  44661. __decorate([
  44662. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44663. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  44664. __decorate([
  44665. BABYLON.serialize()
  44666. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  44667. __decorate([
  44668. BABYLON.serialize("roughness")
  44669. ], StandardMaterial.prototype, "_roughness", void 0);
  44670. __decorate([
  44671. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44672. ], StandardMaterial.prototype, "roughness", void 0);
  44673. __decorate([
  44674. BABYLON.serialize()
  44675. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  44676. __decorate([
  44677. BABYLON.serialize()
  44678. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  44679. __decorate([
  44680. BABYLON.serialize()
  44681. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  44682. __decorate([
  44683. BABYLON.serialize("useLightmapAsShadowmap")
  44684. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  44685. __decorate([
  44686. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44687. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  44688. __decorate([
  44689. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  44690. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  44691. __decorate([
  44692. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44693. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  44694. __decorate([
  44695. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  44696. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  44697. __decorate([
  44698. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  44699. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  44700. __decorate([
  44701. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  44702. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  44703. __decorate([
  44704. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44705. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  44706. __decorate([
  44707. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  44708. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  44709. __decorate([
  44710. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44711. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  44712. __decorate([
  44713. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  44714. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  44715. __decorate([
  44716. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44717. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  44718. __decorate([
  44719. BABYLON.serialize("useReflectionFresnelFromSpecular")
  44720. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  44721. __decorate([
  44722. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44723. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  44724. __decorate([
  44725. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  44726. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  44727. __decorate([
  44728. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44729. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  44730. __decorate([
  44731. BABYLON.serialize("maxSimultaneousLights")
  44732. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  44733. __decorate([
  44734. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44735. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  44736. __decorate([
  44737. BABYLON.serialize("invertNormalMapX")
  44738. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  44739. __decorate([
  44740. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44741. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  44742. __decorate([
  44743. BABYLON.serialize("invertNormalMapY")
  44744. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  44745. __decorate([
  44746. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44747. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  44748. __decorate([
  44749. BABYLON.serialize("twoSidedLighting")
  44750. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  44751. __decorate([
  44752. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44753. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  44754. __decorate([
  44755. BABYLON.serialize()
  44756. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  44757. return StandardMaterial;
  44758. }(BABYLON.PushMaterial));
  44759. BABYLON.StandardMaterial = StandardMaterial;
  44760. })(BABYLON || (BABYLON = {}));
  44761. //# sourceMappingURL=babylon.standardMaterial.js.map
  44762. var BABYLON;
  44763. (function (BABYLON) {
  44764. /**
  44765. * Class representing spherical polynomial coefficients to the 3rd degree
  44766. */
  44767. var SphericalPolynomial = /** @class */ (function () {
  44768. function SphericalPolynomial() {
  44769. /**
  44770. * The x coefficients of the spherical polynomial
  44771. */
  44772. this.x = BABYLON.Vector3.Zero();
  44773. /**
  44774. * The y coefficients of the spherical polynomial
  44775. */
  44776. this.y = BABYLON.Vector3.Zero();
  44777. /**
  44778. * The z coefficients of the spherical polynomial
  44779. */
  44780. this.z = BABYLON.Vector3.Zero();
  44781. /**
  44782. * The xx coefficients of the spherical polynomial
  44783. */
  44784. this.xx = BABYLON.Vector3.Zero();
  44785. /**
  44786. * The yy coefficients of the spherical polynomial
  44787. */
  44788. this.yy = BABYLON.Vector3.Zero();
  44789. /**
  44790. * The zz coefficients of the spherical polynomial
  44791. */
  44792. this.zz = BABYLON.Vector3.Zero();
  44793. /**
  44794. * The xy coefficients of the spherical polynomial
  44795. */
  44796. this.xy = BABYLON.Vector3.Zero();
  44797. /**
  44798. * The yz coefficients of the spherical polynomial
  44799. */
  44800. this.yz = BABYLON.Vector3.Zero();
  44801. /**
  44802. * The zx coefficients of the spherical polynomial
  44803. */
  44804. this.zx = BABYLON.Vector3.Zero();
  44805. }
  44806. /**
  44807. * Adds an ambient color to the spherical polynomial
  44808. * @param color the color to add
  44809. */
  44810. SphericalPolynomial.prototype.addAmbient = function (color) {
  44811. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  44812. this.xx = this.xx.add(colorVector);
  44813. this.yy = this.yy.add(colorVector);
  44814. this.zz = this.zz.add(colorVector);
  44815. };
  44816. /**
  44817. * Scales the spherical polynomial by the given amount
  44818. * @param scale the amount to scale
  44819. */
  44820. SphericalPolynomial.prototype.scale = function (scale) {
  44821. this.x = this.x.scale(scale);
  44822. this.y = this.y.scale(scale);
  44823. this.z = this.z.scale(scale);
  44824. this.xx = this.xx.scale(scale);
  44825. this.yy = this.yy.scale(scale);
  44826. this.zz = this.zz.scale(scale);
  44827. this.yz = this.yz.scale(scale);
  44828. this.zx = this.zx.scale(scale);
  44829. this.xy = this.xy.scale(scale);
  44830. };
  44831. /**
  44832. * Gets the spherical polynomial from harmonics
  44833. * @param harmonics the spherical harmonics
  44834. * @returns the spherical polynomial
  44835. */
  44836. SphericalPolynomial.FromHarmonics = function (harmonics) {
  44837. var result = new SphericalPolynomial();
  44838. result.x = harmonics.l11.scale(1.02333);
  44839. result.y = harmonics.l1_1.scale(1.02333);
  44840. result.z = harmonics.l10.scale(1.02333);
  44841. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  44842. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  44843. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  44844. result.yz = harmonics.l2_1.scale(0.858086);
  44845. result.zx = harmonics.l21.scale(0.858086);
  44846. result.xy = harmonics.l2_2.scale(0.858086);
  44847. result.scale(1.0 / Math.PI);
  44848. return result;
  44849. };
  44850. /**
  44851. * Constructs a spherical polynomial from an array.
  44852. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  44853. * @returns the spherical polynomial
  44854. */
  44855. SphericalPolynomial.FromArray = function (data) {
  44856. var sp = new SphericalPolynomial();
  44857. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  44858. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  44859. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  44860. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  44861. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  44862. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  44863. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  44864. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  44865. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  44866. return sp;
  44867. };
  44868. return SphericalPolynomial;
  44869. }());
  44870. BABYLON.SphericalPolynomial = SphericalPolynomial;
  44871. /**
  44872. * Class representing spherical harmonics coefficients to the 3rd degree
  44873. */
  44874. var SphericalHarmonics = /** @class */ (function () {
  44875. function SphericalHarmonics() {
  44876. /**
  44877. * The l0,0 coefficients of the spherical harmonics
  44878. */
  44879. this.l00 = BABYLON.Vector3.Zero();
  44880. /**
  44881. * The l1,-1 coefficients of the spherical harmonics
  44882. */
  44883. this.l1_1 = BABYLON.Vector3.Zero();
  44884. /**
  44885. * The l1,0 coefficients of the spherical harmonics
  44886. */
  44887. this.l10 = BABYLON.Vector3.Zero();
  44888. /**
  44889. * The l1,1 coefficients of the spherical harmonics
  44890. */
  44891. this.l11 = BABYLON.Vector3.Zero();
  44892. /**
  44893. * The l2,-2 coefficients of the spherical harmonics
  44894. */
  44895. this.l2_2 = BABYLON.Vector3.Zero();
  44896. /**
  44897. * The l2,-1 coefficients of the spherical harmonics
  44898. */
  44899. this.l2_1 = BABYLON.Vector3.Zero();
  44900. /**
  44901. * The l2,0 coefficients of the spherical harmonics
  44902. */
  44903. this.l20 = BABYLON.Vector3.Zero();
  44904. /**
  44905. * The l2,1 coefficients of the spherical harmonics
  44906. */
  44907. this.l21 = BABYLON.Vector3.Zero();
  44908. /**
  44909. * The l2,2 coefficients of the spherical harmonics
  44910. */
  44911. this.lL22 = BABYLON.Vector3.Zero();
  44912. }
  44913. /**
  44914. * Adds a light to the spherical harmonics
  44915. * @param direction the direction of the light
  44916. * @param color the color of the light
  44917. * @param deltaSolidAngle the delta solid angle of the light
  44918. */
  44919. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  44920. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  44921. var c = colorVector.scale(deltaSolidAngle);
  44922. this.l00 = this.l00.add(c.scale(0.282095));
  44923. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  44924. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  44925. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  44926. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  44927. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  44928. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  44929. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  44930. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  44931. };
  44932. /**
  44933. * Scales the spherical harmonics by the given amount
  44934. * @param scale the amount to scale
  44935. */
  44936. SphericalHarmonics.prototype.scale = function (scale) {
  44937. this.l00 = this.l00.scale(scale);
  44938. this.l1_1 = this.l1_1.scale(scale);
  44939. this.l10 = this.l10.scale(scale);
  44940. this.l11 = this.l11.scale(scale);
  44941. this.l2_2 = this.l2_2.scale(scale);
  44942. this.l2_1 = this.l2_1.scale(scale);
  44943. this.l20 = this.l20.scale(scale);
  44944. this.l21 = this.l21.scale(scale);
  44945. this.lL22 = this.lL22.scale(scale);
  44946. };
  44947. /**
  44948. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  44949. *
  44950. * ```
  44951. * E_lm = A_l * L_lm
  44952. * ```
  44953. *
  44954. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  44955. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  44956. * the scaling factors are given in equation 9.
  44957. */
  44958. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  44959. // Constant (Band 0)
  44960. this.l00 = this.l00.scale(3.141593);
  44961. // Linear (Band 1)
  44962. this.l1_1 = this.l1_1.scale(2.094395);
  44963. this.l10 = this.l10.scale(2.094395);
  44964. this.l11 = this.l11.scale(2.094395);
  44965. // Quadratic (Band 2)
  44966. this.l2_2 = this.l2_2.scale(0.785398);
  44967. this.l2_1 = this.l2_1.scale(0.785398);
  44968. this.l20 = this.l20.scale(0.785398);
  44969. this.l21 = this.l21.scale(0.785398);
  44970. this.lL22 = this.lL22.scale(0.785398);
  44971. };
  44972. /**
  44973. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  44974. *
  44975. * ```
  44976. * L = (1/pi) * E * rho
  44977. * ```
  44978. *
  44979. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  44980. */
  44981. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  44982. this.scale(1.0 / Math.PI);
  44983. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  44984. // (The pixel shader must apply albedo after texture fetches, etc).
  44985. };
  44986. /**
  44987. * Gets the spherical harmonics from polynomial
  44988. * @param polynomial the spherical polynomial
  44989. * @returns the spherical harmonics
  44990. */
  44991. SphericalHarmonics.FromPolynomial = function (polynomial) {
  44992. var result = new SphericalHarmonics();
  44993. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  44994. result.l1_1 = polynomial.y.scale(0.977204);
  44995. result.l10 = polynomial.z.scale(0.977204);
  44996. result.l11 = polynomial.x.scale(0.977204);
  44997. result.l2_2 = polynomial.xy.scale(1.16538);
  44998. result.l2_1 = polynomial.yz.scale(1.16538);
  44999. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45000. result.l21 = polynomial.zx.scale(1.16538);
  45001. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45002. result.scale(Math.PI);
  45003. return result;
  45004. };
  45005. /**
  45006. * Constructs a spherical harmonics from an array.
  45007. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45008. * @returns the spherical harmonics
  45009. */
  45010. SphericalHarmonics.FromArray = function (data) {
  45011. var sh = new SphericalHarmonics();
  45012. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45013. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45014. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45015. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45016. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45017. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45018. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45019. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45020. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45021. return sh;
  45022. };
  45023. return SphericalHarmonics;
  45024. }());
  45025. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45026. })(BABYLON || (BABYLON = {}));
  45027. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45028. var BABYLON;
  45029. (function (BABYLON) {
  45030. var FileFaceOrientation = /** @class */ (function () {
  45031. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45032. this.name = name;
  45033. this.worldAxisForNormal = worldAxisForNormal;
  45034. this.worldAxisForFileX = worldAxisForFileX;
  45035. this.worldAxisForFileY = worldAxisForFileY;
  45036. }
  45037. return FileFaceOrientation;
  45038. }());
  45039. /**
  45040. * Helper class dealing with the extraction of spherical polynomial dataArray
  45041. * from a cube map.
  45042. */
  45043. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45044. function CubeMapToSphericalPolynomialTools() {
  45045. }
  45046. /**
  45047. * Converts a texture to the according Spherical Polynomial data.
  45048. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45049. *
  45050. * @param texture The texture to extract the information from.
  45051. * @return The Spherical Polynomial data.
  45052. */
  45053. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45054. if (!texture.isCube) {
  45055. // Only supports cube Textures currently.
  45056. return null;
  45057. }
  45058. var size = texture.getSize().width;
  45059. var right = texture.readPixels(0);
  45060. var left = texture.readPixels(1);
  45061. var up;
  45062. var down;
  45063. if (texture.isRenderTarget) {
  45064. up = texture.readPixels(3);
  45065. down = texture.readPixels(2);
  45066. }
  45067. else {
  45068. up = texture.readPixels(2);
  45069. down = texture.readPixels(3);
  45070. }
  45071. var front = texture.readPixels(4);
  45072. var back = texture.readPixels(5);
  45073. var gammaSpace = texture.gammaSpace;
  45074. // Always read as RGBA.
  45075. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45076. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45077. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45078. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45079. }
  45080. var cubeInfo = {
  45081. size: size,
  45082. right: right,
  45083. left: left,
  45084. up: up,
  45085. down: down,
  45086. front: front,
  45087. back: back,
  45088. format: format,
  45089. type: type,
  45090. gammaSpace: gammaSpace,
  45091. };
  45092. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45093. };
  45094. /**
  45095. * Converts a cubemap to the according Spherical Polynomial data.
  45096. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45097. *
  45098. * @param cubeInfo The Cube map to extract the information from.
  45099. * @return The Spherical Polynomial data.
  45100. */
  45101. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45102. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45103. var totalSolidAngle = 0.0;
  45104. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45105. var du = 2.0 / cubeInfo.size;
  45106. var dv = du;
  45107. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45108. var minUV = du * 0.5 - 1.0;
  45109. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45110. var fileFace = this.FileFaces[faceIndex];
  45111. var dataArray = cubeInfo[fileFace.name];
  45112. var v = minUV;
  45113. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45114. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45115. // Because SP is still linear, so summation is fine in that basis.
  45116. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45117. for (var y = 0; y < cubeInfo.size; y++) {
  45118. var u = minUV;
  45119. for (var x = 0; x < cubeInfo.size; x++) {
  45120. // World direction (not normalised)
  45121. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45122. worldDirection.normalize();
  45123. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45124. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45125. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45126. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45127. // Handle Integer types.
  45128. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45129. r /= 255;
  45130. g /= 255;
  45131. b /= 255;
  45132. }
  45133. // Handle Gamma space textures.
  45134. if (cubeInfo.gammaSpace) {
  45135. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45136. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45137. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45138. }
  45139. var color = new BABYLON.Color3(r, g, b);
  45140. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45141. totalSolidAngle += deltaSolidAngle;
  45142. u += du;
  45143. }
  45144. v += dv;
  45145. }
  45146. }
  45147. // Solid angle for entire sphere is 4*pi
  45148. var sphereSolidAngle = 4.0 * Math.PI;
  45149. // Adjust the solid angle to allow for how many faces we processed.
  45150. var facesProcessed = 6.0;
  45151. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45152. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45153. // This is needed because the numerical integration over the cube uses a
  45154. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45155. // and also to compensate for accumulative error due to float precision in the summation.
  45156. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45157. sphericalHarmonics.scale(correctionFactor);
  45158. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45159. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45160. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45161. };
  45162. CubeMapToSphericalPolynomialTools.FileFaces = [
  45163. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45164. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45165. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45166. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45167. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45168. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45169. ];
  45170. return CubeMapToSphericalPolynomialTools;
  45171. }());
  45172. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45173. })(BABYLON || (BABYLON = {}));
  45174. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45175. var BABYLON;
  45176. (function (BABYLON) {
  45177. /**
  45178. * Manages the defines for the PBR Material.
  45179. * @hiddenChildren
  45180. */
  45181. var PBRMaterialDefines = /** @class */ (function (_super) {
  45182. __extends(PBRMaterialDefines, _super);
  45183. /**
  45184. * Initializes the PBR Material defines.
  45185. */
  45186. function PBRMaterialDefines() {
  45187. var _this = _super.call(this) || this;
  45188. _this.PBR = true;
  45189. _this.MAINUV1 = false;
  45190. _this.MAINUV2 = false;
  45191. _this.UV1 = false;
  45192. _this.UV2 = false;
  45193. _this.ALBEDO = false;
  45194. _this.ALBEDODIRECTUV = 0;
  45195. _this.VERTEXCOLOR = false;
  45196. _this.AMBIENT = false;
  45197. _this.AMBIENTDIRECTUV = 0;
  45198. _this.AMBIENTINGRAYSCALE = false;
  45199. _this.OPACITY = false;
  45200. _this.VERTEXALPHA = false;
  45201. _this.OPACITYDIRECTUV = 0;
  45202. _this.OPACITYRGB = false;
  45203. _this.ALPHATEST = false;
  45204. _this.DEPTHPREPASS = false;
  45205. _this.ALPHABLEND = false;
  45206. _this.ALPHAFROMALBEDO = false;
  45207. _this.ALPHATESTVALUE = "0.5";
  45208. _this.SPECULAROVERALPHA = false;
  45209. _this.RADIANCEOVERALPHA = false;
  45210. _this.ALPHAFRESNEL = false;
  45211. _this.LINEARALPHAFRESNEL = false;
  45212. _this.PREMULTIPLYALPHA = false;
  45213. _this.EMISSIVE = false;
  45214. _this.EMISSIVEDIRECTUV = 0;
  45215. _this.REFLECTIVITY = false;
  45216. _this.REFLECTIVITYDIRECTUV = 0;
  45217. _this.SPECULARTERM = false;
  45218. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45219. _this.MICROSURFACEAUTOMATIC = false;
  45220. _this.LODBASEDMICROSFURACE = false;
  45221. _this.MICROSURFACEMAP = false;
  45222. _this.MICROSURFACEMAPDIRECTUV = 0;
  45223. _this.METALLICWORKFLOW = false;
  45224. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45225. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45226. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45227. _this.AOSTOREINMETALMAPRED = false;
  45228. _this.ENVIRONMENTBRDF = false;
  45229. _this.NORMAL = false;
  45230. _this.TANGENT = false;
  45231. _this.BUMP = false;
  45232. _this.BUMPDIRECTUV = 0;
  45233. _this.OBJECTSPACE_NORMALMAP = false;
  45234. _this.PARALLAX = false;
  45235. _this.PARALLAXOCCLUSION = false;
  45236. _this.NORMALXYSCALE = true;
  45237. _this.LIGHTMAP = false;
  45238. _this.LIGHTMAPDIRECTUV = 0;
  45239. _this.USELIGHTMAPASSHADOWMAP = false;
  45240. _this.GAMMALIGHTMAP = false;
  45241. _this.REFLECTION = false;
  45242. _this.REFLECTIONMAP_3D = false;
  45243. _this.REFLECTIONMAP_SPHERICAL = false;
  45244. _this.REFLECTIONMAP_PLANAR = false;
  45245. _this.REFLECTIONMAP_CUBIC = false;
  45246. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45247. _this.REFLECTIONMAP_PROJECTION = false;
  45248. _this.REFLECTIONMAP_SKYBOX = false;
  45249. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45250. _this.REFLECTIONMAP_EXPLICIT = false;
  45251. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45252. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45253. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45254. _this.INVERTCUBICMAP = false;
  45255. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45256. _this.USESPHERICALINVERTEX = false;
  45257. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45258. _this.LODINREFLECTIONALPHA = false;
  45259. _this.GAMMAREFLECTION = false;
  45260. _this.RGBDREFLECTION = false;
  45261. _this.RADIANCEOCCLUSION = false;
  45262. _this.HORIZONOCCLUSION = false;
  45263. _this.REFRACTION = false;
  45264. _this.REFRACTIONMAP_3D = false;
  45265. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45266. _this.LODINREFRACTIONALPHA = false;
  45267. _this.GAMMAREFRACTION = false;
  45268. _this.RGBDREFRACTION = false;
  45269. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45270. _this.INSTANCES = false;
  45271. _this.NUM_BONE_INFLUENCERS = 0;
  45272. _this.BonesPerMesh = 0;
  45273. _this.NONUNIFORMSCALING = false;
  45274. _this.MORPHTARGETS = false;
  45275. _this.MORPHTARGETS_NORMAL = false;
  45276. _this.MORPHTARGETS_TANGENT = false;
  45277. _this.NUM_MORPH_INFLUENCERS = 0;
  45278. _this.IMAGEPROCESSING = false;
  45279. _this.VIGNETTE = false;
  45280. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45281. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45282. _this.TONEMAPPING = false;
  45283. _this.TONEMAPPING_ACES = false;
  45284. _this.CONTRAST = false;
  45285. _this.COLORCURVES = false;
  45286. _this.COLORGRADING = false;
  45287. _this.COLORGRADING3D = false;
  45288. _this.SAMPLER3DGREENDEPTH = false;
  45289. _this.SAMPLER3DBGRMAP = false;
  45290. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45291. _this.EXPOSURE = false;
  45292. _this.USEPHYSICALLIGHTFALLOFF = false;
  45293. _this.USEGLTFLIGHTFALLOFF = false;
  45294. _this.TWOSIDEDLIGHTING = false;
  45295. _this.SHADOWFLOAT = false;
  45296. _this.CLIPPLANE = false;
  45297. _this.CLIPPLANE2 = false;
  45298. _this.CLIPPLANE3 = false;
  45299. _this.CLIPPLANE4 = false;
  45300. _this.POINTSIZE = false;
  45301. _this.FOG = false;
  45302. _this.LOGARITHMICDEPTH = false;
  45303. _this.FORCENORMALFORWARD = false;
  45304. _this.SPECULARAA = false;
  45305. _this.UNLIT = false;
  45306. _this.rebuild();
  45307. return _this;
  45308. }
  45309. /**
  45310. * Resets the PBR Material defines.
  45311. */
  45312. PBRMaterialDefines.prototype.reset = function () {
  45313. _super.prototype.reset.call(this);
  45314. this.ALPHATESTVALUE = "0.5";
  45315. this.PBR = true;
  45316. };
  45317. return PBRMaterialDefines;
  45318. }(BABYLON.MaterialDefines));
  45319. /**
  45320. * The Physically based material base class of BJS.
  45321. *
  45322. * This offers the main features of a standard PBR material.
  45323. * For more information, please refer to the documentation :
  45324. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45325. */
  45326. var PBRBaseMaterial = /** @class */ (function (_super) {
  45327. __extends(PBRBaseMaterial, _super);
  45328. /**
  45329. * Instantiates a new PBRMaterial instance.
  45330. *
  45331. * @param name The material name
  45332. * @param scene The scene the material will be use in.
  45333. */
  45334. function PBRBaseMaterial(name, scene) {
  45335. var _this = _super.call(this, name, scene) || this;
  45336. /**
  45337. * Intensity of the direct lights e.g. the four lights available in your scene.
  45338. * This impacts both the direct diffuse and specular highlights.
  45339. */
  45340. _this._directIntensity = 1.0;
  45341. /**
  45342. * Intensity of the emissive part of the material.
  45343. * This helps controlling the emissive effect without modifying the emissive color.
  45344. */
  45345. _this._emissiveIntensity = 1.0;
  45346. /**
  45347. * Intensity of the environment e.g. how much the environment will light the object
  45348. * either through harmonics for rough material or through the refelction for shiny ones.
  45349. */
  45350. _this._environmentIntensity = 1.0;
  45351. /**
  45352. * This is a special control allowing the reduction of the specular highlights coming from the
  45353. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45354. */
  45355. _this._specularIntensity = 1.0;
  45356. /**
  45357. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45358. */
  45359. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45360. /**
  45361. * Debug Control allowing disabling the bump map on this material.
  45362. */
  45363. _this._disableBumpMap = false;
  45364. /**
  45365. * AKA Occlusion Texture Intensity in other nomenclature.
  45366. */
  45367. _this._ambientTextureStrength = 1.0;
  45368. /**
  45369. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45370. * 1 means it completely occludes it
  45371. * 0 mean it has no impact
  45372. */
  45373. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45374. /**
  45375. * The color of a material in ambient lighting.
  45376. */
  45377. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45378. /**
  45379. * AKA Diffuse Color in other nomenclature.
  45380. */
  45381. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45382. /**
  45383. * AKA Specular Color in other nomenclature.
  45384. */
  45385. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45386. /**
  45387. * The color applied when light is reflected from a material.
  45388. */
  45389. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45390. /**
  45391. * The color applied when light is emitted from a material.
  45392. */
  45393. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45394. /**
  45395. * AKA Glossiness in other nomenclature.
  45396. */
  45397. _this._microSurface = 0.9;
  45398. /**
  45399. * source material index of refraction (IOR)' / 'destination material IOR.
  45400. */
  45401. _this._indexOfRefraction = 0.66;
  45402. /**
  45403. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45404. */
  45405. _this._invertRefractionY = false;
  45406. /**
  45407. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45408. * Materials half opaque for instance using refraction could benefit from this control.
  45409. */
  45410. _this._linkRefractionWithTransparency = false;
  45411. /**
  45412. * Specifies that the material will use the light map as a show map.
  45413. */
  45414. _this._useLightmapAsShadowmap = false;
  45415. /**
  45416. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45417. * makes the reflect vector face the model (under horizon).
  45418. */
  45419. _this._useHorizonOcclusion = true;
  45420. /**
  45421. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45422. * too much the area relying on ambient texture to define their ambient occlusion.
  45423. */
  45424. _this._useRadianceOcclusion = true;
  45425. /**
  45426. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45427. */
  45428. _this._useAlphaFromAlbedoTexture = false;
  45429. /**
  45430. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45431. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45432. */
  45433. _this._useSpecularOverAlpha = true;
  45434. /**
  45435. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45436. */
  45437. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  45438. /**
  45439. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45440. */
  45441. _this._useRoughnessFromMetallicTextureAlpha = true;
  45442. /**
  45443. * Specifies if the metallic texture contains the roughness information in its green channel.
  45444. */
  45445. _this._useRoughnessFromMetallicTextureGreen = false;
  45446. /**
  45447. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45448. */
  45449. _this._useMetallnessFromMetallicTextureBlue = false;
  45450. /**
  45451. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45452. */
  45453. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  45454. /**
  45455. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45456. */
  45457. _this._useAmbientInGrayScale = false;
  45458. /**
  45459. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45460. * The material will try to infer what glossiness each pixel should be.
  45461. */
  45462. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  45463. /**
  45464. * Defines the falloff type used in this material.
  45465. * It by default is Physical.
  45466. */
  45467. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45468. /**
  45469. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45470. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45471. */
  45472. _this._useRadianceOverAlpha = true;
  45473. /**
  45474. * Allows using an object space normal map (instead of tangent space).
  45475. */
  45476. _this._useObjectSpaceNormalMap = false;
  45477. /**
  45478. * Allows using the bump map in parallax mode.
  45479. */
  45480. _this._useParallax = false;
  45481. /**
  45482. * Allows using the bump map in parallax occlusion mode.
  45483. */
  45484. _this._useParallaxOcclusion = false;
  45485. /**
  45486. * Controls the scale bias of the parallax mode.
  45487. */
  45488. _this._parallaxScaleBias = 0.05;
  45489. /**
  45490. * If sets to true, disables all the lights affecting the material.
  45491. */
  45492. _this._disableLighting = false;
  45493. /**
  45494. * Number of Simultaneous lights allowed on the material.
  45495. */
  45496. _this._maxSimultaneousLights = 4;
  45497. /**
  45498. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  45499. */
  45500. _this._invertNormalMapX = false;
  45501. /**
  45502. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  45503. */
  45504. _this._invertNormalMapY = false;
  45505. /**
  45506. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45507. */
  45508. _this._twoSidedLighting = false;
  45509. /**
  45510. * Defines the alpha limits in alpha test mode.
  45511. */
  45512. _this._alphaCutOff = 0.4;
  45513. /**
  45514. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45515. */
  45516. _this._forceAlphaTest = false;
  45517. /**
  45518. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45519. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45520. */
  45521. _this._useAlphaFresnel = false;
  45522. /**
  45523. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45524. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45525. */
  45526. _this._useLinearAlphaFresnel = false;
  45527. /**
  45528. * The transparency mode of the material.
  45529. */
  45530. _this._transparencyMode = null;
  45531. /**
  45532. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  45533. * from cos thetav and roughness:
  45534. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  45535. */
  45536. _this._environmentBRDFTexture = null;
  45537. /**
  45538. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45539. */
  45540. _this._forceIrradianceInFragment = false;
  45541. /**
  45542. * Force normal to face away from face.
  45543. */
  45544. _this._forceNormalForward = false;
  45545. /**
  45546. * Enables specular anti aliasing in the PBR shader.
  45547. * It will both interacts on the Geometry for analytical and IBL lighting.
  45548. * It also prefilter the roughness map based on the bump values.
  45549. */
  45550. _this._enableSpecularAntiAliasing = false;
  45551. /**
  45552. * Stores the available render targets.
  45553. */
  45554. _this._renderTargets = new BABYLON.SmartArray(16);
  45555. /**
  45556. * Sets the global ambient color for the material used in lighting calculations.
  45557. */
  45558. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  45559. /**
  45560. * If set to true, no lighting calculations will be applied.
  45561. */
  45562. _this._unlit = false;
  45563. // Setup the default processing configuration to the scene.
  45564. _this._attachImageProcessingConfiguration(null);
  45565. _this.getRenderTargetTextures = function () {
  45566. _this._renderTargets.reset();
  45567. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  45568. _this._renderTargets.push(_this._reflectionTexture);
  45569. }
  45570. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  45571. _this._renderTargets.push(_this._refractionTexture);
  45572. }
  45573. return _this._renderTargets;
  45574. };
  45575. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45576. return _this;
  45577. }
  45578. /**
  45579. * Attaches a new image processing configuration to the PBR Material.
  45580. * @param configuration
  45581. */
  45582. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  45583. var _this = this;
  45584. if (configuration === this._imageProcessingConfiguration) {
  45585. return;
  45586. }
  45587. // Detaches observer.
  45588. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45589. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45590. }
  45591. // Pick the scene configuration if needed.
  45592. if (!configuration) {
  45593. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  45594. }
  45595. else {
  45596. this._imageProcessingConfiguration = configuration;
  45597. }
  45598. // Attaches observer.
  45599. if (this._imageProcessingConfiguration) {
  45600. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  45601. _this._markAllSubMeshesAsImageProcessingDirty();
  45602. });
  45603. }
  45604. };
  45605. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  45606. /**
  45607. * Gets a boolean indicating that current material needs to register RTT
  45608. */
  45609. get: function () {
  45610. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  45611. return true;
  45612. }
  45613. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  45614. return true;
  45615. }
  45616. return false;
  45617. },
  45618. enumerable: true,
  45619. configurable: true
  45620. });
  45621. /**
  45622. * Gets the name of the material class.
  45623. */
  45624. PBRBaseMaterial.prototype.getClassName = function () {
  45625. return "PBRBaseMaterial";
  45626. };
  45627. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  45628. /**
  45629. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45630. */
  45631. get: function () {
  45632. return this._useLogarithmicDepth;
  45633. },
  45634. /**
  45635. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45636. */
  45637. set: function (value) {
  45638. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  45639. },
  45640. enumerable: true,
  45641. configurable: true
  45642. });
  45643. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  45644. /**
  45645. * Gets the current transparency mode.
  45646. */
  45647. get: function () {
  45648. return this._transparencyMode;
  45649. },
  45650. /**
  45651. * Sets the transparency mode of the material.
  45652. *
  45653. * | Value | Type | Description |
  45654. * | ----- | ----------------------------------- | ----------- |
  45655. * | 0 | OPAQUE | |
  45656. * | 1 | ALPHATEST | |
  45657. * | 2 | ALPHABLEND | |
  45658. * | 3 | ALPHATESTANDBLEND | |
  45659. *
  45660. */
  45661. set: function (value) {
  45662. if (this._transparencyMode === value) {
  45663. return;
  45664. }
  45665. this._transparencyMode = value;
  45666. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  45667. this._markAllSubMeshesAsTexturesAndMiscDirty();
  45668. },
  45669. enumerable: true,
  45670. configurable: true
  45671. });
  45672. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  45673. /**
  45674. * Returns true if alpha blending should be disabled.
  45675. */
  45676. get: function () {
  45677. return (this._linkRefractionWithTransparency ||
  45678. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  45679. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45680. },
  45681. enumerable: true,
  45682. configurable: true
  45683. });
  45684. /**
  45685. * Specifies whether or not this material should be rendered in alpha blend mode.
  45686. */
  45687. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  45688. if (this._disableAlphaBlending) {
  45689. return false;
  45690. }
  45691. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  45692. };
  45693. /**
  45694. * Specifies if the mesh will require alpha blending.
  45695. * @param mesh - BJS mesh.
  45696. */
  45697. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  45698. if (this._disableAlphaBlending) {
  45699. return false;
  45700. }
  45701. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  45702. };
  45703. /**
  45704. * Specifies whether or not this material should be rendered in alpha test mode.
  45705. */
  45706. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  45707. if (this._forceAlphaTest) {
  45708. return true;
  45709. }
  45710. if (this._linkRefractionWithTransparency) {
  45711. return false;
  45712. }
  45713. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45714. };
  45715. /**
  45716. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  45717. */
  45718. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  45719. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  45720. };
  45721. /**
  45722. * Gets the texture used for the alpha test.
  45723. */
  45724. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  45725. return this._albedoTexture;
  45726. };
  45727. /**
  45728. * Specifies that the submesh is ready to be used.
  45729. * @param mesh - BJS mesh.
  45730. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  45731. * @param useInstances - Specifies that instances should be used.
  45732. * @returns - boolean indicating that the submesh is ready or not.
  45733. */
  45734. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  45735. if (subMesh.effect && this.isFrozen) {
  45736. if (this._wasPreviouslyReady) {
  45737. return true;
  45738. }
  45739. }
  45740. if (!subMesh._materialDefines) {
  45741. subMesh._materialDefines = new PBRMaterialDefines();
  45742. }
  45743. var defines = subMesh._materialDefines;
  45744. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  45745. if (defines._renderId === this.getScene().getRenderId()) {
  45746. return true;
  45747. }
  45748. }
  45749. var scene = this.getScene();
  45750. var engine = scene.getEngine();
  45751. if (defines._areTexturesDirty) {
  45752. if (scene.texturesEnabled) {
  45753. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  45754. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  45755. return false;
  45756. }
  45757. }
  45758. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  45759. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  45760. return false;
  45761. }
  45762. }
  45763. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  45764. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  45765. return false;
  45766. }
  45767. }
  45768. var reflectionTexture = this._getReflectionTexture();
  45769. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45770. if (!reflectionTexture.isReadyOrNotBlocking()) {
  45771. return false;
  45772. }
  45773. }
  45774. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  45775. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  45776. return false;
  45777. }
  45778. }
  45779. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  45780. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  45781. return false;
  45782. }
  45783. }
  45784. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  45785. if (this._metallicTexture) {
  45786. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  45787. return false;
  45788. }
  45789. }
  45790. else if (this._reflectivityTexture) {
  45791. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  45792. return false;
  45793. }
  45794. }
  45795. if (this._microSurfaceTexture) {
  45796. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  45797. return false;
  45798. }
  45799. }
  45800. }
  45801. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  45802. // Bump texture cannot be not blocking.
  45803. if (!this._bumpTexture.isReady()) {
  45804. return false;
  45805. }
  45806. }
  45807. var refractionTexture = this._getRefractionTexture();
  45808. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  45809. if (!refractionTexture.isReadyOrNotBlocking()) {
  45810. return false;
  45811. }
  45812. }
  45813. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45814. // This is blocking.
  45815. if (!this._environmentBRDFTexture.isReady()) {
  45816. return false;
  45817. }
  45818. }
  45819. }
  45820. }
  45821. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  45822. if (!this._imageProcessingConfiguration.isReady()) {
  45823. return false;
  45824. }
  45825. }
  45826. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  45827. mesh.createNormals(true);
  45828. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  45829. }
  45830. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  45831. if (effect) {
  45832. scene.resetCachedMaterial();
  45833. subMesh.setEffect(effect, defines);
  45834. this.buildUniformLayout();
  45835. }
  45836. if (!subMesh.effect || !subMesh.effect.isReady()) {
  45837. return false;
  45838. }
  45839. defines._renderId = scene.getRenderId();
  45840. this._wasPreviouslyReady = true;
  45841. return true;
  45842. };
  45843. /**
  45844. * Specifies if the material uses metallic roughness workflow.
  45845. * @returns boolean specifiying if the material uses metallic roughness workflow.
  45846. */
  45847. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  45848. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  45849. return true;
  45850. }
  45851. return false;
  45852. };
  45853. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  45854. if (onCompiled === void 0) { onCompiled = null; }
  45855. if (onError === void 0) { onError = null; }
  45856. if (useInstances === void 0) { useInstances = null; }
  45857. if (useClipPlane === void 0) { useClipPlane = null; }
  45858. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  45859. if (!defines.isDirty) {
  45860. return null;
  45861. }
  45862. defines.markAsProcessed();
  45863. var scene = this.getScene();
  45864. var engine = scene.getEngine();
  45865. // Fallbacks
  45866. var fallbacks = new BABYLON.EffectFallbacks();
  45867. var fallbackRank = 0;
  45868. if (defines.USESPHERICALINVERTEX) {
  45869. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  45870. }
  45871. if (defines.FOG) {
  45872. fallbacks.addFallback(fallbackRank, "FOG");
  45873. }
  45874. if (defines.SPECULARAA) {
  45875. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  45876. }
  45877. if (defines.POINTSIZE) {
  45878. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  45879. }
  45880. if (defines.LOGARITHMICDEPTH) {
  45881. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  45882. }
  45883. if (defines.PARALLAX) {
  45884. fallbacks.addFallback(fallbackRank, "PARALLAX");
  45885. }
  45886. if (defines.PARALLAXOCCLUSION) {
  45887. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  45888. }
  45889. if (defines.ENVIRONMENTBRDF) {
  45890. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  45891. }
  45892. if (defines.TANGENT) {
  45893. fallbacks.addFallback(fallbackRank++, "TANGENT");
  45894. }
  45895. if (defines.BUMP) {
  45896. fallbacks.addFallback(fallbackRank++, "BUMP");
  45897. }
  45898. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  45899. if (defines.SPECULARTERM) {
  45900. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  45901. }
  45902. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  45903. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  45904. }
  45905. if (defines.LIGHTMAP) {
  45906. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  45907. }
  45908. if (defines.NORMAL) {
  45909. fallbacks.addFallback(fallbackRank++, "NORMAL");
  45910. }
  45911. if (defines.AMBIENT) {
  45912. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  45913. }
  45914. if (defines.EMISSIVE) {
  45915. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  45916. }
  45917. if (defines.VERTEXCOLOR) {
  45918. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  45919. }
  45920. if (defines.NUM_BONE_INFLUENCERS > 0) {
  45921. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  45922. }
  45923. if (defines.MORPHTARGETS) {
  45924. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  45925. }
  45926. //Attributes
  45927. var attribs = [BABYLON.VertexBuffer.PositionKind];
  45928. if (defines.NORMAL) {
  45929. attribs.push(BABYLON.VertexBuffer.NormalKind);
  45930. }
  45931. if (defines.TANGENT) {
  45932. attribs.push(BABYLON.VertexBuffer.TangentKind);
  45933. }
  45934. if (defines.UV1) {
  45935. attribs.push(BABYLON.VertexBuffer.UVKind);
  45936. }
  45937. if (defines.UV2) {
  45938. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  45939. }
  45940. if (defines.VERTEXCOLOR) {
  45941. attribs.push(BABYLON.VertexBuffer.ColorKind);
  45942. }
  45943. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  45944. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  45945. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  45946. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  45947. "vFogInfos", "vFogColor", "pointSize",
  45948. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  45949. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  45950. "mBones",
  45951. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  45952. "vLightingIntensity",
  45953. "logarithmicDepthConstant",
  45954. "vSphericalX", "vSphericalY", "vSphericalZ",
  45955. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  45956. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  45957. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  45958. "vTangentSpaceParams"
  45959. ];
  45960. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  45961. "bumpSampler", "lightmapSampler", "opacitySampler",
  45962. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  45963. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  45964. "microSurfaceSampler", "environmentBrdfSampler"];
  45965. var uniformBuffers = ["Material", "Scene"];
  45966. if (BABYLON.ImageProcessingConfiguration) {
  45967. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  45968. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  45969. }
  45970. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  45971. uniformsNames: uniforms,
  45972. uniformBuffersNames: uniformBuffers,
  45973. samplers: samplers,
  45974. defines: defines,
  45975. maxSimultaneousLights: this._maxSimultaneousLights
  45976. });
  45977. var join = defines.toString();
  45978. return engine.createEffect("pbr", {
  45979. attributes: attribs,
  45980. uniformsNames: uniforms,
  45981. uniformBuffersNames: uniformBuffers,
  45982. samplers: samplers,
  45983. defines: join,
  45984. fallbacks: fallbacks,
  45985. onCompiled: onCompiled,
  45986. onError: onError,
  45987. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  45988. }, engine);
  45989. };
  45990. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  45991. if (useInstances === void 0) { useInstances = null; }
  45992. if (useClipPlane === void 0) { useClipPlane = null; }
  45993. var scene = this.getScene();
  45994. var engine = scene.getEngine();
  45995. // Lights
  45996. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  45997. defines._needNormals = true;
  45998. // Textures
  45999. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46000. if (defines._areTexturesDirty) {
  46001. defines._needUVs = false;
  46002. if (scene.texturesEnabled) {
  46003. if (scene.getEngine().getCaps().textureLOD) {
  46004. defines.LODBASEDMICROSFURACE = true;
  46005. }
  46006. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46007. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46008. }
  46009. else {
  46010. defines.ALBEDO = false;
  46011. }
  46012. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46013. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46014. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46015. }
  46016. else {
  46017. defines.AMBIENT = false;
  46018. }
  46019. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46020. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46021. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46022. }
  46023. else {
  46024. defines.OPACITY = false;
  46025. }
  46026. var reflectionTexture = this._getReflectionTexture();
  46027. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46028. defines.REFLECTION = true;
  46029. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46030. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46031. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46032. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46033. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46034. defines.INVERTCUBICMAP = true;
  46035. }
  46036. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46037. switch (reflectionTexture.coordinatesMode) {
  46038. case BABYLON.Texture.EXPLICIT_MODE:
  46039. defines.REFLECTIONMAP_EXPLICIT = true;
  46040. break;
  46041. case BABYLON.Texture.PLANAR_MODE:
  46042. defines.REFLECTIONMAP_PLANAR = true;
  46043. break;
  46044. case BABYLON.Texture.PROJECTION_MODE:
  46045. defines.REFLECTIONMAP_PROJECTION = true;
  46046. break;
  46047. case BABYLON.Texture.SKYBOX_MODE:
  46048. defines.REFLECTIONMAP_SKYBOX = true;
  46049. break;
  46050. case BABYLON.Texture.SPHERICAL_MODE:
  46051. defines.REFLECTIONMAP_SPHERICAL = true;
  46052. break;
  46053. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46054. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46055. break;
  46056. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46057. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46058. break;
  46059. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46060. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46061. break;
  46062. case BABYLON.Texture.CUBIC_MODE:
  46063. case BABYLON.Texture.INVCUBIC_MODE:
  46064. default:
  46065. defines.REFLECTIONMAP_CUBIC = true;
  46066. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46067. break;
  46068. }
  46069. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46070. if (reflectionTexture.sphericalPolynomial) {
  46071. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46072. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46073. defines.USESPHERICALINVERTEX = false;
  46074. }
  46075. else {
  46076. defines.USESPHERICALINVERTEX = true;
  46077. }
  46078. }
  46079. }
  46080. else {
  46081. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46082. }
  46083. }
  46084. else {
  46085. defines.REFLECTION = false;
  46086. defines.REFLECTIONMAP_3D = false;
  46087. defines.REFLECTIONMAP_SPHERICAL = false;
  46088. defines.REFLECTIONMAP_PLANAR = false;
  46089. defines.REFLECTIONMAP_CUBIC = false;
  46090. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46091. defines.REFLECTIONMAP_PROJECTION = false;
  46092. defines.REFLECTIONMAP_SKYBOX = false;
  46093. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46094. defines.REFLECTIONMAP_EXPLICIT = false;
  46095. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46096. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46097. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46098. defines.INVERTCUBICMAP = false;
  46099. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46100. defines.USESPHERICALINVERTEX = false;
  46101. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46102. defines.LODINREFLECTIONALPHA = false;
  46103. defines.GAMMAREFLECTION = false;
  46104. defines.RGBDREFLECTION = false;
  46105. }
  46106. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46107. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46108. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46109. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46110. }
  46111. else {
  46112. defines.LIGHTMAP = false;
  46113. }
  46114. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46115. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46116. }
  46117. else {
  46118. defines.EMISSIVE = false;
  46119. }
  46120. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46121. if (this._metallicTexture) {
  46122. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46123. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46124. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46125. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46126. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46127. }
  46128. else if (this._reflectivityTexture) {
  46129. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46130. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46131. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46132. }
  46133. else {
  46134. defines.REFLECTIVITY = false;
  46135. }
  46136. if (this._microSurfaceTexture) {
  46137. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46138. }
  46139. else {
  46140. defines.MICROSURFACEMAP = false;
  46141. }
  46142. }
  46143. else {
  46144. defines.REFLECTIVITY = false;
  46145. defines.MICROSURFACEMAP = false;
  46146. }
  46147. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46148. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46149. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46150. defines.PARALLAX = true;
  46151. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46152. }
  46153. else {
  46154. defines.PARALLAX = false;
  46155. }
  46156. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46157. }
  46158. else {
  46159. defines.BUMP = false;
  46160. }
  46161. var refractionTexture = this._getRefractionTexture();
  46162. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46163. defines.REFRACTION = true;
  46164. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46165. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46166. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46167. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46168. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46169. if (this._linkRefractionWithTransparency) {
  46170. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46171. }
  46172. }
  46173. else {
  46174. defines.REFRACTION = false;
  46175. }
  46176. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46177. defines.ENVIRONMENTBRDF = true;
  46178. }
  46179. else {
  46180. defines.ENVIRONMENTBRDF = false;
  46181. }
  46182. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46183. defines.ALPHAFROMALBEDO = true;
  46184. }
  46185. else {
  46186. defines.ALPHAFROMALBEDO = false;
  46187. }
  46188. }
  46189. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46190. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46191. defines.USEPHYSICALLIGHTFALLOFF = false;
  46192. defines.USEGLTFLIGHTFALLOFF = false;
  46193. }
  46194. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46195. defines.USEPHYSICALLIGHTFALLOFF = false;
  46196. defines.USEGLTFLIGHTFALLOFF = true;
  46197. }
  46198. else {
  46199. defines.USEPHYSICALLIGHTFALLOFF = true;
  46200. defines.USEGLTFLIGHTFALLOFF = false;
  46201. }
  46202. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46203. if (!this.backFaceCulling && this._twoSidedLighting) {
  46204. defines.TWOSIDEDLIGHTING = true;
  46205. }
  46206. else {
  46207. defines.TWOSIDEDLIGHTING = false;
  46208. }
  46209. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46210. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46211. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46212. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46213. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46214. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46215. }
  46216. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46217. this._imageProcessingConfiguration.prepareDefines(defines);
  46218. }
  46219. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46220. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46221. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46222. // Misc.
  46223. if (defines._areMiscDirty) {
  46224. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46225. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46226. }
  46227. // Values that need to be evaluated on every frame
  46228. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46229. // Attribs
  46230. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46231. };
  46232. /**
  46233. * Force shader compilation
  46234. */
  46235. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46236. var _this = this;
  46237. var localOptions = __assign({ clipPlane: false }, options);
  46238. var defines = new PBRMaterialDefines();
  46239. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46240. if (effect.isReady()) {
  46241. if (onCompiled) {
  46242. onCompiled(this);
  46243. }
  46244. }
  46245. else {
  46246. effect.onCompileObservable.add(function () {
  46247. if (onCompiled) {
  46248. onCompiled(_this);
  46249. }
  46250. });
  46251. }
  46252. };
  46253. /**
  46254. * Initializes the uniform buffer layout for the shader.
  46255. */
  46256. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46257. // Order is important !
  46258. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46259. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46260. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46261. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46262. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46263. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46264. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46265. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46266. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46267. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46268. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46269. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46270. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46271. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46272. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46273. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46274. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46275. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46276. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46277. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46278. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46279. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46280. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46281. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46282. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46283. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46284. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46285. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46286. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46287. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46288. this._uniformBuffer.addUniform("pointSize", 1);
  46289. this._uniformBuffer.create();
  46290. };
  46291. /**
  46292. * Unbinds the textures.
  46293. */
  46294. PBRBaseMaterial.prototype.unbind = function () {
  46295. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46296. this._uniformBuffer.setTexture("reflectionSampler", null);
  46297. }
  46298. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46299. this._uniformBuffer.setTexture("refractionSampler", null);
  46300. }
  46301. _super.prototype.unbind.call(this);
  46302. };
  46303. /**
  46304. * Binds the submesh data.
  46305. * @param world - The world matrix.
  46306. * @param mesh - The BJS mesh.
  46307. * @param subMesh - A submesh of the BJS mesh.
  46308. */
  46309. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46310. var scene = this.getScene();
  46311. var defines = subMesh._materialDefines;
  46312. if (!defines) {
  46313. return;
  46314. }
  46315. var effect = subMesh.effect;
  46316. if (!effect) {
  46317. return;
  46318. }
  46319. this._activeEffect = effect;
  46320. // Matrices
  46321. this.bindOnlyWorldMatrix(world);
  46322. // Normal Matrix
  46323. if (defines.OBJECTSPACE_NORMALMAP) {
  46324. world.toNormalMatrix(this._normalMatrix);
  46325. this.bindOnlyNormalMatrix(this._normalMatrix);
  46326. }
  46327. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46328. // Bones
  46329. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46330. var reflectionTexture = null;
  46331. if (mustRebind) {
  46332. this._uniformBuffer.bindToEffect(effect, "Material");
  46333. this.bindViewProjection(effect);
  46334. reflectionTexture = this._getReflectionTexture();
  46335. var refractionTexture = this._getRefractionTexture();
  46336. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46337. // Texture uniforms
  46338. if (scene.texturesEnabled) {
  46339. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46340. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46341. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46342. }
  46343. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46344. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46345. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46346. }
  46347. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46348. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46349. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46350. }
  46351. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46352. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46353. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46354. if (reflectionTexture.boundingBoxSize) {
  46355. var cubeTexture = reflectionTexture;
  46356. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46357. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46358. }
  46359. var polynomials = reflectionTexture.sphericalPolynomial;
  46360. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46361. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46362. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46363. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46364. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46365. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46366. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46367. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46368. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46369. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46370. }
  46371. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46372. }
  46373. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46374. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46375. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46376. }
  46377. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46378. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46379. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46380. }
  46381. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46382. if (this._metallicTexture) {
  46383. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46384. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46385. }
  46386. else if (this._reflectivityTexture) {
  46387. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46388. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46389. }
  46390. if (this._microSurfaceTexture) {
  46391. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46392. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46393. }
  46394. }
  46395. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46396. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46397. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46398. if (scene._mirroredCameraPosition) {
  46399. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46400. }
  46401. else {
  46402. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46403. }
  46404. }
  46405. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46406. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46407. var depth = 1.0;
  46408. if (!refractionTexture.isCube) {
  46409. if (refractionTexture.depth) {
  46410. depth = refractionTexture.depth;
  46411. }
  46412. }
  46413. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46414. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46415. }
  46416. }
  46417. // Point size
  46418. if (this.pointsCloud) {
  46419. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46420. }
  46421. // Colors
  46422. if (defines.METALLICWORKFLOW) {
  46423. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46424. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46425. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46426. }
  46427. else {
  46428. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  46429. }
  46430. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  46431. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  46432. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  46433. // Misc
  46434. this._lightingInfos.x = this._directIntensity;
  46435. this._lightingInfos.y = this._emissiveIntensity;
  46436. this._lightingInfos.z = this._environmentIntensity;
  46437. this._lightingInfos.w = this._specularIntensity;
  46438. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  46439. }
  46440. // Textures
  46441. if (scene.texturesEnabled) {
  46442. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46443. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  46444. }
  46445. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46446. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  46447. }
  46448. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46449. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  46450. }
  46451. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46452. if (defines.LODBASEDMICROSFURACE) {
  46453. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  46454. }
  46455. else {
  46456. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  46457. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  46458. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  46459. }
  46460. }
  46461. if (defines.ENVIRONMENTBRDF) {
  46462. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  46463. }
  46464. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46465. if (defines.LODBASEDMICROSFURACE) {
  46466. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  46467. }
  46468. else {
  46469. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  46470. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  46471. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  46472. }
  46473. }
  46474. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46475. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  46476. }
  46477. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46478. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  46479. }
  46480. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46481. if (this._metallicTexture) {
  46482. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  46483. }
  46484. else if (this._reflectivityTexture) {
  46485. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  46486. }
  46487. if (this._microSurfaceTexture) {
  46488. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  46489. }
  46490. }
  46491. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46492. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  46493. }
  46494. }
  46495. // Clip plane
  46496. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  46497. // Colors
  46498. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  46499. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  46500. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  46501. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  46502. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  46503. }
  46504. if (mustRebind || !this.isFrozen) {
  46505. // Lights
  46506. if (scene.lightsEnabled && !this._disableLighting) {
  46507. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  46508. }
  46509. // View
  46510. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  46511. this.bindView(effect);
  46512. }
  46513. // Fog
  46514. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  46515. // Morph targets
  46516. if (defines.NUM_MORPH_INFLUENCERS) {
  46517. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  46518. }
  46519. // image processing
  46520. this._imageProcessingConfiguration.bind(this._activeEffect);
  46521. // Log. depth
  46522. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  46523. }
  46524. this._uniformBuffer.update();
  46525. this._afterBind(mesh, this._activeEffect);
  46526. };
  46527. /**
  46528. * Returns the animatable textures.
  46529. * @returns - Array of animatable textures.
  46530. */
  46531. PBRBaseMaterial.prototype.getAnimatables = function () {
  46532. var results = [];
  46533. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  46534. results.push(this._albedoTexture);
  46535. }
  46536. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  46537. results.push(this._ambientTexture);
  46538. }
  46539. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  46540. results.push(this._opacityTexture);
  46541. }
  46542. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  46543. results.push(this._reflectionTexture);
  46544. }
  46545. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  46546. results.push(this._emissiveTexture);
  46547. }
  46548. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  46549. results.push(this._metallicTexture);
  46550. }
  46551. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  46552. results.push(this._reflectivityTexture);
  46553. }
  46554. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  46555. results.push(this._bumpTexture);
  46556. }
  46557. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  46558. results.push(this._lightmapTexture);
  46559. }
  46560. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  46561. results.push(this._refractionTexture);
  46562. }
  46563. return results;
  46564. };
  46565. /**
  46566. * Returns the texture used for reflections.
  46567. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  46568. */
  46569. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  46570. if (this._reflectionTexture) {
  46571. return this._reflectionTexture;
  46572. }
  46573. return this.getScene().environmentTexture;
  46574. };
  46575. /**
  46576. * Returns the texture used for refraction or null if none is used.
  46577. * @returns - Refection texture if present. If no refraction texture and refraction
  46578. * is linked with transparency, returns environment texture. Otherwise, returns null.
  46579. */
  46580. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  46581. if (this._refractionTexture) {
  46582. return this._refractionTexture;
  46583. }
  46584. if (this._linkRefractionWithTransparency) {
  46585. return this.getScene().environmentTexture;
  46586. }
  46587. return null;
  46588. };
  46589. /**
  46590. * Disposes the resources of the material.
  46591. * @param forceDisposeEffect - Forces the disposal of effects.
  46592. * @param forceDisposeTextures - Forces the disposal of all textures.
  46593. */
  46594. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  46595. if (forceDisposeTextures) {
  46596. if (this._albedoTexture) {
  46597. this._albedoTexture.dispose();
  46598. }
  46599. if (this._ambientTexture) {
  46600. this._ambientTexture.dispose();
  46601. }
  46602. if (this._opacityTexture) {
  46603. this._opacityTexture.dispose();
  46604. }
  46605. if (this._reflectionTexture) {
  46606. this._reflectionTexture.dispose();
  46607. }
  46608. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  46609. this._environmentBRDFTexture.dispose();
  46610. }
  46611. if (this._emissiveTexture) {
  46612. this._emissiveTexture.dispose();
  46613. }
  46614. if (this._metallicTexture) {
  46615. this._metallicTexture.dispose();
  46616. }
  46617. if (this._reflectivityTexture) {
  46618. this._reflectivityTexture.dispose();
  46619. }
  46620. if (this._bumpTexture) {
  46621. this._bumpTexture.dispose();
  46622. }
  46623. if (this._lightmapTexture) {
  46624. this._lightmapTexture.dispose();
  46625. }
  46626. if (this._refractionTexture) {
  46627. this._refractionTexture.dispose();
  46628. }
  46629. }
  46630. this._renderTargets.dispose();
  46631. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46632. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46633. }
  46634. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  46635. };
  46636. /**
  46637. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  46638. */
  46639. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  46640. /**
  46641. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  46642. * to enhance interoperability with other engines.
  46643. */
  46644. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  46645. /**
  46646. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  46647. * to enhance interoperability with other materials.
  46648. */
  46649. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  46650. /**
  46651. * Stores the reflectivity values based on metallic roughness workflow.
  46652. */
  46653. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  46654. __decorate([
  46655. BABYLON.serializeAsImageProcessingConfiguration()
  46656. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  46657. __decorate([
  46658. BABYLON.serialize()
  46659. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  46660. __decorate([
  46661. BABYLON.serialize()
  46662. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  46663. return PBRBaseMaterial;
  46664. }(BABYLON.PushMaterial));
  46665. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  46666. })(BABYLON || (BABYLON = {}));
  46667. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  46668. var BABYLON;
  46669. (function (BABYLON) {
  46670. /**
  46671. * The Physically based simple base material of BJS.
  46672. *
  46673. * This enables better naming and convention enforcements on top of the pbrMaterial.
  46674. * It is used as the base class for both the specGloss and metalRough conventions.
  46675. */
  46676. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  46677. __extends(PBRBaseSimpleMaterial, _super);
  46678. /**
  46679. * Instantiates a new PBRMaterial instance.
  46680. *
  46681. * @param name The material name
  46682. * @param scene The scene the material will be use in.
  46683. */
  46684. function PBRBaseSimpleMaterial(name, scene) {
  46685. var _this = _super.call(this, name, scene) || this;
  46686. /**
  46687. * Number of Simultaneous lights allowed on the material.
  46688. */
  46689. _this.maxSimultaneousLights = 4;
  46690. /**
  46691. * If sets to true, disables all the lights affecting the material.
  46692. */
  46693. _this.disableLighting = false;
  46694. /**
  46695. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  46696. */
  46697. _this.invertNormalMapX = false;
  46698. /**
  46699. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  46700. */
  46701. _this.invertNormalMapY = false;
  46702. /**
  46703. * Emissivie color used to self-illuminate the model.
  46704. */
  46705. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  46706. /**
  46707. * Occlusion Channel Strenght.
  46708. */
  46709. _this.occlusionStrength = 1.0;
  46710. /**
  46711. * If true, the light map contains occlusion information instead of lighting info.
  46712. */
  46713. _this.useLightmapAsShadowmap = false;
  46714. _this._useAlphaFromAlbedoTexture = true;
  46715. _this._useAmbientInGrayScale = true;
  46716. return _this;
  46717. }
  46718. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  46719. /**
  46720. * Gets the current double sided mode.
  46721. */
  46722. get: function () {
  46723. return this._twoSidedLighting;
  46724. },
  46725. /**
  46726. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46727. */
  46728. set: function (value) {
  46729. if (this._twoSidedLighting === value) {
  46730. return;
  46731. }
  46732. this._twoSidedLighting = value;
  46733. this.backFaceCulling = !value;
  46734. this._markAllSubMeshesAsTexturesDirty();
  46735. },
  46736. enumerable: true,
  46737. configurable: true
  46738. });
  46739. /**
  46740. * Return the active textures of the material.
  46741. */
  46742. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  46743. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46744. if (this.environmentTexture) {
  46745. activeTextures.push(this.environmentTexture);
  46746. }
  46747. if (this.normalTexture) {
  46748. activeTextures.push(this.normalTexture);
  46749. }
  46750. if (this.emissiveTexture) {
  46751. activeTextures.push(this.emissiveTexture);
  46752. }
  46753. if (this.occlusionTexture) {
  46754. activeTextures.push(this.occlusionTexture);
  46755. }
  46756. if (this.lightmapTexture) {
  46757. activeTextures.push(this.lightmapTexture);
  46758. }
  46759. return activeTextures;
  46760. };
  46761. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  46762. if (_super.prototype.hasTexture.call(this, texture)) {
  46763. return true;
  46764. }
  46765. if (this.lightmapTexture === texture) {
  46766. return true;
  46767. }
  46768. return false;
  46769. };
  46770. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  46771. return "PBRBaseSimpleMaterial";
  46772. };
  46773. __decorate([
  46774. BABYLON.serialize(),
  46775. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46776. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  46777. __decorate([
  46778. BABYLON.serialize(),
  46779. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46780. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  46781. __decorate([
  46782. BABYLON.serializeAsTexture(),
  46783. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  46784. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  46785. __decorate([
  46786. BABYLON.serialize(),
  46787. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46788. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  46789. __decorate([
  46790. BABYLON.serialize(),
  46791. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46792. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  46793. __decorate([
  46794. BABYLON.serializeAsTexture(),
  46795. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  46796. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  46797. __decorate([
  46798. BABYLON.serializeAsColor3("emissive"),
  46799. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46800. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  46801. __decorate([
  46802. BABYLON.serializeAsTexture(),
  46803. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46804. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  46805. __decorate([
  46806. BABYLON.serialize(),
  46807. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  46808. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  46809. __decorate([
  46810. BABYLON.serializeAsTexture(),
  46811. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  46812. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  46813. __decorate([
  46814. BABYLON.serialize(),
  46815. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  46816. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  46817. __decorate([
  46818. BABYLON.serialize()
  46819. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  46820. __decorate([
  46821. BABYLON.serializeAsTexture(),
  46822. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  46823. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  46824. __decorate([
  46825. BABYLON.serialize(),
  46826. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46827. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  46828. return PBRBaseSimpleMaterial;
  46829. }(BABYLON.PBRBaseMaterial));
  46830. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  46831. })(BABYLON || (BABYLON = {}));
  46832. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  46833. var BABYLON;
  46834. (function (BABYLON) {
  46835. /**
  46836. * The Physically based material of BJS.
  46837. *
  46838. * This offers the main features of a standard PBR material.
  46839. * For more information, please refer to the documentation :
  46840. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46841. */
  46842. var PBRMaterial = /** @class */ (function (_super) {
  46843. __extends(PBRMaterial, _super);
  46844. /**
  46845. * Instantiates a new PBRMaterial instance.
  46846. *
  46847. * @param name The material name
  46848. * @param scene The scene the material will be use in.
  46849. */
  46850. function PBRMaterial(name, scene) {
  46851. var _this = _super.call(this, name, scene) || this;
  46852. /**
  46853. * Intensity of the direct lights e.g. the four lights available in your scene.
  46854. * This impacts both the direct diffuse and specular highlights.
  46855. */
  46856. _this.directIntensity = 1.0;
  46857. /**
  46858. * Intensity of the emissive part of the material.
  46859. * This helps controlling the emissive effect without modifying the emissive color.
  46860. */
  46861. _this.emissiveIntensity = 1.0;
  46862. /**
  46863. * Intensity of the environment e.g. how much the environment will light the object
  46864. * either through harmonics for rough material or through the refelction for shiny ones.
  46865. */
  46866. _this.environmentIntensity = 1.0;
  46867. /**
  46868. * This is a special control allowing the reduction of the specular highlights coming from the
  46869. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46870. */
  46871. _this.specularIntensity = 1.0;
  46872. /**
  46873. * Debug Control allowing disabling the bump map on this material.
  46874. */
  46875. _this.disableBumpMap = false;
  46876. /**
  46877. * AKA Occlusion Texture Intensity in other nomenclature.
  46878. */
  46879. _this.ambientTextureStrength = 1.0;
  46880. /**
  46881. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46882. * 1 means it completely occludes it
  46883. * 0 mean it has no impact
  46884. */
  46885. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46886. /**
  46887. * The color of a material in ambient lighting.
  46888. */
  46889. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  46890. /**
  46891. * AKA Diffuse Color in other nomenclature.
  46892. */
  46893. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  46894. /**
  46895. * AKA Specular Color in other nomenclature.
  46896. */
  46897. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46898. /**
  46899. * The color reflected from the material.
  46900. */
  46901. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  46902. /**
  46903. * The color emitted from the material.
  46904. */
  46905. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  46906. /**
  46907. * AKA Glossiness in other nomenclature.
  46908. */
  46909. _this.microSurface = 1.0;
  46910. /**
  46911. * source material index of refraction (IOR)' / 'destination material IOR.
  46912. */
  46913. _this.indexOfRefraction = 0.66;
  46914. /**
  46915. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  46916. */
  46917. _this.invertRefractionY = false;
  46918. /**
  46919. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46920. * Materials half opaque for instance using refraction could benefit from this control.
  46921. */
  46922. _this.linkRefractionWithTransparency = false;
  46923. /**
  46924. * If true, the light map contains occlusion information instead of lighting info.
  46925. */
  46926. _this.useLightmapAsShadowmap = false;
  46927. /**
  46928. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46929. */
  46930. _this.useAlphaFromAlbedoTexture = false;
  46931. /**
  46932. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46933. */
  46934. _this.forceAlphaTest = false;
  46935. /**
  46936. * Defines the alpha limits in alpha test mode.
  46937. */
  46938. _this.alphaCutOff = 0.4;
  46939. /**
  46940. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  46941. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46942. */
  46943. _this.useSpecularOverAlpha = true;
  46944. /**
  46945. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46946. */
  46947. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  46948. /**
  46949. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46950. */
  46951. _this.useRoughnessFromMetallicTextureAlpha = true;
  46952. /**
  46953. * Specifies if the metallic texture contains the roughness information in its green channel.
  46954. */
  46955. _this.useRoughnessFromMetallicTextureGreen = false;
  46956. /**
  46957. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46958. */
  46959. _this.useMetallnessFromMetallicTextureBlue = false;
  46960. /**
  46961. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46962. */
  46963. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  46964. /**
  46965. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46966. */
  46967. _this.useAmbientInGrayScale = false;
  46968. /**
  46969. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46970. * The material will try to infer what glossiness each pixel should be.
  46971. */
  46972. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  46973. /**
  46974. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46975. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46976. */
  46977. _this.useRadianceOverAlpha = true;
  46978. /**
  46979. * Allows using an object space normal map (instead of tangent space).
  46980. */
  46981. _this.useObjectSpaceNormalMap = false;
  46982. /**
  46983. * Allows using the bump map in parallax mode.
  46984. */
  46985. _this.useParallax = false;
  46986. /**
  46987. * Allows using the bump map in parallax occlusion mode.
  46988. */
  46989. _this.useParallaxOcclusion = false;
  46990. /**
  46991. * Controls the scale bias of the parallax mode.
  46992. */
  46993. _this.parallaxScaleBias = 0.05;
  46994. /**
  46995. * If sets to true, disables all the lights affecting the material.
  46996. */
  46997. _this.disableLighting = false;
  46998. /**
  46999. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47000. */
  47001. _this.forceIrradianceInFragment = false;
  47002. /**
  47003. * Number of Simultaneous lights allowed on the material.
  47004. */
  47005. _this.maxSimultaneousLights = 4;
  47006. /**
  47007. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47008. */
  47009. _this.invertNormalMapX = false;
  47010. /**
  47011. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47012. */
  47013. _this.invertNormalMapY = false;
  47014. /**
  47015. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47016. */
  47017. _this.twoSidedLighting = false;
  47018. /**
  47019. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47020. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47021. */
  47022. _this.useAlphaFresnel = false;
  47023. /**
  47024. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47025. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47026. */
  47027. _this.useLinearAlphaFresnel = false;
  47028. /**
  47029. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47030. * And/Or occlude the blended part.
  47031. */
  47032. _this.environmentBRDFTexture = null;
  47033. /**
  47034. * Force normal to face away from face.
  47035. */
  47036. _this.forceNormalForward = false;
  47037. /**
  47038. * Enables specular anti aliasing in the PBR shader.
  47039. * It will both interacts on the Geometry for analytical and IBL lighting.
  47040. * It also prefilter the roughness map based on the bump values.
  47041. */
  47042. _this.enableSpecularAntiAliasing = false;
  47043. /**
  47044. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47045. * makes the reflect vector face the model (under horizon).
  47046. */
  47047. _this.useHorizonOcclusion = true;
  47048. /**
  47049. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47050. * too much the area relying on ambient texture to define their ambient occlusion.
  47051. */
  47052. _this.useRadianceOcclusion = true;
  47053. /**
  47054. * If set to true, no lighting calculations will be applied.
  47055. */
  47056. _this.unlit = false;
  47057. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47058. return _this;
  47059. }
  47060. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47061. /**
  47062. * BJS is using an harcoded light falloff based on a manually sets up range.
  47063. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47064. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47065. */
  47066. get: function () {
  47067. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47068. },
  47069. /**
  47070. * BJS is using an harcoded light falloff based on a manually sets up range.
  47071. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47072. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47073. */
  47074. set: function (value) {
  47075. if (value !== this.usePhysicalLightFalloff) {
  47076. // Ensure the effect will be rebuilt.
  47077. this._markAllSubMeshesAsTexturesDirty();
  47078. if (value) {
  47079. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47080. }
  47081. else {
  47082. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47083. }
  47084. }
  47085. },
  47086. enumerable: true,
  47087. configurable: true
  47088. });
  47089. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47090. /**
  47091. * In order to support the falloff compatibility with gltf, a special mode has been added
  47092. * to reproduce the gltf light falloff.
  47093. */
  47094. get: function () {
  47095. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47096. },
  47097. /**
  47098. * In order to support the falloff compatibility with gltf, a special mode has been added
  47099. * to reproduce the gltf light falloff.
  47100. */
  47101. set: function (value) {
  47102. if (value !== this.useGLTFLightFalloff) {
  47103. // Ensure the effect will be rebuilt.
  47104. this._markAllSubMeshesAsTexturesDirty();
  47105. if (value) {
  47106. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47107. }
  47108. else {
  47109. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47110. }
  47111. }
  47112. },
  47113. enumerable: true,
  47114. configurable: true
  47115. });
  47116. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47117. /**
  47118. * Gets the image processing configuration used either in this material.
  47119. */
  47120. get: function () {
  47121. return this._imageProcessingConfiguration;
  47122. },
  47123. /**
  47124. * Sets the Default image processing configuration used either in the this material.
  47125. *
  47126. * If sets to null, the scene one is in use.
  47127. */
  47128. set: function (value) {
  47129. this._attachImageProcessingConfiguration(value);
  47130. // Ensure the effect will be rebuilt.
  47131. this._markAllSubMeshesAsTexturesDirty();
  47132. },
  47133. enumerable: true,
  47134. configurable: true
  47135. });
  47136. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47137. /**
  47138. * Gets wether the color curves effect is enabled.
  47139. */
  47140. get: function () {
  47141. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47142. },
  47143. /**
  47144. * Sets wether the color curves effect is enabled.
  47145. */
  47146. set: function (value) {
  47147. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47148. },
  47149. enumerable: true,
  47150. configurable: true
  47151. });
  47152. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47153. /**
  47154. * Gets wether the color grading effect is enabled.
  47155. */
  47156. get: function () {
  47157. return this.imageProcessingConfiguration.colorGradingEnabled;
  47158. },
  47159. /**
  47160. * Gets wether the color grading effect is enabled.
  47161. */
  47162. set: function (value) {
  47163. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47164. },
  47165. enumerable: true,
  47166. configurable: true
  47167. });
  47168. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47169. /**
  47170. * Gets wether tonemapping is enabled or not.
  47171. */
  47172. get: function () {
  47173. return this._imageProcessingConfiguration.toneMappingEnabled;
  47174. },
  47175. /**
  47176. * Sets wether tonemapping is enabled or not
  47177. */
  47178. set: function (value) {
  47179. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47180. },
  47181. enumerable: true,
  47182. configurable: true
  47183. });
  47184. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47185. /**
  47186. * The camera exposure used on this material.
  47187. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47188. * This corresponds to a photographic exposure.
  47189. */
  47190. get: function () {
  47191. return this._imageProcessingConfiguration.exposure;
  47192. },
  47193. /**
  47194. * The camera exposure used on this material.
  47195. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47196. * This corresponds to a photographic exposure.
  47197. */
  47198. set: function (value) {
  47199. this._imageProcessingConfiguration.exposure = value;
  47200. },
  47201. enumerable: true,
  47202. configurable: true
  47203. });
  47204. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47205. /**
  47206. * Gets The camera contrast used on this material.
  47207. */
  47208. get: function () {
  47209. return this._imageProcessingConfiguration.contrast;
  47210. },
  47211. /**
  47212. * Sets The camera contrast used on this material.
  47213. */
  47214. set: function (value) {
  47215. this._imageProcessingConfiguration.contrast = value;
  47216. },
  47217. enumerable: true,
  47218. configurable: true
  47219. });
  47220. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47221. /**
  47222. * Gets the Color Grading 2D Lookup Texture.
  47223. */
  47224. get: function () {
  47225. return this._imageProcessingConfiguration.colorGradingTexture;
  47226. },
  47227. /**
  47228. * Sets the Color Grading 2D Lookup Texture.
  47229. */
  47230. set: function (value) {
  47231. this._imageProcessingConfiguration.colorGradingTexture = value;
  47232. },
  47233. enumerable: true,
  47234. configurable: true
  47235. });
  47236. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47237. /**
  47238. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47239. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47240. * 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;
  47241. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47242. */
  47243. get: function () {
  47244. return this._imageProcessingConfiguration.colorCurves;
  47245. },
  47246. /**
  47247. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47248. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47249. * 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;
  47250. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47251. */
  47252. set: function (value) {
  47253. this._imageProcessingConfiguration.colorCurves = value;
  47254. },
  47255. enumerable: true,
  47256. configurable: true
  47257. });
  47258. /**
  47259. * Returns the name of this material class.
  47260. */
  47261. PBRMaterial.prototype.getClassName = function () {
  47262. return "PBRMaterial";
  47263. };
  47264. /**
  47265. * Returns an array of the actively used textures.
  47266. * @returns - Array of BaseTextures
  47267. */
  47268. PBRMaterial.prototype.getActiveTextures = function () {
  47269. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47270. if (this._albedoTexture) {
  47271. activeTextures.push(this._albedoTexture);
  47272. }
  47273. if (this._ambientTexture) {
  47274. activeTextures.push(this._ambientTexture);
  47275. }
  47276. if (this._opacityTexture) {
  47277. activeTextures.push(this._opacityTexture);
  47278. }
  47279. if (this._reflectionTexture) {
  47280. activeTextures.push(this._reflectionTexture);
  47281. }
  47282. if (this._emissiveTexture) {
  47283. activeTextures.push(this._emissiveTexture);
  47284. }
  47285. if (this._reflectivityTexture) {
  47286. activeTextures.push(this._reflectivityTexture);
  47287. }
  47288. if (this._metallicTexture) {
  47289. activeTextures.push(this._metallicTexture);
  47290. }
  47291. if (this._microSurfaceTexture) {
  47292. activeTextures.push(this._microSurfaceTexture);
  47293. }
  47294. if (this._bumpTexture) {
  47295. activeTextures.push(this._bumpTexture);
  47296. }
  47297. if (this._lightmapTexture) {
  47298. activeTextures.push(this._lightmapTexture);
  47299. }
  47300. if (this._refractionTexture) {
  47301. activeTextures.push(this._refractionTexture);
  47302. }
  47303. return activeTextures;
  47304. };
  47305. /**
  47306. * Checks to see if a texture is used in the material.
  47307. * @param texture - Base texture to use.
  47308. * @returns - Boolean specifying if a texture is used in the material.
  47309. */
  47310. PBRMaterial.prototype.hasTexture = function (texture) {
  47311. if (_super.prototype.hasTexture.call(this, texture)) {
  47312. return true;
  47313. }
  47314. if (this._albedoTexture === texture) {
  47315. return true;
  47316. }
  47317. if (this._ambientTexture === texture) {
  47318. return true;
  47319. }
  47320. if (this._opacityTexture === texture) {
  47321. return true;
  47322. }
  47323. if (this._reflectionTexture === texture) {
  47324. return true;
  47325. }
  47326. if (this._reflectivityTexture === texture) {
  47327. return true;
  47328. }
  47329. if (this._metallicTexture === texture) {
  47330. return true;
  47331. }
  47332. if (this._microSurfaceTexture === texture) {
  47333. return true;
  47334. }
  47335. if (this._bumpTexture === texture) {
  47336. return true;
  47337. }
  47338. if (this._lightmapTexture === texture) {
  47339. return true;
  47340. }
  47341. if (this._refractionTexture === texture) {
  47342. return true;
  47343. }
  47344. return false;
  47345. };
  47346. /**
  47347. * Makes a duplicate of the current material.
  47348. * @param name - name to use for the new material.
  47349. */
  47350. PBRMaterial.prototype.clone = function (name) {
  47351. var _this = this;
  47352. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47353. clone.id = name;
  47354. clone.name = name;
  47355. return clone;
  47356. };
  47357. /**
  47358. * Serializes this PBR Material.
  47359. * @returns - An object with the serialized material.
  47360. */
  47361. PBRMaterial.prototype.serialize = function () {
  47362. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47363. serializationObject.customType = "BABYLON.PBRMaterial";
  47364. return serializationObject;
  47365. };
  47366. // Statics
  47367. /**
  47368. * Parses a PBR Material from a serialized object.
  47369. * @param source - Serialized object.
  47370. * @param scene - BJS scene instance.
  47371. * @param rootUrl - url for the scene object
  47372. * @returns - PBRMaterial
  47373. */
  47374. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47375. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47376. };
  47377. /**
  47378. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47379. */
  47380. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47381. /**
  47382. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47383. */
  47384. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47385. /**
  47386. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47387. */
  47388. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47389. /**
  47390. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47391. * They are also discarded below the alpha cutoff threshold to improve performances.
  47392. */
  47393. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47394. /**
  47395. * Defines the default value of how much AO map is occluding the analytical lights
  47396. * (point spot...).
  47397. */
  47398. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47399. __decorate([
  47400. BABYLON.serialize(),
  47401. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47402. ], PBRMaterial.prototype, "directIntensity", void 0);
  47403. __decorate([
  47404. BABYLON.serialize(),
  47405. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47406. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47407. __decorate([
  47408. BABYLON.serialize(),
  47409. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47410. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47411. __decorate([
  47412. BABYLON.serialize(),
  47413. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47414. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47415. __decorate([
  47416. BABYLON.serialize(),
  47417. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47418. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47419. __decorate([
  47420. BABYLON.serializeAsTexture(),
  47421. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47422. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47423. __decorate([
  47424. BABYLON.serializeAsTexture(),
  47425. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47426. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47427. __decorate([
  47428. BABYLON.serialize(),
  47429. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47430. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  47431. __decorate([
  47432. BABYLON.serialize(),
  47433. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47434. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  47435. __decorate([
  47436. BABYLON.serializeAsTexture(),
  47437. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47438. ], PBRMaterial.prototype, "opacityTexture", void 0);
  47439. __decorate([
  47440. BABYLON.serializeAsTexture(),
  47441. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47442. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  47443. __decorate([
  47444. BABYLON.serializeAsTexture(),
  47445. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47446. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  47447. __decorate([
  47448. BABYLON.serializeAsTexture(),
  47449. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47450. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  47451. __decorate([
  47452. BABYLON.serializeAsTexture(),
  47453. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47454. ], PBRMaterial.prototype, "metallicTexture", void 0);
  47455. __decorate([
  47456. BABYLON.serialize(),
  47457. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47458. ], PBRMaterial.prototype, "metallic", void 0);
  47459. __decorate([
  47460. BABYLON.serialize(),
  47461. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47462. ], PBRMaterial.prototype, "roughness", void 0);
  47463. __decorate([
  47464. BABYLON.serializeAsTexture(),
  47465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47466. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  47467. __decorate([
  47468. BABYLON.serializeAsTexture(),
  47469. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47470. ], PBRMaterial.prototype, "bumpTexture", void 0);
  47471. __decorate([
  47472. BABYLON.serializeAsTexture(),
  47473. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47474. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  47475. __decorate([
  47476. BABYLON.serializeAsTexture(),
  47477. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47478. ], PBRMaterial.prototype, "refractionTexture", void 0);
  47479. __decorate([
  47480. BABYLON.serializeAsColor3("ambient"),
  47481. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47482. ], PBRMaterial.prototype, "ambientColor", void 0);
  47483. __decorate([
  47484. BABYLON.serializeAsColor3("albedo"),
  47485. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47486. ], PBRMaterial.prototype, "albedoColor", void 0);
  47487. __decorate([
  47488. BABYLON.serializeAsColor3("reflectivity"),
  47489. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47490. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  47491. __decorate([
  47492. BABYLON.serializeAsColor3("reflection"),
  47493. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47494. ], PBRMaterial.prototype, "reflectionColor", void 0);
  47495. __decorate([
  47496. BABYLON.serializeAsColor3("emissive"),
  47497. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47498. ], PBRMaterial.prototype, "emissiveColor", void 0);
  47499. __decorate([
  47500. BABYLON.serialize(),
  47501. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47502. ], PBRMaterial.prototype, "microSurface", void 0);
  47503. __decorate([
  47504. BABYLON.serialize(),
  47505. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47506. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  47507. __decorate([
  47508. BABYLON.serialize(),
  47509. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47510. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  47511. __decorate([
  47512. BABYLON.serialize(),
  47513. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47514. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  47515. __decorate([
  47516. BABYLON.serialize(),
  47517. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47518. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47519. __decorate([
  47520. BABYLON.serialize(),
  47521. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47522. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  47523. __decorate([
  47524. BABYLON.serialize(),
  47525. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47526. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  47527. __decorate([
  47528. BABYLON.serialize(),
  47529. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47530. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  47531. __decorate([
  47532. BABYLON.serialize(),
  47533. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47534. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  47535. __decorate([
  47536. BABYLON.serialize(),
  47537. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47538. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  47539. __decorate([
  47540. BABYLON.serialize(),
  47541. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47542. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  47543. __decorate([
  47544. BABYLON.serialize(),
  47545. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47546. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  47547. __decorate([
  47548. BABYLON.serialize(),
  47549. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47550. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  47551. __decorate([
  47552. BABYLON.serialize(),
  47553. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47554. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  47555. __decorate([
  47556. BABYLON.serialize(),
  47557. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47558. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  47559. __decorate([
  47560. BABYLON.serialize(),
  47561. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47562. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  47563. __decorate([
  47564. BABYLON.serialize()
  47565. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  47566. __decorate([
  47567. BABYLON.serialize()
  47568. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  47569. __decorate([
  47570. BABYLON.serialize(),
  47571. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47572. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  47573. __decorate([
  47574. BABYLON.serialize(),
  47575. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47576. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  47577. __decorate([
  47578. BABYLON.serialize(),
  47579. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47580. ], PBRMaterial.prototype, "useParallax", void 0);
  47581. __decorate([
  47582. BABYLON.serialize(),
  47583. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47584. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  47585. __decorate([
  47586. BABYLON.serialize(),
  47587. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47588. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  47589. __decorate([
  47590. BABYLON.serialize(),
  47591. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47592. ], PBRMaterial.prototype, "disableLighting", void 0);
  47593. __decorate([
  47594. BABYLON.serialize(),
  47595. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47596. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  47597. __decorate([
  47598. BABYLON.serialize(),
  47599. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47600. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  47601. __decorate([
  47602. BABYLON.serialize(),
  47603. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47604. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  47605. __decorate([
  47606. BABYLON.serialize(),
  47607. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47608. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  47609. __decorate([
  47610. BABYLON.serialize(),
  47611. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47612. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  47613. __decorate([
  47614. BABYLON.serialize(),
  47615. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47616. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  47617. __decorate([
  47618. BABYLON.serialize(),
  47619. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47620. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  47621. __decorate([
  47622. BABYLON.serializeAsTexture(),
  47623. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47624. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  47625. __decorate([
  47626. BABYLON.serialize(),
  47627. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47628. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  47629. __decorate([
  47630. BABYLON.serialize(),
  47631. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47632. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  47633. __decorate([
  47634. BABYLON.serialize(),
  47635. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47636. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  47637. __decorate([
  47638. BABYLON.serialize(),
  47639. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47640. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  47641. __decorate([
  47642. BABYLON.serialize(),
  47643. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  47644. ], PBRMaterial.prototype, "unlit", void 0);
  47645. return PBRMaterial;
  47646. }(BABYLON.PBRBaseMaterial));
  47647. BABYLON.PBRMaterial = PBRMaterial;
  47648. })(BABYLON || (BABYLON = {}));
  47649. //# sourceMappingURL=babylon.pbrMaterial.js.map
  47650. var BABYLON;
  47651. (function (BABYLON) {
  47652. /**
  47653. * The PBR material of BJS following the metal roughness convention.
  47654. *
  47655. * This fits to the PBR convention in the GLTF definition:
  47656. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  47657. */
  47658. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  47659. __extends(PBRMetallicRoughnessMaterial, _super);
  47660. /**
  47661. * Instantiates a new PBRMetalRoughnessMaterial instance.
  47662. *
  47663. * @param name The material name
  47664. * @param scene The scene the material will be use in.
  47665. */
  47666. function PBRMetallicRoughnessMaterial(name, scene) {
  47667. var _this = _super.call(this, name, scene) || this;
  47668. _this._useRoughnessFromMetallicTextureAlpha = false;
  47669. _this._useRoughnessFromMetallicTextureGreen = true;
  47670. _this._useMetallnessFromMetallicTextureBlue = true;
  47671. _this.metallic = 1.0;
  47672. _this.roughness = 1.0;
  47673. return _this;
  47674. }
  47675. /**
  47676. * Return the currrent class name of the material.
  47677. */
  47678. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  47679. return "PBRMetallicRoughnessMaterial";
  47680. };
  47681. /**
  47682. * Return the active textures of the material.
  47683. */
  47684. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  47685. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47686. if (this.baseTexture) {
  47687. activeTextures.push(this.baseTexture);
  47688. }
  47689. if (this.metallicRoughnessTexture) {
  47690. activeTextures.push(this.metallicRoughnessTexture);
  47691. }
  47692. return activeTextures;
  47693. };
  47694. /**
  47695. * Checks to see if a texture is used in the material.
  47696. * @param texture - Base texture to use.
  47697. * @returns - Boolean specifying if a texture is used in the material.
  47698. */
  47699. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  47700. if (_super.prototype.hasTexture.call(this, texture)) {
  47701. return true;
  47702. }
  47703. if (this.baseTexture === texture) {
  47704. return true;
  47705. }
  47706. if (this.metallicRoughnessTexture === texture) {
  47707. return true;
  47708. }
  47709. return false;
  47710. };
  47711. /**
  47712. * Makes a duplicate of the current material.
  47713. * @param name - name to use for the new material.
  47714. */
  47715. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  47716. var _this = this;
  47717. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  47718. clone.id = name;
  47719. clone.name = name;
  47720. return clone;
  47721. };
  47722. /**
  47723. * Serialize the material to a parsable JSON object.
  47724. */
  47725. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  47726. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47727. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  47728. return serializationObject;
  47729. };
  47730. /**
  47731. * Parses a JSON object correponding to the serialize function.
  47732. */
  47733. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  47734. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  47735. };
  47736. __decorate([
  47737. BABYLON.serializeAsColor3(),
  47738. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  47739. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  47740. __decorate([
  47741. BABYLON.serializeAsTexture(),
  47742. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  47743. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  47744. __decorate([
  47745. BABYLON.serialize(),
  47746. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47747. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  47748. __decorate([
  47749. BABYLON.serialize(),
  47750. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47751. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  47752. __decorate([
  47753. BABYLON.serializeAsTexture(),
  47754. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  47755. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  47756. return PBRMetallicRoughnessMaterial;
  47757. }(BABYLON.PBRBaseSimpleMaterial));
  47758. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  47759. })(BABYLON || (BABYLON = {}));
  47760. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  47761. var BABYLON;
  47762. (function (BABYLON) {
  47763. /**
  47764. * The PBR material of BJS following the specular glossiness convention.
  47765. *
  47766. * This fits to the PBR convention in the GLTF definition:
  47767. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  47768. */
  47769. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  47770. __extends(PBRSpecularGlossinessMaterial, _super);
  47771. /**
  47772. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  47773. *
  47774. * @param name The material name
  47775. * @param scene The scene the material will be use in.
  47776. */
  47777. function PBRSpecularGlossinessMaterial(name, scene) {
  47778. var _this = _super.call(this, name, scene) || this;
  47779. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  47780. return _this;
  47781. }
  47782. /**
  47783. * Return the currrent class name of the material.
  47784. */
  47785. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  47786. return "PBRSpecularGlossinessMaterial";
  47787. };
  47788. /**
  47789. * Return the active textures of the material.
  47790. */
  47791. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  47792. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47793. if (this.diffuseTexture) {
  47794. activeTextures.push(this.diffuseTexture);
  47795. }
  47796. if (this.specularGlossinessTexture) {
  47797. activeTextures.push(this.specularGlossinessTexture);
  47798. }
  47799. return activeTextures;
  47800. };
  47801. /**
  47802. * Checks to see if a texture is used in the material.
  47803. * @param texture - Base texture to use.
  47804. * @returns - Boolean specifying if a texture is used in the material.
  47805. */
  47806. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  47807. if (_super.prototype.hasTexture.call(this, texture)) {
  47808. return true;
  47809. }
  47810. if (this.diffuseTexture === texture) {
  47811. return true;
  47812. }
  47813. if (this.specularGlossinessTexture === texture) {
  47814. return true;
  47815. }
  47816. return false;
  47817. };
  47818. /**
  47819. * Makes a duplicate of the current material.
  47820. * @param name - name to use for the new material.
  47821. */
  47822. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  47823. var _this = this;
  47824. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  47825. clone.id = name;
  47826. clone.name = name;
  47827. return clone;
  47828. };
  47829. /**
  47830. * Serialize the material to a parsable JSON object.
  47831. */
  47832. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  47833. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47834. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  47835. return serializationObject;
  47836. };
  47837. /**
  47838. * Parses a JSON object correponding to the serialize function.
  47839. */
  47840. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  47841. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  47842. };
  47843. __decorate([
  47844. BABYLON.serializeAsColor3("diffuse"),
  47845. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  47846. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  47847. __decorate([
  47848. BABYLON.serializeAsTexture(),
  47849. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  47850. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  47851. __decorate([
  47852. BABYLON.serializeAsColor3("specular"),
  47853. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  47854. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  47855. __decorate([
  47856. BABYLON.serialize(),
  47857. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  47858. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  47859. __decorate([
  47860. BABYLON.serializeAsTexture(),
  47861. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  47862. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  47863. return PBRSpecularGlossinessMaterial;
  47864. }(BABYLON.PBRBaseSimpleMaterial));
  47865. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  47866. })(BABYLON || (BABYLON = {}));
  47867. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  47868. var BABYLON;
  47869. (function (BABYLON) {
  47870. /**
  47871. * @ignore
  47872. * This is a list of all the different input types that are available in the application.
  47873. * Fo instance: ArcRotateCameraGamepadInput...
  47874. */
  47875. BABYLON.CameraInputTypes = {};
  47876. /**
  47877. * This represents the input manager used within a camera.
  47878. * It helps dealing with all the different kind of input attached to a camera.
  47879. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47880. */
  47881. var CameraInputsManager = /** @class */ (function () {
  47882. /**
  47883. * Instantiate a new Camera Input Manager.
  47884. * @param camera Defines the camera the input manager blongs to
  47885. */
  47886. function CameraInputsManager(camera) {
  47887. this.attached = {};
  47888. this.camera = camera;
  47889. this.checkInputs = function () { };
  47890. }
  47891. /**
  47892. * Add an input method to a camera
  47893. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47894. * @param input camera input method
  47895. */
  47896. CameraInputsManager.prototype.add = function (input) {
  47897. var type = input.getSimpleName();
  47898. if (this.attached[type]) {
  47899. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  47900. return;
  47901. }
  47902. this.attached[type] = input;
  47903. input.camera = this.camera;
  47904. //for checkInputs, we are dynamically creating a function
  47905. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  47906. if (input.checkInputs) {
  47907. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  47908. }
  47909. if (this.attachedElement) {
  47910. input.attachControl(this.attachedElement);
  47911. }
  47912. };
  47913. /**
  47914. * Remove a specific input method from a camera
  47915. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  47916. * @param inputToRemove camera input method
  47917. */
  47918. CameraInputsManager.prototype.remove = function (inputToRemove) {
  47919. for (var cam in this.attached) {
  47920. var input = this.attached[cam];
  47921. if (input === inputToRemove) {
  47922. input.detachControl(this.attachedElement);
  47923. input.camera = null;
  47924. delete this.attached[cam];
  47925. this.rebuildInputCheck();
  47926. }
  47927. }
  47928. };
  47929. /**
  47930. * Remove a specific input type from a camera
  47931. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  47932. * @param inputType the type of the input to remove
  47933. */
  47934. CameraInputsManager.prototype.removeByType = function (inputType) {
  47935. for (var cam in this.attached) {
  47936. var input = this.attached[cam];
  47937. if (input.getClassName() === inputType) {
  47938. input.detachControl(this.attachedElement);
  47939. input.camera = null;
  47940. delete this.attached[cam];
  47941. this.rebuildInputCheck();
  47942. }
  47943. }
  47944. };
  47945. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  47946. var current = this.checkInputs;
  47947. return function () {
  47948. current();
  47949. fn();
  47950. };
  47951. };
  47952. /**
  47953. * Attach the input controls to the currently attached dom element to listen the events from.
  47954. * @param input Defines the input to attach
  47955. */
  47956. CameraInputsManager.prototype.attachInput = function (input) {
  47957. if (this.attachedElement) {
  47958. input.attachControl(this.attachedElement, this.noPreventDefault);
  47959. }
  47960. };
  47961. /**
  47962. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  47963. * @param element Defines the dom element to collect the events from
  47964. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  47965. */
  47966. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  47967. if (noPreventDefault === void 0) { noPreventDefault = false; }
  47968. if (this.attachedElement) {
  47969. return;
  47970. }
  47971. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  47972. this.attachedElement = element;
  47973. this.noPreventDefault = noPreventDefault;
  47974. for (var cam in this.attached) {
  47975. this.attached[cam].attachControl(element, noPreventDefault);
  47976. }
  47977. };
  47978. /**
  47979. * Detach the current manager inputs controls from a specific dom element.
  47980. * @param element Defines the dom element to collect the events from
  47981. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  47982. */
  47983. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  47984. if (disconnect === void 0) { disconnect = false; }
  47985. if (this.attachedElement !== element) {
  47986. return;
  47987. }
  47988. for (var cam in this.attached) {
  47989. this.attached[cam].detachControl(element);
  47990. if (disconnect) {
  47991. this.attached[cam].camera = null;
  47992. }
  47993. }
  47994. this.attachedElement = null;
  47995. };
  47996. /**
  47997. * Rebuild the dynamic inputCheck function from the current list of
  47998. * defined inputs in the manager.
  47999. */
  48000. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48001. this.checkInputs = function () { };
  48002. for (var cam in this.attached) {
  48003. var input = this.attached[cam];
  48004. if (input.checkInputs) {
  48005. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48006. }
  48007. }
  48008. };
  48009. /**
  48010. * Remove all attached input methods from a camera
  48011. */
  48012. CameraInputsManager.prototype.clear = function () {
  48013. if (this.attachedElement) {
  48014. this.detachElement(this.attachedElement, true);
  48015. }
  48016. this.attached = {};
  48017. this.attachedElement = null;
  48018. this.checkInputs = function () { };
  48019. };
  48020. /**
  48021. * Serialize the current input manager attached to a camera.
  48022. * This ensures than once parsed,
  48023. * the input associated to the camera will be identical to the current ones
  48024. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48025. */
  48026. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48027. var inputs = {};
  48028. for (var cam in this.attached) {
  48029. var input = this.attached[cam];
  48030. var res = BABYLON.SerializationHelper.Serialize(input);
  48031. inputs[input.getClassName()] = res;
  48032. }
  48033. serializedCamera.inputsmgr = inputs;
  48034. };
  48035. /**
  48036. * Parses an input manager serialized JSON to restore the previous list of inputs
  48037. * and states associated to a camera.
  48038. * @param parsedCamera Defines the JSON to parse
  48039. */
  48040. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48041. var parsedInputs = parsedCamera.inputsmgr;
  48042. if (parsedInputs) {
  48043. this.clear();
  48044. for (var n in parsedInputs) {
  48045. var construct = BABYLON.CameraInputTypes[n];
  48046. if (construct) {
  48047. var parsedinput = parsedInputs[n];
  48048. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48049. this.add(input);
  48050. }
  48051. }
  48052. }
  48053. else {
  48054. //2016-03-08 this part is for managing backward compatibility
  48055. for (var n in this.attached) {
  48056. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48057. if (construct) {
  48058. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48059. this.remove(this.attached[n]);
  48060. this.add(input);
  48061. }
  48062. }
  48063. }
  48064. };
  48065. return CameraInputsManager;
  48066. }());
  48067. BABYLON.CameraInputsManager = CameraInputsManager;
  48068. })(BABYLON || (BABYLON = {}));
  48069. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48070. var BABYLON;
  48071. (function (BABYLON) {
  48072. /**
  48073. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48074. * This is the base of the follow, arc rotate cameras and Free camera
  48075. * @see http://doc.babylonjs.com/features/cameras
  48076. */
  48077. var TargetCamera = /** @class */ (function (_super) {
  48078. __extends(TargetCamera, _super);
  48079. /**
  48080. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48081. * This is the base of the follow, arc rotate cameras and Free camera
  48082. * @see http://doc.babylonjs.com/features/cameras
  48083. * @param name Defines the name of the camera in the scene
  48084. * @param position Defines the start position of the camera in the scene
  48085. * @param scene Defines the scene the camera belongs to
  48086. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48087. */
  48088. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48089. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48090. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48091. /**
  48092. * Define the current direction the camera is moving to
  48093. */
  48094. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48095. /**
  48096. * Define the current rotation the camera is rotating to
  48097. */
  48098. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48099. /**
  48100. * Define the current rotation of the camera
  48101. */
  48102. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48103. /**
  48104. * Define the current speed of the camera
  48105. */
  48106. _this.speed = 2.0;
  48107. /**
  48108. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48109. * around all axis.
  48110. */
  48111. _this.noRotationConstraint = false;
  48112. /**
  48113. * Define the current target of the camera as an object or a position.
  48114. */
  48115. _this.lockedTarget = null;
  48116. /** @hidden */
  48117. _this._currentTarget = BABYLON.Vector3.Zero();
  48118. /** @hidden */
  48119. _this._viewMatrix = BABYLON.Matrix.Zero();
  48120. /** @hidden */
  48121. _this._camMatrix = BABYLON.Matrix.Zero();
  48122. /** @hidden */
  48123. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48124. /** @hidden */
  48125. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48126. /** @hidden */
  48127. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48128. /** @hidden */
  48129. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48130. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48131. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48132. _this._defaultUp = BABYLON.Vector3.Up();
  48133. _this._cachedRotationZ = 0;
  48134. _this._cachedQuaternionRotationZ = 0;
  48135. return _this;
  48136. }
  48137. /**
  48138. * Gets the position in front of the camera at a given distance.
  48139. * @param distance The distance from the camera we want the position to be
  48140. * @returns the position
  48141. */
  48142. TargetCamera.prototype.getFrontPosition = function (distance) {
  48143. this.getWorldMatrix();
  48144. var direction = this.getTarget().subtract(this.position);
  48145. direction.normalize();
  48146. direction.scaleInPlace(distance);
  48147. return this.globalPosition.add(direction);
  48148. };
  48149. /** @hidden */
  48150. TargetCamera.prototype._getLockedTargetPosition = function () {
  48151. if (!this.lockedTarget) {
  48152. return null;
  48153. }
  48154. if (this.lockedTarget.absolutePosition) {
  48155. this.lockedTarget.computeWorldMatrix();
  48156. }
  48157. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48158. };
  48159. /**
  48160. * Store current camera state of the camera (fov, position, rotation, etc..)
  48161. * @returns the camera
  48162. */
  48163. TargetCamera.prototype.storeState = function () {
  48164. this._storedPosition = this.position.clone();
  48165. this._storedRotation = this.rotation.clone();
  48166. if (this.rotationQuaternion) {
  48167. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48168. }
  48169. return _super.prototype.storeState.call(this);
  48170. };
  48171. /**
  48172. * Restored camera state. You must call storeState() first
  48173. * @returns whether it was successful or not
  48174. * @hidden
  48175. */
  48176. TargetCamera.prototype._restoreStateValues = function () {
  48177. if (!_super.prototype._restoreStateValues.call(this)) {
  48178. return false;
  48179. }
  48180. this.position = this._storedPosition.clone();
  48181. this.rotation = this._storedRotation.clone();
  48182. if (this.rotationQuaternion) {
  48183. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48184. }
  48185. this.cameraDirection.copyFromFloats(0, 0, 0);
  48186. this.cameraRotation.copyFromFloats(0, 0);
  48187. return true;
  48188. };
  48189. /** @hidden */
  48190. TargetCamera.prototype._initCache = function () {
  48191. _super.prototype._initCache.call(this);
  48192. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48193. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48194. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48195. };
  48196. /** @hidden */
  48197. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48198. if (!ignoreParentClass) {
  48199. _super.prototype._updateCache.call(this);
  48200. }
  48201. var lockedTargetPosition = this._getLockedTargetPosition();
  48202. if (!lockedTargetPosition) {
  48203. this._cache.lockedTarget = null;
  48204. }
  48205. else {
  48206. if (!this._cache.lockedTarget) {
  48207. this._cache.lockedTarget = lockedTargetPosition.clone();
  48208. }
  48209. else {
  48210. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48211. }
  48212. }
  48213. this._cache.rotation.copyFrom(this.rotation);
  48214. if (this.rotationQuaternion) {
  48215. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48216. }
  48217. };
  48218. // Synchronized
  48219. /** @hidden */
  48220. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48221. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48222. return false;
  48223. }
  48224. var lockedTargetPosition = this._getLockedTargetPosition();
  48225. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48226. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48227. };
  48228. // Methods
  48229. /** @hidden */
  48230. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48231. var engine = this.getEngine();
  48232. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48233. };
  48234. // Target
  48235. /** @hidden */
  48236. TargetCamera.prototype.setTarget = function (target) {
  48237. this.upVector.normalize();
  48238. if (this.position.z === target.z) {
  48239. this.position.z += BABYLON.Epsilon;
  48240. }
  48241. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48242. this._camMatrix.invert();
  48243. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48244. var vDir = target.subtract(this.position);
  48245. if (vDir.x >= 0.0) {
  48246. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48247. }
  48248. else {
  48249. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48250. }
  48251. this.rotation.z = 0;
  48252. if (isNaN(this.rotation.x)) {
  48253. this.rotation.x = 0;
  48254. }
  48255. if (isNaN(this.rotation.y)) {
  48256. this.rotation.y = 0;
  48257. }
  48258. if (isNaN(this.rotation.z)) {
  48259. this.rotation.z = 0;
  48260. }
  48261. if (this.rotationQuaternion) {
  48262. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48263. }
  48264. };
  48265. /**
  48266. * Return the current target position of the camera. This value is expressed in local space.
  48267. * @returns the target position
  48268. */
  48269. TargetCamera.prototype.getTarget = function () {
  48270. return this._currentTarget;
  48271. };
  48272. /** @hidden */
  48273. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48274. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48275. };
  48276. /** @hidden */
  48277. TargetCamera.prototype._updatePosition = function () {
  48278. if (this.parent) {
  48279. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48280. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48281. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48282. return;
  48283. }
  48284. this.position.addInPlace(this.cameraDirection);
  48285. };
  48286. /** @hidden */
  48287. TargetCamera.prototype._checkInputs = function () {
  48288. var needToMove = this._decideIfNeedsToMove();
  48289. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48290. // Move
  48291. if (needToMove) {
  48292. this._updatePosition();
  48293. }
  48294. // Rotate
  48295. if (needToRotate) {
  48296. this.rotation.x += this.cameraRotation.x;
  48297. this.rotation.y += this.cameraRotation.y;
  48298. //rotate, if quaternion is set and rotation was used
  48299. if (this.rotationQuaternion) {
  48300. var len = this.rotation.lengthSquared();
  48301. if (len) {
  48302. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48303. }
  48304. }
  48305. if (!this.noRotationConstraint) {
  48306. var limit = (Math.PI / 2) * 0.95;
  48307. if (this.rotation.x > limit) {
  48308. this.rotation.x = limit;
  48309. }
  48310. if (this.rotation.x < -limit) {
  48311. this.rotation.x = -limit;
  48312. }
  48313. }
  48314. }
  48315. // Inertia
  48316. if (needToMove) {
  48317. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48318. this.cameraDirection.x = 0;
  48319. }
  48320. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48321. this.cameraDirection.y = 0;
  48322. }
  48323. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48324. this.cameraDirection.z = 0;
  48325. }
  48326. this.cameraDirection.scaleInPlace(this.inertia);
  48327. }
  48328. if (needToRotate) {
  48329. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48330. this.cameraRotation.x = 0;
  48331. }
  48332. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48333. this.cameraRotation.y = 0;
  48334. }
  48335. this.cameraRotation.scaleInPlace(this.inertia);
  48336. }
  48337. _super.prototype._checkInputs.call(this);
  48338. };
  48339. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48340. if (this.rotationQuaternion) {
  48341. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48342. }
  48343. else {
  48344. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48345. }
  48346. };
  48347. /**
  48348. * 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)
  48349. * @returns the current camera
  48350. */
  48351. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48352. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48353. return this;
  48354. };
  48355. /** @hidden */
  48356. TargetCamera.prototype._getViewMatrix = function () {
  48357. if (this.lockedTarget) {
  48358. this.setTarget(this._getLockedTargetPosition());
  48359. }
  48360. // Compute
  48361. this._updateCameraRotationMatrix();
  48362. // Apply the changed rotation to the upVector
  48363. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48364. this._rotateUpVectorWithCameraRotationMatrix();
  48365. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48366. }
  48367. else if (this._cachedRotationZ != this.rotation.z) {
  48368. this._rotateUpVectorWithCameraRotationMatrix();
  48369. this._cachedRotationZ = this.rotation.z;
  48370. }
  48371. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48372. // Computing target and final matrix
  48373. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48374. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48375. return this._viewMatrix;
  48376. };
  48377. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48378. if (this.parent) {
  48379. var parentWorldMatrix = this.parent.getWorldMatrix();
  48380. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48381. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48382. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48383. this._markSyncedWithParent();
  48384. }
  48385. else {
  48386. this._globalPosition.copyFrom(position);
  48387. this._globalCurrentTarget.copyFrom(target);
  48388. this._globalCurrentUpVector.copyFrom(up);
  48389. }
  48390. if (this.getScene().useRightHandedSystem) {
  48391. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48392. }
  48393. else {
  48394. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48395. }
  48396. };
  48397. /**
  48398. * @hidden
  48399. */
  48400. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48401. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48402. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48403. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48404. if (!this.rotationQuaternion) {
  48405. this.rotationQuaternion = new BABYLON.Quaternion();
  48406. }
  48407. rigCamera._cameraRigParams = {};
  48408. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48409. }
  48410. return rigCamera;
  48411. }
  48412. return null;
  48413. };
  48414. /**
  48415. * @hidden
  48416. */
  48417. TargetCamera.prototype._updateRigCameras = function () {
  48418. var camLeft = this._rigCameras[0];
  48419. var camRight = this._rigCameras[1];
  48420. switch (this.cameraRigMode) {
  48421. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48422. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48423. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48424. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48425. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  48426. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  48427. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  48428. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  48429. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  48430. camLeft.setTarget(this.getTarget());
  48431. camRight.setTarget(this.getTarget());
  48432. break;
  48433. case BABYLON.Camera.RIG_MODE_VR:
  48434. if (camLeft.rotationQuaternion) {
  48435. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48436. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48437. }
  48438. else {
  48439. camLeft.rotation.copyFrom(this.rotation);
  48440. camRight.rotation.copyFrom(this.rotation);
  48441. }
  48442. camLeft.position.copyFrom(this.position);
  48443. camRight.position.copyFrom(this.position);
  48444. break;
  48445. }
  48446. _super.prototype._updateRigCameras.call(this);
  48447. };
  48448. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  48449. if (!this._rigCamTransformMatrix) {
  48450. this._rigCamTransformMatrix = new BABYLON.Matrix();
  48451. }
  48452. var target = this.getTarget();
  48453. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  48454. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  48455. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  48456. };
  48457. /**
  48458. * Gets the current object class name.
  48459. * @return the class name
  48460. */
  48461. TargetCamera.prototype.getClassName = function () {
  48462. return "TargetCamera";
  48463. };
  48464. __decorate([
  48465. BABYLON.serializeAsVector3()
  48466. ], TargetCamera.prototype, "rotation", void 0);
  48467. __decorate([
  48468. BABYLON.serialize()
  48469. ], TargetCamera.prototype, "speed", void 0);
  48470. __decorate([
  48471. BABYLON.serializeAsMeshReference("lockedTargetId")
  48472. ], TargetCamera.prototype, "lockedTarget", void 0);
  48473. return TargetCamera;
  48474. }(BABYLON.Camera));
  48475. BABYLON.TargetCamera = TargetCamera;
  48476. })(BABYLON || (BABYLON = {}));
  48477. //# sourceMappingURL=babylon.targetCamera.js.map
  48478. var BABYLON;
  48479. (function (BABYLON) {
  48480. /**
  48481. * Manage the mouse inputs to control the movement of a free camera.
  48482. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48483. */
  48484. var FreeCameraMouseInput = /** @class */ (function () {
  48485. /**
  48486. * Manage the mouse inputs to control the movement of a free camera.
  48487. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48488. * @param touchEnabled Defines if touch is enabled or not
  48489. */
  48490. function FreeCameraMouseInput(
  48491. /**
  48492. * Define if touch is enabled in the mouse input
  48493. */
  48494. touchEnabled) {
  48495. if (touchEnabled === void 0) { touchEnabled = true; }
  48496. this.touchEnabled = touchEnabled;
  48497. /**
  48498. * Defines the buttons associated with the input to handle camera move.
  48499. */
  48500. this.buttons = [0, 1, 2];
  48501. /**
  48502. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  48503. */
  48504. this.angularSensibility = 2000.0;
  48505. this.previousPosition = null;
  48506. }
  48507. /**
  48508. * Attach the input controls to a specific dom element to get the input from.
  48509. * @param element Defines the element the controls should be listened from
  48510. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48511. */
  48512. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  48513. var _this = this;
  48514. var engine = this.camera.getEngine();
  48515. if (!this._pointerInput) {
  48516. this._pointerInput = function (p, s) {
  48517. var evt = p.event;
  48518. if (engine.isInVRExclusivePointerMode) {
  48519. return;
  48520. }
  48521. if (!_this.touchEnabled && evt.pointerType === "touch") {
  48522. return;
  48523. }
  48524. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48525. return;
  48526. }
  48527. var srcElement = (evt.srcElement || evt.target);
  48528. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48529. try {
  48530. srcElement.setPointerCapture(evt.pointerId);
  48531. }
  48532. catch (e) {
  48533. //Nothing to do with the error. Execution will continue.
  48534. }
  48535. _this.previousPosition = {
  48536. x: evt.clientX,
  48537. y: evt.clientY
  48538. };
  48539. if (!noPreventDefault) {
  48540. evt.preventDefault();
  48541. element.focus();
  48542. }
  48543. }
  48544. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48545. try {
  48546. srcElement.releasePointerCapture(evt.pointerId);
  48547. }
  48548. catch (e) {
  48549. //Nothing to do with the error.
  48550. }
  48551. _this.previousPosition = null;
  48552. if (!noPreventDefault) {
  48553. evt.preventDefault();
  48554. }
  48555. }
  48556. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  48557. if (!_this.previousPosition || engine.isPointerLock) {
  48558. return;
  48559. }
  48560. var offsetX = evt.clientX - _this.previousPosition.x;
  48561. if (_this.camera.getScene().useRightHandedSystem) {
  48562. offsetX *= -1;
  48563. }
  48564. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48565. offsetX *= -1;
  48566. }
  48567. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48568. var offsetY = evt.clientY - _this.previousPosition.y;
  48569. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48570. _this.previousPosition = {
  48571. x: evt.clientX,
  48572. y: evt.clientY
  48573. };
  48574. if (!noPreventDefault) {
  48575. evt.preventDefault();
  48576. }
  48577. }
  48578. };
  48579. }
  48580. this._onMouseMove = function (evt) {
  48581. if (!engine.isPointerLock) {
  48582. return;
  48583. }
  48584. if (engine.isInVRExclusivePointerMode) {
  48585. return;
  48586. }
  48587. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  48588. if (_this.camera.getScene().useRightHandedSystem) {
  48589. offsetX *= -1;
  48590. }
  48591. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48592. offsetX *= -1;
  48593. }
  48594. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48595. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  48596. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48597. _this.previousPosition = null;
  48598. if (!noPreventDefault) {
  48599. evt.preventDefault();
  48600. }
  48601. };
  48602. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  48603. element.addEventListener("mousemove", this._onMouseMove, false);
  48604. };
  48605. /**
  48606. * Detach the current controls from the specified dom element.
  48607. * @param element Defines the element to stop listening the inputs from
  48608. */
  48609. FreeCameraMouseInput.prototype.detachControl = function (element) {
  48610. if (this._observer && element) {
  48611. this.camera.getScene().onPointerObservable.remove(this._observer);
  48612. if (this._onMouseMove) {
  48613. element.removeEventListener("mousemove", this._onMouseMove);
  48614. }
  48615. this._observer = null;
  48616. this._onMouseMove = null;
  48617. this.previousPosition = null;
  48618. }
  48619. };
  48620. /**
  48621. * Gets the class name of the current intput.
  48622. * @returns the class name
  48623. */
  48624. FreeCameraMouseInput.prototype.getClassName = function () {
  48625. return "FreeCameraMouseInput";
  48626. };
  48627. /**
  48628. * Get the friendly name associated with the input class.
  48629. * @returns the input friendly name
  48630. */
  48631. FreeCameraMouseInput.prototype.getSimpleName = function () {
  48632. return "mouse";
  48633. };
  48634. __decorate([
  48635. BABYLON.serialize()
  48636. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  48637. __decorate([
  48638. BABYLON.serialize()
  48639. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  48640. return FreeCameraMouseInput;
  48641. }());
  48642. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  48643. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  48644. })(BABYLON || (BABYLON = {}));
  48645. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  48646. var BABYLON;
  48647. (function (BABYLON) {
  48648. /**
  48649. * Manage the keyboard inputs to control the movement of a free camera.
  48650. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48651. */
  48652. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  48653. function FreeCameraKeyboardMoveInput() {
  48654. /**
  48655. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  48656. */
  48657. this.keysUp = [38];
  48658. /**
  48659. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  48660. */
  48661. this.keysDown = [40];
  48662. /**
  48663. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  48664. */
  48665. this.keysLeft = [37];
  48666. /**
  48667. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  48668. */
  48669. this.keysRight = [39];
  48670. this._keys = new Array();
  48671. }
  48672. /**
  48673. * Attach the input controls to a specific dom element to get the input from.
  48674. * @param element Defines the element the controls should be listened from
  48675. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48676. */
  48677. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  48678. var _this = this;
  48679. if (this._onCanvasBlurObserver) {
  48680. return;
  48681. }
  48682. this._scene = this.camera.getScene();
  48683. this._engine = this._scene.getEngine();
  48684. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  48685. _this._keys = [];
  48686. });
  48687. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  48688. var evt = info.event;
  48689. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  48690. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48691. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48692. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48693. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48694. var index = _this._keys.indexOf(evt.keyCode);
  48695. if (index === -1) {
  48696. _this._keys.push(evt.keyCode);
  48697. }
  48698. if (!noPreventDefault) {
  48699. evt.preventDefault();
  48700. }
  48701. }
  48702. }
  48703. else {
  48704. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48705. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48706. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48707. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48708. var index = _this._keys.indexOf(evt.keyCode);
  48709. if (index >= 0) {
  48710. _this._keys.splice(index, 1);
  48711. }
  48712. if (!noPreventDefault) {
  48713. evt.preventDefault();
  48714. }
  48715. }
  48716. }
  48717. });
  48718. };
  48719. /**
  48720. * Detach the current controls from the specified dom element.
  48721. * @param element Defines the element to stop listening the inputs from
  48722. */
  48723. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  48724. if (this._scene) {
  48725. if (this._onKeyboardObserver) {
  48726. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  48727. }
  48728. if (this._onCanvasBlurObserver) {
  48729. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  48730. }
  48731. this._onKeyboardObserver = null;
  48732. this._onCanvasBlurObserver = null;
  48733. }
  48734. this._keys = [];
  48735. };
  48736. /**
  48737. * Update the current camera state depending on the inputs that have been used this frame.
  48738. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  48739. */
  48740. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  48741. if (this._onKeyboardObserver) {
  48742. var camera = this.camera;
  48743. // Keyboard
  48744. for (var index = 0; index < this._keys.length; index++) {
  48745. var keyCode = this._keys[index];
  48746. var speed = camera._computeLocalCameraSpeed();
  48747. if (this.keysLeft.indexOf(keyCode) !== -1) {
  48748. camera._localDirection.copyFromFloats(-speed, 0, 0);
  48749. }
  48750. else if (this.keysUp.indexOf(keyCode) !== -1) {
  48751. camera._localDirection.copyFromFloats(0, 0, speed);
  48752. }
  48753. else if (this.keysRight.indexOf(keyCode) !== -1) {
  48754. camera._localDirection.copyFromFloats(speed, 0, 0);
  48755. }
  48756. else if (this.keysDown.indexOf(keyCode) !== -1) {
  48757. camera._localDirection.copyFromFloats(0, 0, -speed);
  48758. }
  48759. if (camera.getScene().useRightHandedSystem) {
  48760. camera._localDirection.z *= -1;
  48761. }
  48762. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  48763. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  48764. camera.cameraDirection.addInPlace(camera._transformedDirection);
  48765. }
  48766. }
  48767. };
  48768. /**
  48769. * Gets the class name of the current intput.
  48770. * @returns the class name
  48771. */
  48772. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  48773. return "FreeCameraKeyboardMoveInput";
  48774. };
  48775. /** @hidden */
  48776. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  48777. this._keys = [];
  48778. };
  48779. /**
  48780. * Get the friendly name associated with the input class.
  48781. * @returns the input friendly name
  48782. */
  48783. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  48784. return "keyboard";
  48785. };
  48786. __decorate([
  48787. BABYLON.serialize()
  48788. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  48789. __decorate([
  48790. BABYLON.serialize()
  48791. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  48792. __decorate([
  48793. BABYLON.serialize()
  48794. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  48795. __decorate([
  48796. BABYLON.serialize()
  48797. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  48798. return FreeCameraKeyboardMoveInput;
  48799. }());
  48800. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  48801. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  48802. })(BABYLON || (BABYLON = {}));
  48803. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  48804. var BABYLON;
  48805. (function (BABYLON) {
  48806. /**
  48807. * Default Inputs manager for the FreeCamera.
  48808. * It groups all the default supported inputs for ease of use.
  48809. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48810. */
  48811. var FreeCameraInputsManager = /** @class */ (function (_super) {
  48812. __extends(FreeCameraInputsManager, _super);
  48813. /**
  48814. * Instantiates a new FreeCameraInputsManager.
  48815. * @param camera Defines the camera the inputs belong to
  48816. */
  48817. function FreeCameraInputsManager(camera) {
  48818. return _super.call(this, camera) || this;
  48819. }
  48820. /**
  48821. * Add keyboard input support to the input manager.
  48822. * @returns the current input manager
  48823. */
  48824. FreeCameraInputsManager.prototype.addKeyboard = function () {
  48825. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  48826. return this;
  48827. };
  48828. /**
  48829. * Add mouse input support to the input manager.
  48830. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  48831. * @returns the current input manager
  48832. */
  48833. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  48834. if (touchEnabled === void 0) { touchEnabled = true; }
  48835. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  48836. return this;
  48837. };
  48838. /**
  48839. * Add orientation input support to the input manager.
  48840. * @returns the current input manager
  48841. */
  48842. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  48843. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  48844. return this;
  48845. };
  48846. /**
  48847. * Add touch input support to the input manager.
  48848. * @returns the current input manager
  48849. */
  48850. FreeCameraInputsManager.prototype.addTouch = function () {
  48851. this.add(new BABYLON.FreeCameraTouchInput());
  48852. return this;
  48853. };
  48854. /**
  48855. * Add virtual joystick input support to the input manager.
  48856. * @returns the current input manager
  48857. */
  48858. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  48859. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  48860. return this;
  48861. };
  48862. return FreeCameraInputsManager;
  48863. }(BABYLON.CameraInputsManager));
  48864. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  48865. })(BABYLON || (BABYLON = {}));
  48866. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  48867. var BABYLON;
  48868. (function (BABYLON) {
  48869. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  48870. // Forcing to use the Universal camera
  48871. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  48872. });
  48873. /**
  48874. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  48875. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  48876. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  48877. */
  48878. var FreeCamera = /** @class */ (function (_super) {
  48879. __extends(FreeCamera, _super);
  48880. /**
  48881. * Instantiates a Free Camera.
  48882. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  48883. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  48884. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  48885. * @param name Define the name of the camera in the scene
  48886. * @param position Define the start position of the camera in the scene
  48887. * @param scene Define the scene the camera belongs to
  48888. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48889. */
  48890. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48891. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48892. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48893. /**
  48894. * Define the collision ellipsoid of the camera.
  48895. * This is helpful to simulate a camera body like the player body around the camera
  48896. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  48897. */
  48898. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  48899. /**
  48900. * Define an offset for the position of the ellipsoid around the camera.
  48901. * This can be helpful to determine the center of the body near the gravity center of the body
  48902. * instead of its head.
  48903. */
  48904. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  48905. /**
  48906. * Enable or disable collisions of the camera with the rest of the scene objects.
  48907. */
  48908. _this.checkCollisions = false;
  48909. /**
  48910. * Enable or disable gravity on the camera.
  48911. */
  48912. _this.applyGravity = false;
  48913. _this._needMoveForGravity = false;
  48914. _this._oldPosition = BABYLON.Vector3.Zero();
  48915. _this._diffPosition = BABYLON.Vector3.Zero();
  48916. _this._newPosition = BABYLON.Vector3.Zero();
  48917. // Collisions
  48918. _this._collisionMask = -1;
  48919. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  48920. if (collidedMesh === void 0) { collidedMesh = null; }
  48921. //TODO move this to the collision coordinator!
  48922. if (_this.getScene().workerCollisions) {
  48923. newPosition.multiplyInPlace(_this._collider._radius);
  48924. }
  48925. var updatePosition = function (newPos) {
  48926. _this._newPosition.copyFrom(newPos);
  48927. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  48928. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  48929. _this.position.addInPlace(_this._diffPosition);
  48930. if (_this.onCollide && collidedMesh) {
  48931. _this.onCollide(collidedMesh);
  48932. }
  48933. }
  48934. };
  48935. updatePosition(newPosition);
  48936. };
  48937. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  48938. _this.inputs.addKeyboard().addMouse();
  48939. return _this;
  48940. }
  48941. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  48942. /**
  48943. * Gets the input sensibility for a mouse input. (default is 2000.0)
  48944. * Higher values reduce sensitivity.
  48945. */
  48946. get: function () {
  48947. var mouse = this.inputs.attached["mouse"];
  48948. if (mouse) {
  48949. return mouse.angularSensibility;
  48950. }
  48951. return 0;
  48952. },
  48953. /**
  48954. * Sets the input sensibility for a mouse input. (default is 2000.0)
  48955. * Higher values reduce sensitivity.
  48956. */
  48957. set: function (value) {
  48958. var mouse = this.inputs.attached["mouse"];
  48959. if (mouse) {
  48960. mouse.angularSensibility = value;
  48961. }
  48962. },
  48963. enumerable: true,
  48964. configurable: true
  48965. });
  48966. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  48967. /**
  48968. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  48969. */
  48970. get: function () {
  48971. var keyboard = this.inputs.attached["keyboard"];
  48972. if (keyboard) {
  48973. return keyboard.keysUp;
  48974. }
  48975. return [];
  48976. },
  48977. set: function (value) {
  48978. var keyboard = this.inputs.attached["keyboard"];
  48979. if (keyboard) {
  48980. keyboard.keysUp = value;
  48981. }
  48982. },
  48983. enumerable: true,
  48984. configurable: true
  48985. });
  48986. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  48987. /**
  48988. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  48989. */
  48990. get: function () {
  48991. var keyboard = this.inputs.attached["keyboard"];
  48992. if (keyboard) {
  48993. return keyboard.keysDown;
  48994. }
  48995. return [];
  48996. },
  48997. set: function (value) {
  48998. var keyboard = this.inputs.attached["keyboard"];
  48999. if (keyboard) {
  49000. keyboard.keysDown = value;
  49001. }
  49002. },
  49003. enumerable: true,
  49004. configurable: true
  49005. });
  49006. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49007. /**
  49008. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49009. */
  49010. get: function () {
  49011. var keyboard = this.inputs.attached["keyboard"];
  49012. if (keyboard) {
  49013. return keyboard.keysLeft;
  49014. }
  49015. return [];
  49016. },
  49017. set: function (value) {
  49018. var keyboard = this.inputs.attached["keyboard"];
  49019. if (keyboard) {
  49020. keyboard.keysLeft = value;
  49021. }
  49022. },
  49023. enumerable: true,
  49024. configurable: true
  49025. });
  49026. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49027. /**
  49028. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49029. */
  49030. get: function () {
  49031. var keyboard = this.inputs.attached["keyboard"];
  49032. if (keyboard) {
  49033. return keyboard.keysRight;
  49034. }
  49035. return [];
  49036. },
  49037. set: function (value) {
  49038. var keyboard = this.inputs.attached["keyboard"];
  49039. if (keyboard) {
  49040. keyboard.keysRight = value;
  49041. }
  49042. },
  49043. enumerable: true,
  49044. configurable: true
  49045. });
  49046. /**
  49047. * Attached controls to the current camera.
  49048. * @param element Defines the element the controls should be listened from
  49049. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49050. */
  49051. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49052. this.inputs.attachElement(element, noPreventDefault);
  49053. };
  49054. /**
  49055. * Detach the current controls from the camera.
  49056. * The camera will stop reacting to inputs.
  49057. * @param element Defines the element to stop listening the inputs from
  49058. */
  49059. FreeCamera.prototype.detachControl = function (element) {
  49060. this.inputs.detachElement(element);
  49061. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49062. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49063. };
  49064. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49065. /**
  49066. * Define a collision mask to limit the list of object the camera can collide with
  49067. */
  49068. get: function () {
  49069. return this._collisionMask;
  49070. },
  49071. set: function (mask) {
  49072. this._collisionMask = !isNaN(mask) ? mask : -1;
  49073. },
  49074. enumerable: true,
  49075. configurable: true
  49076. });
  49077. /** @hidden */
  49078. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49079. var globalPosition;
  49080. if (this.parent) {
  49081. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49082. }
  49083. else {
  49084. globalPosition = this.position;
  49085. }
  49086. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49087. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49088. if (!this._collider) {
  49089. this._collider = new BABYLON.Collider();
  49090. }
  49091. this._collider._radius = this.ellipsoid;
  49092. this._collider.collisionMask = this._collisionMask;
  49093. //no need for clone, as long as gravity is not on.
  49094. var actualDisplacement = displacement;
  49095. //add gravity to the direction to prevent the dual-collision checking
  49096. if (this.applyGravity) {
  49097. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49098. actualDisplacement = displacement.add(this.getScene().gravity);
  49099. }
  49100. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49101. };
  49102. /** @hidden */
  49103. FreeCamera.prototype._checkInputs = function () {
  49104. if (!this._localDirection) {
  49105. this._localDirection = BABYLON.Vector3.Zero();
  49106. this._transformedDirection = BABYLON.Vector3.Zero();
  49107. }
  49108. this.inputs.checkInputs();
  49109. _super.prototype._checkInputs.call(this);
  49110. };
  49111. /** @hidden */
  49112. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49113. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49114. };
  49115. /** @hidden */
  49116. FreeCamera.prototype._updatePosition = function () {
  49117. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49118. this._collideWithWorld(this.cameraDirection);
  49119. }
  49120. else {
  49121. _super.prototype._updatePosition.call(this);
  49122. }
  49123. };
  49124. /**
  49125. * Destroy the camera and release the current resources hold by it.
  49126. */
  49127. FreeCamera.prototype.dispose = function () {
  49128. this.inputs.clear();
  49129. _super.prototype.dispose.call(this);
  49130. };
  49131. /**
  49132. * Gets the current object class name.
  49133. * @return the class name
  49134. */
  49135. FreeCamera.prototype.getClassName = function () {
  49136. return "FreeCamera";
  49137. };
  49138. __decorate([
  49139. BABYLON.serializeAsVector3()
  49140. ], FreeCamera.prototype, "ellipsoid", void 0);
  49141. __decorate([
  49142. BABYLON.serializeAsVector3()
  49143. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49144. __decorate([
  49145. BABYLON.serialize()
  49146. ], FreeCamera.prototype, "checkCollisions", void 0);
  49147. __decorate([
  49148. BABYLON.serialize()
  49149. ], FreeCamera.prototype, "applyGravity", void 0);
  49150. return FreeCamera;
  49151. }(BABYLON.TargetCamera));
  49152. BABYLON.FreeCamera = FreeCamera;
  49153. })(BABYLON || (BABYLON = {}));
  49154. //# sourceMappingURL=babylon.freeCamera.js.map
  49155. var BABYLON;
  49156. (function (BABYLON) {
  49157. /**
  49158. * Listen to mouse events to control the camera.
  49159. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49160. */
  49161. var FlyCameraMouseInput = /** @class */ (function () {
  49162. /**
  49163. * Listen to mouse events to control the camera.
  49164. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49165. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49166. */
  49167. function FlyCameraMouseInput(touchEnabled) {
  49168. if (touchEnabled === void 0) { touchEnabled = true; }
  49169. /**
  49170. * Defines the buttons associated with the input to handle camera rotation.
  49171. */
  49172. this.buttons = [0, 1, 2];
  49173. /**
  49174. * Assign buttons for Yaw control.
  49175. */
  49176. this.buttonsYaw = [-1, 0, 1];
  49177. /**
  49178. * Assign buttons for Pitch control.
  49179. */
  49180. this.buttonsPitch = [-1, 0, 1];
  49181. /**
  49182. * Assign buttons for Roll control.
  49183. */
  49184. this.buttonsRoll = [2];
  49185. /**
  49186. * Detect if any button is being pressed while mouse is moved.
  49187. * -1 = Mouse locked.
  49188. * 0 = Left button.
  49189. * 1 = Middle Button.
  49190. * 2 = Right Button.
  49191. */
  49192. this.activeButton = -1;
  49193. /**
  49194. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49195. * Higher values reduce its sensitivity.
  49196. */
  49197. this.angularSensibility = 1000.0;
  49198. this.previousPosition = null;
  49199. }
  49200. /**
  49201. * Attach the mouse control to the HTML DOM element.
  49202. * @param element Defines the element that listens to the input events.
  49203. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49204. */
  49205. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49206. var _this = this;
  49207. this.element = element;
  49208. this.noPreventDefault = noPreventDefault;
  49209. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49210. _this._pointerInput(p, s);
  49211. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49212. // Correct Roll by rate, if enabled.
  49213. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49214. if (_this.camera.rollCorrect) {
  49215. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49216. }
  49217. });
  49218. // Helper function to keep 'this'.
  49219. this._mousemoveCallback = function (e) {
  49220. _this._onMouseMove(e);
  49221. };
  49222. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49223. };
  49224. /**
  49225. * Detach the current controls from the specified dom element.
  49226. * @param element Defines the element to stop listening the inputs from
  49227. */
  49228. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49229. if (this._observer && element) {
  49230. this.camera.getScene().onPointerObservable.remove(this._observer);
  49231. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49232. if (this._mousemoveCallback) {
  49233. element.removeEventListener("mousemove", this._mousemoveCallback);
  49234. }
  49235. this._observer = null;
  49236. this._rollObserver = null;
  49237. this.previousPosition = null;
  49238. this.noPreventDefault = undefined;
  49239. }
  49240. };
  49241. /**
  49242. * Gets the class name of the current input.
  49243. * @returns the class name.
  49244. */
  49245. FlyCameraMouseInput.prototype.getClassName = function () {
  49246. return "FlyCameraMouseInput";
  49247. };
  49248. /**
  49249. * Get the friendly name associated with the input class.
  49250. * @returns the input's friendly name.
  49251. */
  49252. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49253. return "mouse";
  49254. };
  49255. // Track mouse movement, when the pointer is not locked.
  49256. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49257. var e = p.event;
  49258. var camera = this.camera;
  49259. var engine = camera.getEngine();
  49260. if (engine.isInVRExclusivePointerMode) {
  49261. return;
  49262. }
  49263. if (!this.touchEnabled && e.pointerType === "touch") {
  49264. return;
  49265. }
  49266. // Mouse is moved but an unknown mouse button is pressed.
  49267. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49268. return;
  49269. }
  49270. var srcElement = (e.srcElement || e.target);
  49271. // Mouse down.
  49272. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49273. try {
  49274. srcElement.setPointerCapture(e.pointerId);
  49275. }
  49276. catch (e) {
  49277. // Nothing to do with the error. Execution continues.
  49278. }
  49279. this.previousPosition = {
  49280. x: e.clientX,
  49281. y: e.clientY
  49282. };
  49283. this.activeButton = e.button;
  49284. if (!this.noPreventDefault) {
  49285. e.preventDefault();
  49286. this.element.focus();
  49287. }
  49288. }
  49289. else
  49290. // Mouse up.
  49291. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49292. try {
  49293. srcElement.releasePointerCapture(e.pointerId);
  49294. }
  49295. catch (e) {
  49296. // Nothing to do with the error. Execution continues.
  49297. }
  49298. this.activeButton = -1;
  49299. this.previousPosition = null;
  49300. if (!this.noPreventDefault) {
  49301. e.preventDefault();
  49302. }
  49303. }
  49304. else
  49305. // Mouse move.
  49306. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49307. if (!this.previousPosition || engine.isPointerLock) {
  49308. return;
  49309. }
  49310. var offsetX = e.clientX - this.previousPosition.x;
  49311. var offsetY = e.clientY - this.previousPosition.y;
  49312. this.rotateCamera(offsetX, offsetY);
  49313. this.previousPosition = {
  49314. x: e.clientX,
  49315. y: e.clientY
  49316. };
  49317. if (!this.noPreventDefault) {
  49318. e.preventDefault();
  49319. }
  49320. }
  49321. };
  49322. // Track mouse movement, when pointer is locked.
  49323. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49324. var camera = this.camera;
  49325. var engine = camera.getEngine();
  49326. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49327. return;
  49328. }
  49329. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49330. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49331. this.rotateCamera(offsetX, offsetY);
  49332. this.previousPosition = null;
  49333. if (!this.noPreventDefault) {
  49334. e.preventDefault();
  49335. }
  49336. };
  49337. /**
  49338. * Rotate camera by mouse offset.
  49339. */
  49340. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49341. var _this = this;
  49342. var camera = this.camera;
  49343. var scene = this.camera.getScene();
  49344. if (scene.useRightHandedSystem) {
  49345. offsetX *= -1;
  49346. }
  49347. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49348. offsetX *= -1;
  49349. }
  49350. var x = offsetX / this.angularSensibility;
  49351. var y = offsetY / this.angularSensibility;
  49352. // Initialize to current rotation.
  49353. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49354. var rotationChange;
  49355. // Pitch.
  49356. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49357. // Apply change in Radians to vector Angle.
  49358. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49359. // Apply Pitch to quaternion.
  49360. currentRotation.multiplyInPlace(rotationChange);
  49361. }
  49362. // Yaw.
  49363. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49364. // Apply change in Radians to vector Angle.
  49365. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49366. // Apply Yaw to quaternion.
  49367. currentRotation.multiplyInPlace(rotationChange);
  49368. // Add Roll, if banked turning is enabled, within Roll limit.
  49369. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49370. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49371. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49372. // Apply change in Radians to vector Angle.
  49373. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49374. // Apply Yaw to quaternion.
  49375. currentRotation.multiplyInPlace(rotationChange);
  49376. }
  49377. }
  49378. // Roll.
  49379. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49380. // Apply change in Radians to vector Angle.
  49381. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49382. // Track Rolling.
  49383. camera._trackRoll -= x;
  49384. // Apply Pitch to quaternion.
  49385. currentRotation.multiplyInPlace(rotationChange);
  49386. }
  49387. // Apply rotationQuaternion to Euler camera.rotation.
  49388. currentRotation.toEulerAnglesToRef(camera.rotation);
  49389. };
  49390. __decorate([
  49391. BABYLON.serialize()
  49392. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49393. __decorate([
  49394. BABYLON.serialize()
  49395. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49396. return FlyCameraMouseInput;
  49397. }());
  49398. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49399. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49400. })(BABYLON || (BABYLON = {}));
  49401. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  49402. var BABYLON;
  49403. (function (BABYLON) {
  49404. /**
  49405. * Listen to keyboard events to control the camera.
  49406. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49407. */
  49408. var FlyCameraKeyboardInput = /** @class */ (function () {
  49409. function FlyCameraKeyboardInput() {
  49410. /**
  49411. * The list of keyboard keys used to control the forward move of the camera.
  49412. */
  49413. this.keysForward = [87];
  49414. /**
  49415. * The list of keyboard keys used to control the backward move of the camera.
  49416. */
  49417. this.keysBackward = [83];
  49418. /**
  49419. * The list of keyboard keys used to control the forward move of the camera.
  49420. */
  49421. this.keysUp = [69];
  49422. /**
  49423. * The list of keyboard keys used to control the backward move of the camera.
  49424. */
  49425. this.keysDown = [81];
  49426. /**
  49427. * The list of keyboard keys used to control the right strafe move of the camera.
  49428. */
  49429. this.keysRight = [68];
  49430. /**
  49431. * The list of keyboard keys used to control the left strafe move of the camera.
  49432. */
  49433. this.keysLeft = [65];
  49434. this._keys = new Array();
  49435. }
  49436. /**
  49437. * Attach the input controls to a specific dom element to get the input from.
  49438. * @param element Defines the element the controls should be listened from
  49439. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49440. */
  49441. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  49442. var _this = this;
  49443. if (this._onCanvasBlurObserver) {
  49444. return;
  49445. }
  49446. this._scene = this.camera.getScene();
  49447. this._engine = this._scene.getEngine();
  49448. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49449. _this._keys = [];
  49450. });
  49451. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49452. var evt = info.event;
  49453. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49454. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49455. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49456. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49457. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49458. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49459. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49460. var index = _this._keys.indexOf(evt.keyCode);
  49461. if (index === -1) {
  49462. _this._keys.push(evt.keyCode);
  49463. }
  49464. if (!noPreventDefault) {
  49465. evt.preventDefault();
  49466. }
  49467. }
  49468. }
  49469. else {
  49470. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49471. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49472. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49473. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49474. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49475. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49476. var index = _this._keys.indexOf(evt.keyCode);
  49477. if (index >= 0) {
  49478. _this._keys.splice(index, 1);
  49479. }
  49480. if (!noPreventDefault) {
  49481. evt.preventDefault();
  49482. }
  49483. }
  49484. }
  49485. });
  49486. };
  49487. /**
  49488. * Detach the current controls from the specified dom element.
  49489. * @param element Defines the element to stop listening the inputs from
  49490. */
  49491. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  49492. if (this._scene) {
  49493. if (this._onKeyboardObserver) {
  49494. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49495. }
  49496. if (this._onCanvasBlurObserver) {
  49497. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49498. }
  49499. this._onKeyboardObserver = null;
  49500. this._onCanvasBlurObserver = null;
  49501. }
  49502. this._keys = [];
  49503. };
  49504. /**
  49505. * Gets the class name of the current intput.
  49506. * @returns the class name
  49507. */
  49508. FlyCameraKeyboardInput.prototype.getClassName = function () {
  49509. return "FlyCameraKeyboardInput";
  49510. };
  49511. /** @hidden */
  49512. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  49513. this._keys = [];
  49514. };
  49515. /**
  49516. * Get the friendly name associated with the input class.
  49517. * @returns the input friendly name
  49518. */
  49519. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  49520. return "keyboard";
  49521. };
  49522. /**
  49523. * Update the current camera state depending on the inputs that have been used this frame.
  49524. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49525. */
  49526. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  49527. if (this._onKeyboardObserver) {
  49528. var camera = this.camera;
  49529. // Keyboard
  49530. for (var index = 0; index < this._keys.length; index++) {
  49531. var keyCode = this._keys[index];
  49532. var speed = camera._computeLocalCameraSpeed();
  49533. if (this.keysForward.indexOf(keyCode) !== -1) {
  49534. camera._localDirection.copyFromFloats(0, 0, speed);
  49535. }
  49536. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  49537. camera._localDirection.copyFromFloats(0, 0, -speed);
  49538. }
  49539. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49540. camera._localDirection.copyFromFloats(0, speed, 0);
  49541. }
  49542. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49543. camera._localDirection.copyFromFloats(0, -speed, 0);
  49544. }
  49545. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49546. camera._localDirection.copyFromFloats(speed, 0, 0);
  49547. }
  49548. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  49549. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49550. }
  49551. if (camera.getScene().useRightHandedSystem) {
  49552. camera._localDirection.z *= -1;
  49553. }
  49554. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49555. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49556. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49557. }
  49558. }
  49559. };
  49560. __decorate([
  49561. BABYLON.serialize()
  49562. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  49563. __decorate([
  49564. BABYLON.serialize()
  49565. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  49566. __decorate([
  49567. BABYLON.serialize()
  49568. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  49569. __decorate([
  49570. BABYLON.serialize()
  49571. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  49572. __decorate([
  49573. BABYLON.serialize()
  49574. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  49575. __decorate([
  49576. BABYLON.serialize()
  49577. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  49578. return FlyCameraKeyboardInput;
  49579. }());
  49580. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  49581. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  49582. })(BABYLON || (BABYLON = {}));
  49583. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  49584. var BABYLON;
  49585. (function (BABYLON) {
  49586. /**
  49587. * Default Inputs manager for the FlyCamera.
  49588. * It groups all the default supported inputs for ease of use.
  49589. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49590. */
  49591. var FlyCameraInputsManager = /** @class */ (function (_super) {
  49592. __extends(FlyCameraInputsManager, _super);
  49593. /**
  49594. * Instantiates a new FlyCameraInputsManager.
  49595. * @param camera Defines the camera the inputs belong to.
  49596. */
  49597. function FlyCameraInputsManager(camera) {
  49598. return _super.call(this, camera) || this;
  49599. }
  49600. /**
  49601. * Add keyboard input support to the input manager.
  49602. * @returns the new FlyCameraKeyboardMoveInput().
  49603. */
  49604. FlyCameraInputsManager.prototype.addKeyboard = function () {
  49605. this.add(new BABYLON.FlyCameraKeyboardInput());
  49606. return this;
  49607. };
  49608. /**
  49609. * Add mouse input support to the input manager.
  49610. * @param touchEnabled Enable touch screen support.
  49611. * @returns the new FlyCameraMouseInput().
  49612. */
  49613. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49614. if (touchEnabled === void 0) { touchEnabled = true; }
  49615. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  49616. return this;
  49617. };
  49618. return FlyCameraInputsManager;
  49619. }(BABYLON.CameraInputsManager));
  49620. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  49621. })(BABYLON || (BABYLON = {}));
  49622. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  49623. var BABYLON;
  49624. (function (BABYLON) {
  49625. /**
  49626. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49627. * such as in a 3D Space Shooter or a Flight Simulator.
  49628. */
  49629. var FlyCamera = /** @class */ (function (_super) {
  49630. __extends(FlyCamera, _super);
  49631. /**
  49632. * Instantiates a FlyCamera.
  49633. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49634. * such as in a 3D Space Shooter or a Flight Simulator.
  49635. * @param name Define the name of the camera in the scene.
  49636. * @param position Define the starting position of the camera in the scene.
  49637. * @param scene Define the scene the camera belongs to.
  49638. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  49639. */
  49640. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49641. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49642. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49643. /**
  49644. * Define the collision ellipsoid of the camera.
  49645. * This is helpful for simulating a camera body, like a player's body.
  49646. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49647. */
  49648. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  49649. /**
  49650. * Define an offset for the position of the ellipsoid around the camera.
  49651. * This can be helpful if the camera is attached away from the player's body center,
  49652. * such as at its head.
  49653. */
  49654. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49655. /**
  49656. * Enable or disable collisions of the camera with the rest of the scene objects.
  49657. */
  49658. _this.checkCollisions = false;
  49659. /**
  49660. * Enable or disable gravity on the camera.
  49661. */
  49662. _this.applyGravity = false;
  49663. /**
  49664. * Define the current direction the camera is moving to.
  49665. */
  49666. _this.cameraDirection = BABYLON.Vector3.Zero();
  49667. /**
  49668. * Track Roll to maintain the wanted Rolling when looking around.
  49669. */
  49670. _this._trackRoll = 0;
  49671. /**
  49672. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  49673. */
  49674. _this.rollCorrect = 100;
  49675. /**
  49676. * Mimic a banked turn, Rolling the camera when Yawing.
  49677. * It's recommended to use rollCorrect = 10 for faster banking correction.
  49678. */
  49679. _this.bankedTurn = false;
  49680. /**
  49681. * Limit in radians for how much Roll banking will add. (Default: 90°)
  49682. */
  49683. _this.bankedTurnLimit = Math.PI / 4;
  49684. /**
  49685. * Value of 0 disables the banked Roll.
  49686. * Value of 1 is equal to the Yaw angle in radians.
  49687. */
  49688. _this.bankedTurnMultiplier = 1;
  49689. _this._needMoveForGravity = false;
  49690. _this._oldPosition = BABYLON.Vector3.Zero();
  49691. _this._diffPosition = BABYLON.Vector3.Zero();
  49692. _this._newPosition = BABYLON.Vector3.Zero();
  49693. // Collisions.
  49694. _this._collisionMask = -1;
  49695. /** @hidden */
  49696. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49697. if (collidedMesh === void 0) { collidedMesh = null; }
  49698. // TODO Move this to the collision coordinator!
  49699. if (_this.getScene().workerCollisions) {
  49700. newPosition.multiplyInPlace(_this._collider._radius);
  49701. }
  49702. var updatePosition = function (newPos) {
  49703. _this._newPosition.copyFrom(newPos);
  49704. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49705. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49706. _this.position.addInPlace(_this._diffPosition);
  49707. if (_this.onCollide && collidedMesh) {
  49708. _this.onCollide(collidedMesh);
  49709. }
  49710. }
  49711. };
  49712. updatePosition(newPosition);
  49713. };
  49714. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  49715. _this.inputs.addKeyboard().addMouse();
  49716. return _this;
  49717. }
  49718. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  49719. /**
  49720. * Gets the input sensibility for mouse input.
  49721. * Higher values reduce sensitivity.
  49722. */
  49723. get: function () {
  49724. var mouse = this.inputs.attached["mouse"];
  49725. if (mouse) {
  49726. return mouse.angularSensibility;
  49727. }
  49728. return 0;
  49729. },
  49730. /**
  49731. * Sets the input sensibility for a mouse input.
  49732. * Higher values reduce sensitivity.
  49733. */
  49734. set: function (value) {
  49735. var mouse = this.inputs.attached["mouse"];
  49736. if (mouse) {
  49737. mouse.angularSensibility = value;
  49738. }
  49739. },
  49740. enumerable: true,
  49741. configurable: true
  49742. });
  49743. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  49744. /**
  49745. * Get the keys for camera movement forward.
  49746. */
  49747. get: function () {
  49748. var keyboard = this.inputs.attached["keyboard"];
  49749. if (keyboard) {
  49750. return keyboard.keysForward;
  49751. }
  49752. return [];
  49753. },
  49754. /**
  49755. * Set the keys for camera movement forward.
  49756. */
  49757. set: function (value) {
  49758. var keyboard = this.inputs.attached["keyboard"];
  49759. if (keyboard) {
  49760. keyboard.keysForward = value;
  49761. }
  49762. },
  49763. enumerable: true,
  49764. configurable: true
  49765. });
  49766. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  49767. /**
  49768. * Get the keys for camera movement backward.
  49769. */
  49770. get: function () {
  49771. var keyboard = this.inputs.attached["keyboard"];
  49772. if (keyboard) {
  49773. return keyboard.keysBackward;
  49774. }
  49775. return [];
  49776. },
  49777. set: function (value) {
  49778. var keyboard = this.inputs.attached["keyboard"];
  49779. if (keyboard) {
  49780. keyboard.keysBackward = value;
  49781. }
  49782. },
  49783. enumerable: true,
  49784. configurable: true
  49785. });
  49786. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  49787. /**
  49788. * Get the keys for camera movement up.
  49789. */
  49790. get: function () {
  49791. var keyboard = this.inputs.attached["keyboard"];
  49792. if (keyboard) {
  49793. return keyboard.keysUp;
  49794. }
  49795. return [];
  49796. },
  49797. /**
  49798. * Set the keys for camera movement up.
  49799. */
  49800. set: function (value) {
  49801. var keyboard = this.inputs.attached["keyboard"];
  49802. if (keyboard) {
  49803. keyboard.keysUp = value;
  49804. }
  49805. },
  49806. enumerable: true,
  49807. configurable: true
  49808. });
  49809. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  49810. /**
  49811. * Get the keys for camera movement down.
  49812. */
  49813. get: function () {
  49814. var keyboard = this.inputs.attached["keyboard"];
  49815. if (keyboard) {
  49816. return keyboard.keysDown;
  49817. }
  49818. return [];
  49819. },
  49820. /**
  49821. * Set the keys for camera movement down.
  49822. */
  49823. set: function (value) {
  49824. var keyboard = this.inputs.attached["keyboard"];
  49825. if (keyboard) {
  49826. keyboard.keysDown = value;
  49827. }
  49828. },
  49829. enumerable: true,
  49830. configurable: true
  49831. });
  49832. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  49833. /**
  49834. * Get the keys for camera movement left.
  49835. */
  49836. get: function () {
  49837. var keyboard = this.inputs.attached["keyboard"];
  49838. if (keyboard) {
  49839. return keyboard.keysLeft;
  49840. }
  49841. return [];
  49842. },
  49843. /**
  49844. * Set the keys for camera movement left.
  49845. */
  49846. set: function (value) {
  49847. var keyboard = this.inputs.attached["keyboard"];
  49848. if (keyboard) {
  49849. keyboard.keysLeft = value;
  49850. }
  49851. },
  49852. enumerable: true,
  49853. configurable: true
  49854. });
  49855. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  49856. /**
  49857. * Set the keys for camera movement right.
  49858. */
  49859. get: function () {
  49860. var keyboard = this.inputs.attached["keyboard"];
  49861. if (keyboard) {
  49862. return keyboard.keysRight;
  49863. }
  49864. return [];
  49865. },
  49866. /**
  49867. * Set the keys for camera movement right.
  49868. */
  49869. set: function (value) {
  49870. var keyboard = this.inputs.attached["keyboard"];
  49871. if (keyboard) {
  49872. keyboard.keysRight = value;
  49873. }
  49874. },
  49875. enumerable: true,
  49876. configurable: true
  49877. });
  49878. /**
  49879. * Attach a control to the HTML DOM element.
  49880. * @param element Defines the element that listens to the input events.
  49881. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  49882. */
  49883. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  49884. this.inputs.attachElement(element, noPreventDefault);
  49885. };
  49886. /**
  49887. * Detach a control from the HTML DOM element.
  49888. * The camera will stop reacting to that input.
  49889. * @param element Defines the element that listens to the input events.
  49890. */
  49891. FlyCamera.prototype.detachControl = function (element) {
  49892. this.inputs.detachElement(element);
  49893. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49894. };
  49895. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  49896. /**
  49897. * Get the mask that the camera ignores in collision events.
  49898. */
  49899. get: function () {
  49900. return this._collisionMask;
  49901. },
  49902. /**
  49903. * Set the mask that the camera ignores in collision events.
  49904. */
  49905. set: function (mask) {
  49906. this._collisionMask = !isNaN(mask) ? mask : -1;
  49907. },
  49908. enumerable: true,
  49909. configurable: true
  49910. });
  49911. /** @hidden */
  49912. FlyCamera.prototype._collideWithWorld = function (displacement) {
  49913. var globalPosition;
  49914. if (this.parent) {
  49915. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49916. }
  49917. else {
  49918. globalPosition = this.position;
  49919. }
  49920. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49921. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49922. if (!this._collider) {
  49923. this._collider = new BABYLON.Collider();
  49924. }
  49925. this._collider._radius = this.ellipsoid;
  49926. this._collider.collisionMask = this._collisionMask;
  49927. // No need for clone, as long as gravity is not on.
  49928. var actualDisplacement = displacement;
  49929. // Add gravity to direction to prevent dual-collision checking.
  49930. if (this.applyGravity) {
  49931. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  49932. actualDisplacement = displacement.add(this.getScene().gravity);
  49933. }
  49934. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49935. };
  49936. /** @hidden */
  49937. FlyCamera.prototype._checkInputs = function () {
  49938. if (!this._localDirection) {
  49939. this._localDirection = BABYLON.Vector3.Zero();
  49940. this._transformedDirection = BABYLON.Vector3.Zero();
  49941. }
  49942. this.inputs.checkInputs();
  49943. _super.prototype._checkInputs.call(this);
  49944. };
  49945. /** @hidden */
  49946. FlyCamera.prototype._decideIfNeedsToMove = function () {
  49947. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49948. };
  49949. /** @hidden */
  49950. FlyCamera.prototype._updatePosition = function () {
  49951. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49952. this._collideWithWorld(this.cameraDirection);
  49953. }
  49954. else {
  49955. _super.prototype._updatePosition.call(this);
  49956. }
  49957. };
  49958. /**
  49959. * Restore the Roll to its target value at the rate specified.
  49960. * @param rate - Higher means slower restoring.
  49961. * @hidden
  49962. */
  49963. FlyCamera.prototype.restoreRoll = function (rate) {
  49964. var limit = this._trackRoll; // Target Roll.
  49965. var z = this.rotation.z; // Current Roll.
  49966. var delta = limit - z; // Difference in Roll.
  49967. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  49968. // If the difference is noticable, restore the Roll.
  49969. if (Math.abs(delta) >= minRad) {
  49970. // Change Z rotation towards the target Roll.
  49971. this.rotation.z += delta / rate;
  49972. // Match when near enough.
  49973. if (Math.abs(limit - this.rotation.z) <= minRad) {
  49974. this.rotation.z = limit;
  49975. }
  49976. }
  49977. };
  49978. /**
  49979. * Destroy the camera and release the current resources held by it.
  49980. */
  49981. FlyCamera.prototype.dispose = function () {
  49982. this.inputs.clear();
  49983. _super.prototype.dispose.call(this);
  49984. };
  49985. /**
  49986. * Get the current object class name.
  49987. * @returns the class name.
  49988. */
  49989. FlyCamera.prototype.getClassName = function () {
  49990. return "FlyCamera";
  49991. };
  49992. __decorate([
  49993. BABYLON.serializeAsVector3()
  49994. ], FlyCamera.prototype, "ellipsoid", void 0);
  49995. __decorate([
  49996. BABYLON.serializeAsVector3()
  49997. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  49998. __decorate([
  49999. BABYLON.serialize()
  50000. ], FlyCamera.prototype, "checkCollisions", void 0);
  50001. __decorate([
  50002. BABYLON.serialize()
  50003. ], FlyCamera.prototype, "applyGravity", void 0);
  50004. return FlyCamera;
  50005. }(BABYLON.TargetCamera));
  50006. BABYLON.FlyCamera = FlyCamera;
  50007. })(BABYLON || (BABYLON = {}));
  50008. //# sourceMappingURL=babylon.flyCamera.js.map
  50009. var BABYLON;
  50010. (function (BABYLON) {
  50011. /**
  50012. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50013. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50014. */
  50015. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50016. function ArcRotateCameraKeyboardMoveInput() {
  50017. /**
  50018. * Defines the list of key codes associated with the up action (increase alpha)
  50019. */
  50020. this.keysUp = [38];
  50021. /**
  50022. * Defines the list of key codes associated with the down action (decrease alpha)
  50023. */
  50024. this.keysDown = [40];
  50025. /**
  50026. * Defines the list of key codes associated with the left action (increase beta)
  50027. */
  50028. this.keysLeft = [37];
  50029. /**
  50030. * Defines the list of key codes associated with the right action (decrease beta)
  50031. */
  50032. this.keysRight = [39];
  50033. /**
  50034. * Defines the list of key codes associated with the reset action.
  50035. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50036. */
  50037. this.keysReset = [220];
  50038. /**
  50039. * Defines the panning sensibility of the inputs.
  50040. * (How fast is the camera paning)
  50041. */
  50042. this.panningSensibility = 50.0;
  50043. /**
  50044. * Defines the zooming sensibility of the inputs.
  50045. * (How fast is the camera zooming)
  50046. */
  50047. this.zoomingSensibility = 25.0;
  50048. /**
  50049. * Defines wether maintaining the alt key down switch the movement mode from
  50050. * orientation to zoom.
  50051. */
  50052. this.useAltToZoom = true;
  50053. /**
  50054. * Rotation speed of the camera
  50055. */
  50056. this.angularSpeed = 0.01;
  50057. this._keys = new Array();
  50058. }
  50059. /**
  50060. * Attach the input controls to a specific dom element to get the input from.
  50061. * @param element Defines the element the controls should be listened from
  50062. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50063. */
  50064. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50065. var _this = this;
  50066. if (this._onCanvasBlurObserver) {
  50067. return;
  50068. }
  50069. this._scene = this.camera.getScene();
  50070. this._engine = this._scene.getEngine();
  50071. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50072. _this._keys = [];
  50073. });
  50074. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50075. var evt = info.event;
  50076. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50077. _this._ctrlPressed = evt.ctrlKey;
  50078. _this._altPressed = evt.altKey;
  50079. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50080. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50081. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50082. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50083. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50084. var index = _this._keys.indexOf(evt.keyCode);
  50085. if (index === -1) {
  50086. _this._keys.push(evt.keyCode);
  50087. }
  50088. if (evt.preventDefault) {
  50089. if (!noPreventDefault) {
  50090. evt.preventDefault();
  50091. }
  50092. }
  50093. }
  50094. }
  50095. else {
  50096. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50097. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50098. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50099. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50100. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50101. var index = _this._keys.indexOf(evt.keyCode);
  50102. if (index >= 0) {
  50103. _this._keys.splice(index, 1);
  50104. }
  50105. if (evt.preventDefault) {
  50106. if (!noPreventDefault) {
  50107. evt.preventDefault();
  50108. }
  50109. }
  50110. }
  50111. }
  50112. });
  50113. };
  50114. /**
  50115. * Detach the current controls from the specified dom element.
  50116. * @param element Defines the element to stop listening the inputs from
  50117. */
  50118. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50119. if (this._scene) {
  50120. if (this._onKeyboardObserver) {
  50121. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50122. }
  50123. if (this._onCanvasBlurObserver) {
  50124. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50125. }
  50126. this._onKeyboardObserver = null;
  50127. this._onCanvasBlurObserver = null;
  50128. }
  50129. this._keys = [];
  50130. };
  50131. /**
  50132. * Update the current camera state depending on the inputs that have been used this frame.
  50133. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50134. */
  50135. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50136. if (this._onKeyboardObserver) {
  50137. var camera = this.camera;
  50138. for (var index = 0; index < this._keys.length; index++) {
  50139. var keyCode = this._keys[index];
  50140. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50141. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50142. camera.inertialPanningX -= 1 / this.panningSensibility;
  50143. }
  50144. else {
  50145. camera.inertialAlphaOffset -= this.angularSpeed;
  50146. }
  50147. }
  50148. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50149. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50150. camera.inertialPanningY += 1 / this.panningSensibility;
  50151. }
  50152. else if (this._altPressed && this.useAltToZoom) {
  50153. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50154. }
  50155. else {
  50156. camera.inertialBetaOffset -= this.angularSpeed;
  50157. }
  50158. }
  50159. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50160. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50161. camera.inertialPanningX += 1 / this.panningSensibility;
  50162. }
  50163. else {
  50164. camera.inertialAlphaOffset += this.angularSpeed;
  50165. }
  50166. }
  50167. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50168. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50169. camera.inertialPanningY -= 1 / this.panningSensibility;
  50170. }
  50171. else if (this._altPressed && this.useAltToZoom) {
  50172. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50173. }
  50174. else {
  50175. camera.inertialBetaOffset += this.angularSpeed;
  50176. }
  50177. }
  50178. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50179. if (camera.useInputToRestoreState) {
  50180. camera.restoreState();
  50181. }
  50182. }
  50183. }
  50184. }
  50185. };
  50186. /**
  50187. * Gets the class name of the current intput.
  50188. * @returns the class name
  50189. */
  50190. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50191. return "ArcRotateCameraKeyboardMoveInput";
  50192. };
  50193. /**
  50194. * Get the friendly name associated with the input class.
  50195. * @returns the input friendly name
  50196. */
  50197. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50198. return "keyboard";
  50199. };
  50200. __decorate([
  50201. BABYLON.serialize()
  50202. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50203. __decorate([
  50204. BABYLON.serialize()
  50205. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50206. __decorate([
  50207. BABYLON.serialize()
  50208. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50209. __decorate([
  50210. BABYLON.serialize()
  50211. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50212. __decorate([
  50213. BABYLON.serialize()
  50214. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50215. __decorate([
  50216. BABYLON.serialize()
  50217. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50218. __decorate([
  50219. BABYLON.serialize()
  50220. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50221. __decorate([
  50222. BABYLON.serialize()
  50223. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50224. __decorate([
  50225. BABYLON.serialize()
  50226. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50227. return ArcRotateCameraKeyboardMoveInput;
  50228. }());
  50229. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50230. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50231. })(BABYLON || (BABYLON = {}));
  50232. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50233. var BABYLON;
  50234. (function (BABYLON) {
  50235. /**
  50236. * Manage the mouse wheel inputs to control an arc rotate camera.
  50237. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50238. */
  50239. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50240. function ArcRotateCameraMouseWheelInput() {
  50241. /**
  50242. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50243. */
  50244. this.wheelPrecision = 3.0;
  50245. /**
  50246. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50247. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50248. */
  50249. this.wheelDeltaPercentage = 0;
  50250. }
  50251. /**
  50252. * Attach the input controls to a specific dom element to get the input from.
  50253. * @param element Defines the element the controls should be listened from
  50254. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50255. */
  50256. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50257. var _this = this;
  50258. this._wheel = function (p, s) {
  50259. //sanity check - this should be a PointerWheel event.
  50260. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50261. return;
  50262. }
  50263. var event = p.event;
  50264. var delta = 0;
  50265. if (event.wheelDelta) {
  50266. if (_this.wheelDeltaPercentage) {
  50267. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50268. if (event.wheelDelta > 0) {
  50269. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50270. }
  50271. else {
  50272. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50273. }
  50274. }
  50275. else {
  50276. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50277. }
  50278. }
  50279. else if (event.detail) {
  50280. delta = -event.detail / _this.wheelPrecision;
  50281. }
  50282. if (delta) {
  50283. _this.camera.inertialRadiusOffset += delta;
  50284. }
  50285. if (event.preventDefault) {
  50286. if (!noPreventDefault) {
  50287. event.preventDefault();
  50288. }
  50289. }
  50290. };
  50291. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50292. };
  50293. /**
  50294. * Detach the current controls from the specified dom element.
  50295. * @param element Defines the element to stop listening the inputs from
  50296. */
  50297. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50298. if (this._observer && element) {
  50299. this.camera.getScene().onPointerObservable.remove(this._observer);
  50300. this._observer = null;
  50301. this._wheel = null;
  50302. }
  50303. };
  50304. /**
  50305. * Gets the class name of the current intput.
  50306. * @returns the class name
  50307. */
  50308. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50309. return "ArcRotateCameraMouseWheelInput";
  50310. };
  50311. /**
  50312. * Get the friendly name associated with the input class.
  50313. * @returns the input friendly name
  50314. */
  50315. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50316. return "mousewheel";
  50317. };
  50318. __decorate([
  50319. BABYLON.serialize()
  50320. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50321. __decorate([
  50322. BABYLON.serialize()
  50323. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50324. return ArcRotateCameraMouseWheelInput;
  50325. }());
  50326. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50327. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50328. })(BABYLON || (BABYLON = {}));
  50329. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50330. var BABYLON;
  50331. (function (BABYLON) {
  50332. /**
  50333. * Manage the pointers inputs to control an arc rotate camera.
  50334. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50335. */
  50336. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50337. function ArcRotateCameraPointersInput() {
  50338. /**
  50339. * Defines the buttons associated with the input to handle camera move.
  50340. */
  50341. this.buttons = [0, 1, 2];
  50342. /**
  50343. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50344. */
  50345. this.angularSensibilityX = 1000.0;
  50346. /**
  50347. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50348. */
  50349. this.angularSensibilityY = 1000.0;
  50350. /**
  50351. * Defines the pointer pinch precision or how fast is the camera zooming.
  50352. */
  50353. this.pinchPrecision = 12.0;
  50354. /**
  50355. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50356. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50357. */
  50358. this.pinchDeltaPercentage = 0;
  50359. /**
  50360. * Defines the pointer panning sensibility or how fast is the camera moving.
  50361. */
  50362. this.panningSensibility = 1000.0;
  50363. /**
  50364. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50365. */
  50366. this.multiTouchPanning = true;
  50367. /**
  50368. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50369. */
  50370. this.multiTouchPanAndZoom = true;
  50371. /**
  50372. * Revers pinch action direction.
  50373. */
  50374. this.pinchInwards = true;
  50375. this._isPanClick = false;
  50376. }
  50377. /**
  50378. * Attach the input controls to a specific dom element to get the input from.
  50379. * @param element Defines the element the controls should be listened from
  50380. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50381. */
  50382. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50383. var _this = this;
  50384. var engine = this.camera.getEngine();
  50385. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50386. var pointA = null;
  50387. var pointB = null;
  50388. var previousPinchSquaredDistance = 0;
  50389. var initialDistance = 0;
  50390. var twoFingerActivityCount = 0;
  50391. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50392. this._pointerInput = function (p, s) {
  50393. var evt = p.event;
  50394. var isTouch = p.event.pointerType === "touch";
  50395. if (engine.isInVRExclusivePointerMode) {
  50396. return;
  50397. }
  50398. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50399. return;
  50400. }
  50401. var srcElement = (evt.srcElement || evt.target);
  50402. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50403. try {
  50404. srcElement.setPointerCapture(evt.pointerId);
  50405. }
  50406. catch (e) {
  50407. //Nothing to do with the error. Execution will continue.
  50408. }
  50409. // Manage panning with pan button click
  50410. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  50411. // manage pointers
  50412. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  50413. if (pointA === null) {
  50414. pointA = cacheSoloPointer;
  50415. }
  50416. else if (pointB === null) {
  50417. pointB = cacheSoloPointer;
  50418. }
  50419. if (!noPreventDefault) {
  50420. evt.preventDefault();
  50421. element.focus();
  50422. }
  50423. }
  50424. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  50425. if (_this.camera.useInputToRestoreState) {
  50426. _this.camera.restoreState();
  50427. }
  50428. }
  50429. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50430. try {
  50431. srcElement.releasePointerCapture(evt.pointerId);
  50432. }
  50433. catch (e) {
  50434. //Nothing to do with the error.
  50435. }
  50436. cacheSoloPointer = null;
  50437. previousPinchSquaredDistance = 0;
  50438. previousMultiTouchPanPosition.isPaning = false;
  50439. previousMultiTouchPanPosition.isPinching = false;
  50440. twoFingerActivityCount = 0;
  50441. initialDistance = 0;
  50442. if (!isTouch) {
  50443. pointB = null; // Mouse and pen are mono pointer
  50444. }
  50445. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  50446. //but emptying completly pointers collection is required to fix a bug on iPhone :
  50447. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  50448. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  50449. if (engine._badOS) {
  50450. pointA = pointB = null;
  50451. }
  50452. else {
  50453. //only remove the impacted pointer in case of multitouch allowing on most
  50454. //platforms switching from rotate to zoom and pan seamlessly.
  50455. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  50456. pointA = pointB;
  50457. pointB = null;
  50458. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50459. }
  50460. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  50461. pointB = null;
  50462. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50463. }
  50464. else {
  50465. pointA = pointB = null;
  50466. }
  50467. }
  50468. if (!noPreventDefault) {
  50469. evt.preventDefault();
  50470. }
  50471. }
  50472. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50473. if (!noPreventDefault) {
  50474. evt.preventDefault();
  50475. }
  50476. // One button down
  50477. if (pointA && pointB === null && cacheSoloPointer) {
  50478. if (_this.panningSensibility !== 0 &&
  50479. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  50480. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  50481. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  50482. }
  50483. else {
  50484. var offsetX = evt.clientX - cacheSoloPointer.x;
  50485. var offsetY = evt.clientY - cacheSoloPointer.y;
  50486. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50487. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50488. }
  50489. cacheSoloPointer.x = evt.clientX;
  50490. cacheSoloPointer.y = evt.clientY;
  50491. }
  50492. // Two buttons down: pinch/pan
  50493. else if (pointA && pointB) {
  50494. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  50495. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  50496. ed.x = evt.clientX;
  50497. ed.y = evt.clientY;
  50498. var direction = _this.pinchInwards ? 1 : -1;
  50499. var distX = pointA.x - pointB.x;
  50500. var distY = pointA.y - pointB.y;
  50501. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  50502. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  50503. if (previousPinchSquaredDistance === 0) {
  50504. initialDistance = pinchDistance;
  50505. previousPinchSquaredDistance = pinchSquaredDistance;
  50506. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  50507. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  50508. return;
  50509. }
  50510. if (_this.multiTouchPanAndZoom) {
  50511. if (_this.pinchDeltaPercentage) {
  50512. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50513. }
  50514. else {
  50515. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50516. (_this.pinchPrecision *
  50517. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50518. direction);
  50519. }
  50520. if (_this.panningSensibility !== 0) {
  50521. var pointersCenterX = (pointA.x + pointB.x) / 2;
  50522. var pointersCenterY = (pointA.y + pointB.y) / 2;
  50523. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  50524. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  50525. previousMultiTouchPanPosition.x = pointersCenterX;
  50526. previousMultiTouchPanPosition.y = pointersCenterY;
  50527. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  50528. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  50529. }
  50530. }
  50531. else {
  50532. twoFingerActivityCount++;
  50533. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  50534. if (_this.pinchDeltaPercentage) {
  50535. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50536. }
  50537. else {
  50538. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50539. (_this.pinchPrecision *
  50540. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50541. direction);
  50542. }
  50543. previousMultiTouchPanPosition.isPaning = false;
  50544. previousMultiTouchPanPosition.isPinching = true;
  50545. }
  50546. else {
  50547. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  50548. if (!previousMultiTouchPanPosition.isPaning) {
  50549. previousMultiTouchPanPosition.isPaning = true;
  50550. previousMultiTouchPanPosition.isPinching = false;
  50551. previousMultiTouchPanPosition.x = ed.x;
  50552. previousMultiTouchPanPosition.y = ed.y;
  50553. return;
  50554. }
  50555. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  50556. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  50557. }
  50558. }
  50559. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  50560. previousMultiTouchPanPosition.x = ed.x;
  50561. previousMultiTouchPanPosition.y = ed.y;
  50562. }
  50563. }
  50564. previousPinchSquaredDistance = pinchSquaredDistance;
  50565. }
  50566. }
  50567. };
  50568. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  50569. this._onContextMenu = function (evt) {
  50570. evt.preventDefault();
  50571. };
  50572. if (!this.camera._useCtrlForPanning) {
  50573. element.addEventListener("contextmenu", this._onContextMenu, false);
  50574. }
  50575. this._onLostFocus = function () {
  50576. //this._keys = [];
  50577. pointA = pointB = null;
  50578. previousPinchSquaredDistance = 0;
  50579. previousMultiTouchPanPosition.isPaning = false;
  50580. previousMultiTouchPanPosition.isPinching = false;
  50581. twoFingerActivityCount = 0;
  50582. cacheSoloPointer = null;
  50583. initialDistance = 0;
  50584. };
  50585. this._onMouseMove = function (evt) {
  50586. if (!engine.isPointerLock) {
  50587. return;
  50588. }
  50589. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  50590. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  50591. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50592. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50593. if (!noPreventDefault) {
  50594. evt.preventDefault();
  50595. }
  50596. };
  50597. this._onGestureStart = function (e) {
  50598. if (window.MSGesture === undefined) {
  50599. return;
  50600. }
  50601. if (!_this._MSGestureHandler) {
  50602. _this._MSGestureHandler = new MSGesture();
  50603. _this._MSGestureHandler.target = element;
  50604. }
  50605. _this._MSGestureHandler.addPointer(e.pointerId);
  50606. };
  50607. this._onGesture = function (e) {
  50608. _this.camera.radius *= e.scale;
  50609. if (e.preventDefault) {
  50610. if (!noPreventDefault) {
  50611. e.stopPropagation();
  50612. e.preventDefault();
  50613. }
  50614. }
  50615. };
  50616. element.addEventListener("mousemove", this._onMouseMove, false);
  50617. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  50618. element.addEventListener("MSGestureChange", this._onGesture, false);
  50619. BABYLON.Tools.RegisterTopRootEvents([
  50620. { name: "blur", handler: this._onLostFocus }
  50621. ]);
  50622. };
  50623. /**
  50624. * Detach the current controls from the specified dom element.
  50625. * @param element Defines the element to stop listening the inputs from
  50626. */
  50627. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  50628. if (this._onLostFocus) {
  50629. BABYLON.Tools.UnregisterTopRootEvents([
  50630. { name: "blur", handler: this._onLostFocus }
  50631. ]);
  50632. }
  50633. if (element && this._observer) {
  50634. this.camera.getScene().onPointerObservable.remove(this._observer);
  50635. this._observer = null;
  50636. if (this._onContextMenu) {
  50637. element.removeEventListener("contextmenu", this._onContextMenu);
  50638. }
  50639. if (this._onMouseMove) {
  50640. element.removeEventListener("mousemove", this._onMouseMove);
  50641. }
  50642. if (this._onGestureStart) {
  50643. element.removeEventListener("MSPointerDown", this._onGestureStart);
  50644. }
  50645. if (this._onGesture) {
  50646. element.removeEventListener("MSGestureChange", this._onGesture);
  50647. }
  50648. this._isPanClick = false;
  50649. this.pinchInwards = true;
  50650. this._onMouseMove = null;
  50651. this._onGestureStart = null;
  50652. this._onGesture = null;
  50653. this._MSGestureHandler = null;
  50654. this._onLostFocus = null;
  50655. this._onContextMenu = null;
  50656. }
  50657. };
  50658. /**
  50659. * Gets the class name of the current intput.
  50660. * @returns the class name
  50661. */
  50662. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  50663. return "ArcRotateCameraPointersInput";
  50664. };
  50665. /**
  50666. * Get the friendly name associated with the input class.
  50667. * @returns the input friendly name
  50668. */
  50669. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  50670. return "pointers";
  50671. };
  50672. __decorate([
  50673. BABYLON.serialize()
  50674. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  50675. __decorate([
  50676. BABYLON.serialize()
  50677. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  50678. __decorate([
  50679. BABYLON.serialize()
  50680. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  50681. __decorate([
  50682. BABYLON.serialize()
  50683. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  50684. __decorate([
  50685. BABYLON.serialize()
  50686. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  50687. __decorate([
  50688. BABYLON.serialize()
  50689. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  50690. __decorate([
  50691. BABYLON.serialize()
  50692. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  50693. __decorate([
  50694. BABYLON.serialize()
  50695. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  50696. return ArcRotateCameraPointersInput;
  50697. }());
  50698. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  50699. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  50700. })(BABYLON || (BABYLON = {}));
  50701. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  50702. var BABYLON;
  50703. (function (BABYLON) {
  50704. /**
  50705. * Default Inputs manager for the ArcRotateCamera.
  50706. * It groups all the default supported inputs for ease of use.
  50707. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50708. */
  50709. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  50710. __extends(ArcRotateCameraInputsManager, _super);
  50711. /**
  50712. * Instantiates a new ArcRotateCameraInputsManager.
  50713. * @param camera Defines the camera the inputs belong to
  50714. */
  50715. function ArcRotateCameraInputsManager(camera) {
  50716. return _super.call(this, camera) || this;
  50717. }
  50718. /**
  50719. * Add mouse wheel input support to the input manager.
  50720. * @returns the current input manager
  50721. */
  50722. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  50723. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  50724. return this;
  50725. };
  50726. /**
  50727. * Add pointers input support to the input manager.
  50728. * @returns the current input manager
  50729. */
  50730. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  50731. this.add(new BABYLON.ArcRotateCameraPointersInput());
  50732. return this;
  50733. };
  50734. /**
  50735. * Add keyboard input support to the input manager.
  50736. * @returns the current input manager
  50737. */
  50738. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  50739. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  50740. return this;
  50741. };
  50742. /**
  50743. * Add orientation input support to the input manager.
  50744. * @returns the current input manager
  50745. */
  50746. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  50747. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  50748. return this;
  50749. };
  50750. return ArcRotateCameraInputsManager;
  50751. }(BABYLON.CameraInputsManager));
  50752. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  50753. })(BABYLON || (BABYLON = {}));
  50754. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  50755. var BABYLON;
  50756. (function (BABYLON) {
  50757. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  50758. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  50759. });
  50760. /**
  50761. * This represents an orbital type of camera.
  50762. *
  50763. * 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.
  50764. * 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.
  50765. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  50766. */
  50767. var ArcRotateCamera = /** @class */ (function (_super) {
  50768. __extends(ArcRotateCamera, _super);
  50769. /**
  50770. * Instantiates a new ArcRotateCamera in a given scene
  50771. * @param name Defines the name of the camera
  50772. * @param alpha Defines the camera rotation along the logitudinal axis
  50773. * @param beta Defines the camera rotation along the latitudinal axis
  50774. * @param radius Defines the camera distance from its target
  50775. * @param target Defines the camera target
  50776. * @param scene Defines the scene the camera belongs to
  50777. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  50778. */
  50779. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  50780. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50781. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  50782. /**
  50783. * Current inertia value on the longitudinal axis.
  50784. * The bigger this number the longer it will take for the camera to stop.
  50785. */
  50786. _this.inertialAlphaOffset = 0;
  50787. /**
  50788. * Current inertia value on the latitudinal axis.
  50789. * The bigger this number the longer it will take for the camera to stop.
  50790. */
  50791. _this.inertialBetaOffset = 0;
  50792. /**
  50793. * Current inertia value on the radius axis.
  50794. * The bigger this number the longer it will take for the camera to stop.
  50795. */
  50796. _this.inertialRadiusOffset = 0;
  50797. /**
  50798. * Minimum allowed angle on the longitudinal axis.
  50799. * This can help limiting how the Camera is able to move in the scene.
  50800. */
  50801. _this.lowerAlphaLimit = null;
  50802. /**
  50803. * Maximum allowed angle on the longitudinal axis.
  50804. * This can help limiting how the Camera is able to move in the scene.
  50805. */
  50806. _this.upperAlphaLimit = null;
  50807. /**
  50808. * Minimum allowed angle on the latitudinal axis.
  50809. * This can help limiting how the Camera is able to move in the scene.
  50810. */
  50811. _this.lowerBetaLimit = 0.01;
  50812. /**
  50813. * Maximum allowed angle on the latitudinal axis.
  50814. * This can help limiting how the Camera is able to move in the scene.
  50815. */
  50816. _this.upperBetaLimit = Math.PI;
  50817. /**
  50818. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  50819. * This can help limiting how the Camera is able to move in the scene.
  50820. */
  50821. _this.lowerRadiusLimit = null;
  50822. /**
  50823. * Maximum allowed distance of the camera to the target (The camera can not get further).
  50824. * This can help limiting how the Camera is able to move in the scene.
  50825. */
  50826. _this.upperRadiusLimit = null;
  50827. /**
  50828. * Defines the current inertia value used during panning of the camera along the X axis.
  50829. */
  50830. _this.inertialPanningX = 0;
  50831. /**
  50832. * Defines the current inertia value used during panning of the camera along the Y axis.
  50833. */
  50834. _this.inertialPanningY = 0;
  50835. /**
  50836. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  50837. * Basically if your fingers moves away from more than this distance you will be considered
  50838. * in pinch mode.
  50839. */
  50840. _this.pinchToPanMaxDistance = 20;
  50841. /**
  50842. * Defines the maximum distance the camera can pan.
  50843. * This could help keeping the cammera always in your scene.
  50844. */
  50845. _this.panningDistanceLimit = null;
  50846. /**
  50847. * Defines the target of the camera before paning.
  50848. */
  50849. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  50850. /**
  50851. * Defines the value of the inertia used during panning.
  50852. * 0 would mean stop inertia and one would mean no decelleration at all.
  50853. */
  50854. _this.panningInertia = 0.9;
  50855. //-- end properties for backward compatibility for inputs
  50856. /**
  50857. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  50858. */
  50859. _this.zoomOnFactor = 1;
  50860. /**
  50861. * Defines a screen offset for the camera position.
  50862. */
  50863. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  50864. /**
  50865. * Allows the camera to be completely reversed.
  50866. * If false the camera can not arrive upside down.
  50867. */
  50868. _this.allowUpsideDown = true;
  50869. /**
  50870. * Define if double tap/click is used to restore the previously saved state of the camera.
  50871. */
  50872. _this.useInputToRestoreState = true;
  50873. /** @hidden */
  50874. _this._viewMatrix = new BABYLON.Matrix();
  50875. /**
  50876. * Defines the allowed panning axis.
  50877. */
  50878. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  50879. /**
  50880. * Observable triggered when the mesh target has been changed on the camera.
  50881. */
  50882. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  50883. /**
  50884. * Defines whether the camera should check collision with the objects oh the scene.
  50885. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  50886. */
  50887. _this.checkCollisions = false;
  50888. /**
  50889. * Defines the collision radius of the camera.
  50890. * This simulates a sphere around the camera.
  50891. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50892. */
  50893. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  50894. _this._previousPosition = BABYLON.Vector3.Zero();
  50895. _this._collisionVelocity = BABYLON.Vector3.Zero();
  50896. _this._newPosition = BABYLON.Vector3.Zero();
  50897. _this._computationVector = BABYLON.Vector3.Zero();
  50898. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50899. if (collidedMesh === void 0) { collidedMesh = null; }
  50900. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  50901. newPosition.multiplyInPlace(_this._collider._radius);
  50902. }
  50903. if (!collidedMesh) {
  50904. _this._previousPosition.copyFrom(_this.position);
  50905. }
  50906. else {
  50907. _this.setPosition(newPosition);
  50908. if (_this.onCollide) {
  50909. _this.onCollide(collidedMesh);
  50910. }
  50911. }
  50912. // Recompute because of constraints
  50913. var cosa = Math.cos(_this.alpha);
  50914. var sina = Math.sin(_this.alpha);
  50915. var cosb = Math.cos(_this.beta);
  50916. var sinb = Math.sin(_this.beta);
  50917. if (sinb === 0) {
  50918. sinb = 0.0001;
  50919. }
  50920. var target = _this._getTargetPosition();
  50921. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  50922. target.addToRef(_this._computationVector, _this._newPosition);
  50923. _this.position.copyFrom(_this._newPosition);
  50924. var up = _this.upVector;
  50925. if (_this.allowUpsideDown && _this.beta < 0) {
  50926. up = up.clone();
  50927. up = up.negate();
  50928. }
  50929. _this._computeViewMatrix(_this.position, target, up);
  50930. _this._viewMatrix.m[12] += _this.targetScreenOffset.x;
  50931. _this._viewMatrix.m[13] += _this.targetScreenOffset.y;
  50932. _this._collisionTriggered = false;
  50933. };
  50934. _this._target = BABYLON.Vector3.Zero();
  50935. if (target) {
  50936. _this.setTarget(target);
  50937. }
  50938. _this.alpha = alpha;
  50939. _this.beta = beta;
  50940. _this.radius = radius;
  50941. _this.getViewMatrix();
  50942. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  50943. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  50944. return _this;
  50945. }
  50946. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  50947. /**
  50948. * Defines the target point of the camera.
  50949. * The camera looks towards it form the radius distance.
  50950. */
  50951. get: function () {
  50952. return this._target;
  50953. },
  50954. set: function (value) {
  50955. this.setTarget(value);
  50956. },
  50957. enumerable: true,
  50958. configurable: true
  50959. });
  50960. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  50961. //-- begin properties for backward compatibility for inputs
  50962. /**
  50963. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50964. */
  50965. get: function () {
  50966. var pointers = this.inputs.attached["pointers"];
  50967. if (pointers) {
  50968. return pointers.angularSensibilityX;
  50969. }
  50970. return 0;
  50971. },
  50972. set: function (value) {
  50973. var pointers = this.inputs.attached["pointers"];
  50974. if (pointers) {
  50975. pointers.angularSensibilityX = value;
  50976. }
  50977. },
  50978. enumerable: true,
  50979. configurable: true
  50980. });
  50981. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  50982. /**
  50983. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50984. */
  50985. get: function () {
  50986. var pointers = this.inputs.attached["pointers"];
  50987. if (pointers) {
  50988. return pointers.angularSensibilityY;
  50989. }
  50990. return 0;
  50991. },
  50992. set: function (value) {
  50993. var pointers = this.inputs.attached["pointers"];
  50994. if (pointers) {
  50995. pointers.angularSensibilityY = value;
  50996. }
  50997. },
  50998. enumerable: true,
  50999. configurable: true
  51000. });
  51001. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51002. /**
  51003. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51004. */
  51005. get: function () {
  51006. var pointers = this.inputs.attached["pointers"];
  51007. if (pointers) {
  51008. return pointers.pinchPrecision;
  51009. }
  51010. return 0;
  51011. },
  51012. set: function (value) {
  51013. var pointers = this.inputs.attached["pointers"];
  51014. if (pointers) {
  51015. pointers.pinchPrecision = value;
  51016. }
  51017. },
  51018. enumerable: true,
  51019. configurable: true
  51020. });
  51021. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51022. /**
  51023. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51024. * It will be used instead of pinchDeltaPrecision if different from 0.
  51025. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51026. */
  51027. get: function () {
  51028. var pointers = this.inputs.attached["pointers"];
  51029. if (pointers) {
  51030. return pointers.pinchDeltaPercentage;
  51031. }
  51032. return 0;
  51033. },
  51034. set: function (value) {
  51035. var pointers = this.inputs.attached["pointers"];
  51036. if (pointers) {
  51037. pointers.pinchDeltaPercentage = value;
  51038. }
  51039. },
  51040. enumerable: true,
  51041. configurable: true
  51042. });
  51043. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51044. /**
  51045. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51046. */
  51047. get: function () {
  51048. var pointers = this.inputs.attached["pointers"];
  51049. if (pointers) {
  51050. return pointers.panningSensibility;
  51051. }
  51052. return 0;
  51053. },
  51054. set: function (value) {
  51055. var pointers = this.inputs.attached["pointers"];
  51056. if (pointers) {
  51057. pointers.panningSensibility = value;
  51058. }
  51059. },
  51060. enumerable: true,
  51061. configurable: true
  51062. });
  51063. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51064. /**
  51065. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51066. */
  51067. get: function () {
  51068. var keyboard = this.inputs.attached["keyboard"];
  51069. if (keyboard) {
  51070. return keyboard.keysUp;
  51071. }
  51072. return [];
  51073. },
  51074. set: function (value) {
  51075. var keyboard = this.inputs.attached["keyboard"];
  51076. if (keyboard) {
  51077. keyboard.keysUp = value;
  51078. }
  51079. },
  51080. enumerable: true,
  51081. configurable: true
  51082. });
  51083. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51084. /**
  51085. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51086. */
  51087. get: function () {
  51088. var keyboard = this.inputs.attached["keyboard"];
  51089. if (keyboard) {
  51090. return keyboard.keysDown;
  51091. }
  51092. return [];
  51093. },
  51094. set: function (value) {
  51095. var keyboard = this.inputs.attached["keyboard"];
  51096. if (keyboard) {
  51097. keyboard.keysDown = value;
  51098. }
  51099. },
  51100. enumerable: true,
  51101. configurable: true
  51102. });
  51103. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51104. /**
  51105. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51106. */
  51107. get: function () {
  51108. var keyboard = this.inputs.attached["keyboard"];
  51109. if (keyboard) {
  51110. return keyboard.keysLeft;
  51111. }
  51112. return [];
  51113. },
  51114. set: function (value) {
  51115. var keyboard = this.inputs.attached["keyboard"];
  51116. if (keyboard) {
  51117. keyboard.keysLeft = value;
  51118. }
  51119. },
  51120. enumerable: true,
  51121. configurable: true
  51122. });
  51123. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51124. /**
  51125. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51126. */
  51127. get: function () {
  51128. var keyboard = this.inputs.attached["keyboard"];
  51129. if (keyboard) {
  51130. return keyboard.keysRight;
  51131. }
  51132. return [];
  51133. },
  51134. set: function (value) {
  51135. var keyboard = this.inputs.attached["keyboard"];
  51136. if (keyboard) {
  51137. keyboard.keysRight = value;
  51138. }
  51139. },
  51140. enumerable: true,
  51141. configurable: true
  51142. });
  51143. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51144. /**
  51145. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51146. */
  51147. get: function () {
  51148. var mousewheel = this.inputs.attached["mousewheel"];
  51149. if (mousewheel) {
  51150. return mousewheel.wheelPrecision;
  51151. }
  51152. return 0;
  51153. },
  51154. set: function (value) {
  51155. var mousewheel = this.inputs.attached["mousewheel"];
  51156. if (mousewheel) {
  51157. mousewheel.wheelPrecision = value;
  51158. }
  51159. },
  51160. enumerable: true,
  51161. configurable: true
  51162. });
  51163. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51164. /**
  51165. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51166. * It will be used instead of pinchDeltaPrecision if different from 0.
  51167. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51168. */
  51169. get: function () {
  51170. var mousewheel = this.inputs.attached["mousewheel"];
  51171. if (mousewheel) {
  51172. return mousewheel.wheelDeltaPercentage;
  51173. }
  51174. return 0;
  51175. },
  51176. set: function (value) {
  51177. var mousewheel = this.inputs.attached["mousewheel"];
  51178. if (mousewheel) {
  51179. mousewheel.wheelDeltaPercentage = value;
  51180. }
  51181. },
  51182. enumerable: true,
  51183. configurable: true
  51184. });
  51185. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51186. /**
  51187. * Gets the bouncing behavior of the camera if it has been enabled.
  51188. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51189. */
  51190. get: function () {
  51191. return this._bouncingBehavior;
  51192. },
  51193. enumerable: true,
  51194. configurable: true
  51195. });
  51196. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51197. /**
  51198. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51199. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51200. */
  51201. get: function () {
  51202. return this._bouncingBehavior != null;
  51203. },
  51204. set: function (value) {
  51205. if (value === this.useBouncingBehavior) {
  51206. return;
  51207. }
  51208. if (value) {
  51209. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51210. this.addBehavior(this._bouncingBehavior);
  51211. }
  51212. else if (this._bouncingBehavior) {
  51213. this.removeBehavior(this._bouncingBehavior);
  51214. this._bouncingBehavior = null;
  51215. }
  51216. },
  51217. enumerable: true,
  51218. configurable: true
  51219. });
  51220. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51221. /**
  51222. * Gets the framing behavior of the camera if it has been enabled.
  51223. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51224. */
  51225. get: function () {
  51226. return this._framingBehavior;
  51227. },
  51228. enumerable: true,
  51229. configurable: true
  51230. });
  51231. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51232. /**
  51233. * Defines if the framing behavior of the camera is enabled on the camera.
  51234. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51235. */
  51236. get: function () {
  51237. return this._framingBehavior != null;
  51238. },
  51239. set: function (value) {
  51240. if (value === this.useFramingBehavior) {
  51241. return;
  51242. }
  51243. if (value) {
  51244. this._framingBehavior = new BABYLON.FramingBehavior();
  51245. this.addBehavior(this._framingBehavior);
  51246. }
  51247. else if (this._framingBehavior) {
  51248. this.removeBehavior(this._framingBehavior);
  51249. this._framingBehavior = null;
  51250. }
  51251. },
  51252. enumerable: true,
  51253. configurable: true
  51254. });
  51255. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51256. /**
  51257. * Gets the auto rotation behavior of the camera if it has been enabled.
  51258. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51259. */
  51260. get: function () {
  51261. return this._autoRotationBehavior;
  51262. },
  51263. enumerable: true,
  51264. configurable: true
  51265. });
  51266. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51267. /**
  51268. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51269. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51270. */
  51271. get: function () {
  51272. return this._autoRotationBehavior != null;
  51273. },
  51274. set: function (value) {
  51275. if (value === this.useAutoRotationBehavior) {
  51276. return;
  51277. }
  51278. if (value) {
  51279. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51280. this.addBehavior(this._autoRotationBehavior);
  51281. }
  51282. else if (this._autoRotationBehavior) {
  51283. this.removeBehavior(this._autoRotationBehavior);
  51284. this._autoRotationBehavior = null;
  51285. }
  51286. },
  51287. enumerable: true,
  51288. configurable: true
  51289. });
  51290. // Cache
  51291. /** @hidden */
  51292. ArcRotateCamera.prototype._initCache = function () {
  51293. _super.prototype._initCache.call(this);
  51294. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51295. this._cache.alpha = undefined;
  51296. this._cache.beta = undefined;
  51297. this._cache.radius = undefined;
  51298. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51299. };
  51300. /** @hidden */
  51301. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51302. if (!ignoreParentClass) {
  51303. _super.prototype._updateCache.call(this);
  51304. }
  51305. this._cache._target.copyFrom(this._getTargetPosition());
  51306. this._cache.alpha = this.alpha;
  51307. this._cache.beta = this.beta;
  51308. this._cache.radius = this.radius;
  51309. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51310. };
  51311. ArcRotateCamera.prototype._getTargetPosition = function () {
  51312. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51313. var pos = this._targetHost.getAbsolutePosition();
  51314. if (this._targetBoundingCenter) {
  51315. pos.addToRef(this._targetBoundingCenter, this._target);
  51316. }
  51317. else {
  51318. this._target.copyFrom(pos);
  51319. }
  51320. }
  51321. var lockedTargetPosition = this._getLockedTargetPosition();
  51322. if (lockedTargetPosition) {
  51323. return lockedTargetPosition;
  51324. }
  51325. return this._target;
  51326. };
  51327. /**
  51328. * Stores the current state of the camera (alpha, beta, radius and target)
  51329. * @returns the camera itself
  51330. */
  51331. ArcRotateCamera.prototype.storeState = function () {
  51332. this._storedAlpha = this.alpha;
  51333. this._storedBeta = this.beta;
  51334. this._storedRadius = this.radius;
  51335. this._storedTarget = this._getTargetPosition().clone();
  51336. return _super.prototype.storeState.call(this);
  51337. };
  51338. /**
  51339. * @hidden
  51340. * Restored camera state. You must call storeState() first
  51341. */
  51342. ArcRotateCamera.prototype._restoreStateValues = function () {
  51343. if (!_super.prototype._restoreStateValues.call(this)) {
  51344. return false;
  51345. }
  51346. this.alpha = this._storedAlpha;
  51347. this.beta = this._storedBeta;
  51348. this.radius = this._storedRadius;
  51349. this.setTarget(this._storedTarget.clone());
  51350. this.inertialAlphaOffset = 0;
  51351. this.inertialBetaOffset = 0;
  51352. this.inertialRadiusOffset = 0;
  51353. this.inertialPanningX = 0;
  51354. this.inertialPanningY = 0;
  51355. return true;
  51356. };
  51357. // Synchronized
  51358. /** @hidden */
  51359. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51360. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51361. return false;
  51362. }
  51363. return this._cache._target.equals(this._getTargetPosition())
  51364. && this._cache.alpha === this.alpha
  51365. && this._cache.beta === this.beta
  51366. && this._cache.radius === this.radius
  51367. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51368. };
  51369. /**
  51370. * Attached controls to the current camera.
  51371. * @param element Defines the element the controls should be listened from
  51372. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51373. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51374. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51375. */
  51376. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51377. var _this = this;
  51378. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51379. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51380. this._useCtrlForPanning = useCtrlForPanning;
  51381. this._panningMouseButton = panningMouseButton;
  51382. this.inputs.attachElement(element, noPreventDefault);
  51383. this._reset = function () {
  51384. _this.inertialAlphaOffset = 0;
  51385. _this.inertialBetaOffset = 0;
  51386. _this.inertialRadiusOffset = 0;
  51387. _this.inertialPanningX = 0;
  51388. _this.inertialPanningY = 0;
  51389. };
  51390. };
  51391. /**
  51392. * Detach the current controls from the camera.
  51393. * The camera will stop reacting to inputs.
  51394. * @param element Defines the element to stop listening the inputs from
  51395. */
  51396. ArcRotateCamera.prototype.detachControl = function (element) {
  51397. this.inputs.detachElement(element);
  51398. if (this._reset) {
  51399. this._reset();
  51400. }
  51401. };
  51402. /** @hidden */
  51403. ArcRotateCamera.prototype._checkInputs = function () {
  51404. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51405. if (this._collisionTriggered) {
  51406. return;
  51407. }
  51408. this.inputs.checkInputs();
  51409. // Inertia
  51410. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  51411. var inertialAlphaOffset = this.inertialAlphaOffset;
  51412. if (this.beta <= 0) {
  51413. inertialAlphaOffset *= -1;
  51414. }
  51415. if (this.getScene().useRightHandedSystem) {
  51416. inertialAlphaOffset *= -1;
  51417. }
  51418. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  51419. inertialAlphaOffset *= -1;
  51420. }
  51421. this.alpha += inertialAlphaOffset;
  51422. this.beta += this.inertialBetaOffset;
  51423. this.radius -= this.inertialRadiusOffset;
  51424. this.inertialAlphaOffset *= this.inertia;
  51425. this.inertialBetaOffset *= this.inertia;
  51426. this.inertialRadiusOffset *= this.inertia;
  51427. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  51428. this.inertialAlphaOffset = 0;
  51429. }
  51430. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  51431. this.inertialBetaOffset = 0;
  51432. }
  51433. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  51434. this.inertialRadiusOffset = 0;
  51435. }
  51436. }
  51437. // Panning inertia
  51438. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  51439. if (!this._localDirection) {
  51440. this._localDirection = BABYLON.Vector3.Zero();
  51441. this._transformedDirection = BABYLON.Vector3.Zero();
  51442. }
  51443. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  51444. this._localDirection.multiplyInPlace(this.panningAxis);
  51445. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  51446. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  51447. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  51448. if (!this.panningAxis.y) {
  51449. this._transformedDirection.y = 0;
  51450. }
  51451. if (!this._targetHost) {
  51452. if (this.panningDistanceLimit) {
  51453. this._transformedDirection.addInPlace(this._target);
  51454. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  51455. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  51456. this._target.copyFrom(this._transformedDirection);
  51457. }
  51458. }
  51459. else {
  51460. this._target.addInPlace(this._transformedDirection);
  51461. }
  51462. }
  51463. this.inertialPanningX *= this.panningInertia;
  51464. this.inertialPanningY *= this.panningInertia;
  51465. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  51466. this.inertialPanningX = 0;
  51467. }
  51468. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  51469. this.inertialPanningY = 0;
  51470. }
  51471. }
  51472. // Limits
  51473. this._checkLimits();
  51474. _super.prototype._checkInputs.call(this);
  51475. };
  51476. ArcRotateCamera.prototype._checkLimits = function () {
  51477. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  51478. if (this.allowUpsideDown && this.beta > Math.PI) {
  51479. this.beta = this.beta - (2 * Math.PI);
  51480. }
  51481. }
  51482. else {
  51483. if (this.beta < this.lowerBetaLimit) {
  51484. this.beta = this.lowerBetaLimit;
  51485. }
  51486. }
  51487. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  51488. if (this.allowUpsideDown && this.beta < -Math.PI) {
  51489. this.beta = this.beta + (2 * Math.PI);
  51490. }
  51491. }
  51492. else {
  51493. if (this.beta > this.upperBetaLimit) {
  51494. this.beta = this.upperBetaLimit;
  51495. }
  51496. }
  51497. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  51498. this.alpha = this.lowerAlphaLimit;
  51499. }
  51500. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  51501. this.alpha = this.upperAlphaLimit;
  51502. }
  51503. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  51504. this.radius = this.lowerRadiusLimit;
  51505. }
  51506. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  51507. this.radius = this.upperRadiusLimit;
  51508. }
  51509. };
  51510. /**
  51511. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  51512. */
  51513. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  51514. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  51515. this.radius = this._computationVector.length();
  51516. if (this.radius === 0) {
  51517. this.radius = 0.0001; // Just to avoid division by zero
  51518. }
  51519. // Alpha
  51520. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  51521. if (this._computationVector.z < 0) {
  51522. this.alpha = 2 * Math.PI - this.alpha;
  51523. }
  51524. // Beta
  51525. this.beta = Math.acos(this._computationVector.y / this.radius);
  51526. this._checkLimits();
  51527. };
  51528. /**
  51529. * Use a position to define the current camera related information like aplha, beta and radius
  51530. * @param position Defines the position to set the camera at
  51531. */
  51532. ArcRotateCamera.prototype.setPosition = function (position) {
  51533. if (this.position.equals(position)) {
  51534. return;
  51535. }
  51536. this.position.copyFrom(position);
  51537. this.rebuildAnglesAndRadius();
  51538. };
  51539. /**
  51540. * Defines the target the camera should look at.
  51541. * This will automatically adapt alpha beta and radius to fit within the new target.
  51542. * @param target Defines the new target as a Vector or a mesh
  51543. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  51544. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  51545. */
  51546. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  51547. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  51548. if (allowSamePosition === void 0) { allowSamePosition = false; }
  51549. if (target.getBoundingInfo) {
  51550. if (toBoundingCenter) {
  51551. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  51552. }
  51553. else {
  51554. this._targetBoundingCenter = null;
  51555. }
  51556. this._targetHost = target;
  51557. this._target = this._getTargetPosition();
  51558. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  51559. }
  51560. else {
  51561. var newTarget = target;
  51562. var currentTarget = this._getTargetPosition();
  51563. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  51564. return;
  51565. }
  51566. this._targetHost = null;
  51567. this._target = newTarget;
  51568. this._targetBoundingCenter = null;
  51569. this.onMeshTargetChangedObservable.notifyObservers(null);
  51570. }
  51571. this.rebuildAnglesAndRadius();
  51572. };
  51573. /** @hidden */
  51574. ArcRotateCamera.prototype._getViewMatrix = function () {
  51575. // Compute
  51576. var cosa = Math.cos(this.alpha);
  51577. var sina = Math.sin(this.alpha);
  51578. var cosb = Math.cos(this.beta);
  51579. var sinb = Math.sin(this.beta);
  51580. if (sinb === 0) {
  51581. sinb = 0.0001;
  51582. }
  51583. var target = this._getTargetPosition();
  51584. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  51585. target.addToRef(this._computationVector, this._newPosition);
  51586. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  51587. if (!this._collider) {
  51588. this._collider = new BABYLON.Collider();
  51589. }
  51590. this._collider._radius = this.collisionRadius;
  51591. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  51592. this._collisionTriggered = true;
  51593. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  51594. }
  51595. else {
  51596. this.position.copyFrom(this._newPosition);
  51597. var up = this.upVector;
  51598. if (this.allowUpsideDown && sinb < 0) {
  51599. up = up.clone();
  51600. up = up.negate();
  51601. }
  51602. this._computeViewMatrix(this.position, target, up);
  51603. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  51604. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  51605. }
  51606. this._currentTarget = target;
  51607. return this._viewMatrix;
  51608. };
  51609. /**
  51610. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  51611. * @param meshes Defines the mesh to zoom on
  51612. * @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)
  51613. */
  51614. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  51615. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51616. meshes = meshes || this.getScene().meshes;
  51617. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  51618. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  51619. this.radius = distance * this.zoomOnFactor;
  51620. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  51621. };
  51622. /**
  51623. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  51624. * The target will be changed but the radius
  51625. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  51626. * @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)
  51627. */
  51628. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  51629. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51630. var meshesOrMinMaxVector;
  51631. var distance;
  51632. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  51633. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  51634. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  51635. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  51636. }
  51637. else { //minMaxVector and distance
  51638. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  51639. meshesOrMinMaxVector = minMaxVectorAndDistance;
  51640. distance = minMaxVectorAndDistance.distance;
  51641. }
  51642. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  51643. if (!doNotUpdateMaxZ) {
  51644. this.maxZ = distance * 2;
  51645. }
  51646. };
  51647. /**
  51648. * @override
  51649. * Override Camera.createRigCamera
  51650. */
  51651. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  51652. var alphaShift = 0;
  51653. switch (this.cameraRigMode) {
  51654. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51655. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51656. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51657. case BABYLON.Camera.RIG_MODE_VR:
  51658. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  51659. break;
  51660. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51661. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  51662. break;
  51663. }
  51664. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  51665. rigCam._cameraRigParams = {};
  51666. return rigCam;
  51667. };
  51668. /**
  51669. * @hidden
  51670. * @override
  51671. * Override Camera._updateRigCameras
  51672. */
  51673. ArcRotateCamera.prototype._updateRigCameras = function () {
  51674. var camLeft = this._rigCameras[0];
  51675. var camRight = this._rigCameras[1];
  51676. camLeft.beta = camRight.beta = this.beta;
  51677. camLeft.radius = camRight.radius = this.radius;
  51678. switch (this.cameraRigMode) {
  51679. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51680. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51681. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51682. case BABYLON.Camera.RIG_MODE_VR:
  51683. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51684. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51685. break;
  51686. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51687. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51688. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51689. break;
  51690. }
  51691. _super.prototype._updateRigCameras.call(this);
  51692. };
  51693. /**
  51694. * Destroy the camera and release the current resources hold by it.
  51695. */
  51696. ArcRotateCamera.prototype.dispose = function () {
  51697. this.inputs.clear();
  51698. _super.prototype.dispose.call(this);
  51699. };
  51700. /**
  51701. * Gets the current object class name.
  51702. * @return the class name
  51703. */
  51704. ArcRotateCamera.prototype.getClassName = function () {
  51705. return "ArcRotateCamera";
  51706. };
  51707. __decorate([
  51708. BABYLON.serialize()
  51709. ], ArcRotateCamera.prototype, "alpha", void 0);
  51710. __decorate([
  51711. BABYLON.serialize()
  51712. ], ArcRotateCamera.prototype, "beta", void 0);
  51713. __decorate([
  51714. BABYLON.serialize()
  51715. ], ArcRotateCamera.prototype, "radius", void 0);
  51716. __decorate([
  51717. BABYLON.serializeAsVector3("target")
  51718. ], ArcRotateCamera.prototype, "_target", void 0);
  51719. __decorate([
  51720. BABYLON.serialize()
  51721. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  51722. __decorate([
  51723. BABYLON.serialize()
  51724. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  51725. __decorate([
  51726. BABYLON.serialize()
  51727. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  51728. __decorate([
  51729. BABYLON.serialize()
  51730. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  51731. __decorate([
  51732. BABYLON.serialize()
  51733. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  51734. __decorate([
  51735. BABYLON.serialize()
  51736. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  51737. __decorate([
  51738. BABYLON.serialize()
  51739. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  51740. __decorate([
  51741. BABYLON.serialize()
  51742. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  51743. __decorate([
  51744. BABYLON.serialize()
  51745. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  51746. __decorate([
  51747. BABYLON.serialize()
  51748. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  51749. __decorate([
  51750. BABYLON.serialize()
  51751. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  51752. __decorate([
  51753. BABYLON.serialize()
  51754. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  51755. __decorate([
  51756. BABYLON.serialize()
  51757. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  51758. __decorate([
  51759. BABYLON.serializeAsVector3()
  51760. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  51761. __decorate([
  51762. BABYLON.serialize()
  51763. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  51764. __decorate([
  51765. BABYLON.serialize()
  51766. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  51767. __decorate([
  51768. BABYLON.serialize()
  51769. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  51770. __decorate([
  51771. BABYLON.serialize()
  51772. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  51773. __decorate([
  51774. BABYLON.serialize()
  51775. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  51776. return ArcRotateCamera;
  51777. }(BABYLON.TargetCamera));
  51778. BABYLON.ArcRotateCamera = ArcRotateCamera;
  51779. })(BABYLON || (BABYLON = {}));
  51780. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  51781. var BABYLON;
  51782. (function (BABYLON) {
  51783. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  51784. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  51785. });
  51786. /**
  51787. * The HemisphericLight simulates the ambient environment light,
  51788. * so the passed direction is the light reflection direction, not the incoming direction.
  51789. */
  51790. var HemisphericLight = /** @class */ (function (_super) {
  51791. __extends(HemisphericLight, _super);
  51792. /**
  51793. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  51794. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  51795. * The HemisphericLight can't cast shadows.
  51796. * Documentation : http://doc.babylonjs.com/tutorials/lights
  51797. * @param name The friendly name of the light
  51798. * @param direction The direction of the light reflection
  51799. * @param scene The scene the light belongs to
  51800. */
  51801. function HemisphericLight(name, direction, scene) {
  51802. var _this = _super.call(this, name, scene) || this;
  51803. /**
  51804. * The groundColor is the light in the opposite direction to the one specified during creation.
  51805. * 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.
  51806. */
  51807. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  51808. _this.direction = direction || BABYLON.Vector3.Up();
  51809. return _this;
  51810. }
  51811. HemisphericLight.prototype._buildUniformLayout = function () {
  51812. this._uniformBuffer.addUniform("vLightData", 4);
  51813. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  51814. this._uniformBuffer.addUniform("vLightSpecular", 3);
  51815. this._uniformBuffer.addUniform("vLightGround", 3);
  51816. this._uniformBuffer.addUniform("shadowsInfo", 3);
  51817. this._uniformBuffer.addUniform("depthValues", 2);
  51818. this._uniformBuffer.create();
  51819. };
  51820. /**
  51821. * Returns the string "HemisphericLight".
  51822. * @return The class name
  51823. */
  51824. HemisphericLight.prototype.getClassName = function () {
  51825. return "HemisphericLight";
  51826. };
  51827. /**
  51828. * Sets the HemisphericLight direction towards the passed target (Vector3).
  51829. * Returns the updated direction.
  51830. * @param target The target the direction should point to
  51831. * @return The computed direction
  51832. */
  51833. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  51834. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  51835. return this.direction;
  51836. };
  51837. /**
  51838. * Returns the shadow generator associated to the light.
  51839. * @returns Always null for hemispheric lights because it does not support shadows.
  51840. */
  51841. HemisphericLight.prototype.getShadowGenerator = function () {
  51842. return null;
  51843. };
  51844. /**
  51845. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  51846. * @param effect The effect to update
  51847. * @param lightIndex The index of the light in the effect to update
  51848. * @returns The hemispheric light
  51849. */
  51850. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  51851. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  51852. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  51853. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  51854. return this;
  51855. };
  51856. /**
  51857. * Computes the world matrix of the node
  51858. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  51859. * @param useWasUpdatedFlag defines a reserved property
  51860. * @returns the world matrix
  51861. */
  51862. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  51863. if (!this._worldMatrix) {
  51864. this._worldMatrix = BABYLON.Matrix.Identity();
  51865. }
  51866. return this._worldMatrix;
  51867. };
  51868. /**
  51869. * Returns the integer 3.
  51870. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51871. */
  51872. HemisphericLight.prototype.getTypeID = function () {
  51873. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  51874. };
  51875. /**
  51876. * Prepares the list of defines specific to the light type.
  51877. * @param defines the list of defines
  51878. * @param lightIndex defines the index of the light for the effect
  51879. */
  51880. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  51881. defines["HEMILIGHT" + lightIndex] = true;
  51882. };
  51883. __decorate([
  51884. BABYLON.serializeAsColor3()
  51885. ], HemisphericLight.prototype, "groundColor", void 0);
  51886. __decorate([
  51887. BABYLON.serializeAsVector3()
  51888. ], HemisphericLight.prototype, "direction", void 0);
  51889. return HemisphericLight;
  51890. }(BABYLON.Light));
  51891. BABYLON.HemisphericLight = HemisphericLight;
  51892. })(BABYLON || (BABYLON = {}));
  51893. //# sourceMappingURL=babylon.hemisphericLight.js.map
  51894. var BABYLON;
  51895. (function (BABYLON) {
  51896. /**
  51897. * Base implementation IShadowLight
  51898. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  51899. */
  51900. var ShadowLight = /** @class */ (function (_super) {
  51901. __extends(ShadowLight, _super);
  51902. function ShadowLight() {
  51903. var _this = _super !== null && _super.apply(this, arguments) || this;
  51904. _this._needProjectionMatrixCompute = true;
  51905. return _this;
  51906. }
  51907. ShadowLight.prototype._setPosition = function (value) {
  51908. this._position = value;
  51909. };
  51910. Object.defineProperty(ShadowLight.prototype, "position", {
  51911. /**
  51912. * Sets the position the shadow will be casted from. Also use as the light position for both
  51913. * point and spot lights.
  51914. */
  51915. get: function () {
  51916. return this._position;
  51917. },
  51918. /**
  51919. * Sets the position the shadow will be casted from. Also use as the light position for both
  51920. * point and spot lights.
  51921. */
  51922. set: function (value) {
  51923. this._setPosition(value);
  51924. },
  51925. enumerable: true,
  51926. configurable: true
  51927. });
  51928. ShadowLight.prototype._setDirection = function (value) {
  51929. this._direction = value;
  51930. };
  51931. Object.defineProperty(ShadowLight.prototype, "direction", {
  51932. /**
  51933. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  51934. * Also use as the light direction on spot and directional lights.
  51935. */
  51936. get: function () {
  51937. return this._direction;
  51938. },
  51939. /**
  51940. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  51941. * Also use as the light direction on spot and directional lights.
  51942. */
  51943. set: function (value) {
  51944. this._setDirection(value);
  51945. },
  51946. enumerable: true,
  51947. configurable: true
  51948. });
  51949. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  51950. /**
  51951. * Gets the shadow projection clipping minimum z value.
  51952. */
  51953. get: function () {
  51954. return this._shadowMinZ;
  51955. },
  51956. /**
  51957. * Sets the shadow projection clipping minimum z value.
  51958. */
  51959. set: function (value) {
  51960. this._shadowMinZ = value;
  51961. this.forceProjectionMatrixCompute();
  51962. },
  51963. enumerable: true,
  51964. configurable: true
  51965. });
  51966. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  51967. /**
  51968. * Sets the shadow projection clipping maximum z value.
  51969. */
  51970. get: function () {
  51971. return this._shadowMaxZ;
  51972. },
  51973. /**
  51974. * Gets the shadow projection clipping maximum z value.
  51975. */
  51976. set: function (value) {
  51977. this._shadowMaxZ = value;
  51978. this.forceProjectionMatrixCompute();
  51979. },
  51980. enumerable: true,
  51981. configurable: true
  51982. });
  51983. /**
  51984. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  51985. * @returns true if the information has been computed, false if it does not need to (no parenting)
  51986. */
  51987. ShadowLight.prototype.computeTransformedInformation = function () {
  51988. if (this.parent && this.parent.getWorldMatrix) {
  51989. if (!this.transformedPosition) {
  51990. this.transformedPosition = BABYLON.Vector3.Zero();
  51991. }
  51992. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  51993. // In case the direction is present.
  51994. if (this.direction) {
  51995. if (!this.transformedDirection) {
  51996. this.transformedDirection = BABYLON.Vector3.Zero();
  51997. }
  51998. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  51999. }
  52000. return true;
  52001. }
  52002. return false;
  52003. };
  52004. /**
  52005. * Return the depth scale used for the shadow map.
  52006. * @returns the depth scale.
  52007. */
  52008. ShadowLight.prototype.getDepthScale = function () {
  52009. return 50.0;
  52010. };
  52011. /**
  52012. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52013. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52014. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52015. */
  52016. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52017. return this.transformedDirection ? this.transformedDirection : this.direction;
  52018. };
  52019. /**
  52020. * Returns the ShadowLight absolute position in the World.
  52021. * @returns the position vector in world space
  52022. */
  52023. ShadowLight.prototype.getAbsolutePosition = function () {
  52024. return this.transformedPosition ? this.transformedPosition : this.position;
  52025. };
  52026. /**
  52027. * Sets the ShadowLight direction toward the passed target.
  52028. * @param target The point tot target in local space
  52029. * @returns the updated ShadowLight direction
  52030. */
  52031. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52032. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52033. return this.direction;
  52034. };
  52035. /**
  52036. * Returns the light rotation in euler definition.
  52037. * @returns the x y z rotation in local space.
  52038. */
  52039. ShadowLight.prototype.getRotation = function () {
  52040. this.direction.normalize();
  52041. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52042. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52043. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52044. };
  52045. /**
  52046. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52047. * @returns true if a cube texture needs to be use
  52048. */
  52049. ShadowLight.prototype.needCube = function () {
  52050. return false;
  52051. };
  52052. /**
  52053. * Detects if the projection matrix requires to be recomputed this frame.
  52054. * @returns true if it requires to be recomputed otherwise, false.
  52055. */
  52056. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52057. return this._needProjectionMatrixCompute;
  52058. };
  52059. /**
  52060. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52061. */
  52062. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52063. this._needProjectionMatrixCompute = true;
  52064. };
  52065. /** @hidden */
  52066. ShadowLight.prototype._initCache = function () {
  52067. _super.prototype._initCache.call(this);
  52068. this._cache.position = BABYLON.Vector3.Zero();
  52069. };
  52070. /** @hidden */
  52071. ShadowLight.prototype._isSynchronized = function () {
  52072. if (!this._cache.position.equals(this.position)) {
  52073. return false;
  52074. }
  52075. return true;
  52076. };
  52077. /**
  52078. * Computes the world matrix of the node
  52079. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52080. * @returns the world matrix
  52081. */
  52082. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52083. if (!force && this.isSynchronized()) {
  52084. this._currentRenderId = this.getScene().getRenderId();
  52085. return this._worldMatrix;
  52086. }
  52087. this._updateCache();
  52088. this._cache.position.copyFrom(this.position);
  52089. if (!this._worldMatrix) {
  52090. this._worldMatrix = BABYLON.Matrix.Identity();
  52091. }
  52092. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52093. if (this.parent && this.parent.getWorldMatrix) {
  52094. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52095. this._markSyncedWithParent();
  52096. }
  52097. // Cache the determinant
  52098. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52099. return this._worldMatrix;
  52100. };
  52101. /**
  52102. * Gets the minZ used for shadow according to both the scene and the light.
  52103. * @param activeCamera The camera we are returning the min for
  52104. * @returns the depth min z
  52105. */
  52106. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52107. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52108. };
  52109. /**
  52110. * Gets the maxZ used for shadow according to both the scene and the light.
  52111. * @param activeCamera The camera we are returning the max for
  52112. * @returns the depth max z
  52113. */
  52114. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52115. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52116. };
  52117. /**
  52118. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52119. * @param matrix The materix to updated with the projection information
  52120. * @param viewMatrix The transform matrix of the light
  52121. * @param renderList The list of mesh to render in the map
  52122. * @returns The current light
  52123. */
  52124. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52125. if (this.customProjectionMatrixBuilder) {
  52126. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52127. }
  52128. else {
  52129. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52130. }
  52131. return this;
  52132. };
  52133. __decorate([
  52134. BABYLON.serializeAsVector3()
  52135. ], ShadowLight.prototype, "position", null);
  52136. __decorate([
  52137. BABYLON.serializeAsVector3()
  52138. ], ShadowLight.prototype, "direction", null);
  52139. __decorate([
  52140. BABYLON.serialize()
  52141. ], ShadowLight.prototype, "shadowMinZ", null);
  52142. __decorate([
  52143. BABYLON.serialize()
  52144. ], ShadowLight.prototype, "shadowMaxZ", null);
  52145. return ShadowLight;
  52146. }(BABYLON.Light));
  52147. BABYLON.ShadowLight = ShadowLight;
  52148. })(BABYLON || (BABYLON = {}));
  52149. //# sourceMappingURL=babylon.shadowLight.js.map
  52150. var BABYLON;
  52151. (function (BABYLON) {
  52152. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52153. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52154. });
  52155. /**
  52156. * A point light is a light defined by an unique point in world space.
  52157. * The light is emitted in every direction from this point.
  52158. * A good example of a point light is a standard light bulb.
  52159. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52160. */
  52161. var PointLight = /** @class */ (function (_super) {
  52162. __extends(PointLight, _super);
  52163. /**
  52164. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52165. * A PointLight emits the light in every direction.
  52166. * It can cast shadows.
  52167. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52168. * ```javascript
  52169. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52170. * ```
  52171. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52172. * @param name The light friendly name
  52173. * @param position The position of the point light in the scene
  52174. * @param scene The scene the lights belongs to
  52175. */
  52176. function PointLight(name, position, scene) {
  52177. var _this = _super.call(this, name, scene) || this;
  52178. _this._shadowAngle = Math.PI / 2;
  52179. _this.position = position;
  52180. return _this;
  52181. }
  52182. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52183. /**
  52184. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52185. * This specifies what angle the shadow will use to be created.
  52186. *
  52187. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52188. */
  52189. get: function () {
  52190. return this._shadowAngle;
  52191. },
  52192. /**
  52193. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52194. * This specifies what angle the shadow will use to be created.
  52195. *
  52196. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52197. */
  52198. set: function (value) {
  52199. this._shadowAngle = value;
  52200. this.forceProjectionMatrixCompute();
  52201. },
  52202. enumerable: true,
  52203. configurable: true
  52204. });
  52205. Object.defineProperty(PointLight.prototype, "direction", {
  52206. /**
  52207. * Gets the direction if it has been set.
  52208. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52209. */
  52210. get: function () {
  52211. return this._direction;
  52212. },
  52213. /**
  52214. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52215. */
  52216. set: function (value) {
  52217. var previousNeedCube = this.needCube();
  52218. this._direction = value;
  52219. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52220. this._shadowGenerator.recreateShadowMap();
  52221. }
  52222. },
  52223. enumerable: true,
  52224. configurable: true
  52225. });
  52226. /**
  52227. * Returns the string "PointLight"
  52228. * @returns the class name
  52229. */
  52230. PointLight.prototype.getClassName = function () {
  52231. return "PointLight";
  52232. };
  52233. /**
  52234. * Returns the integer 0.
  52235. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52236. */
  52237. PointLight.prototype.getTypeID = function () {
  52238. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52239. };
  52240. /**
  52241. * Specifies wether or not the shadowmap should be a cube texture.
  52242. * @returns true if the shadowmap needs to be a cube texture.
  52243. */
  52244. PointLight.prototype.needCube = function () {
  52245. return !this.direction;
  52246. };
  52247. /**
  52248. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52249. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52250. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52251. */
  52252. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52253. if (this.direction) {
  52254. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52255. }
  52256. else {
  52257. switch (faceIndex) {
  52258. case 0:
  52259. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52260. case 1:
  52261. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52262. case 2:
  52263. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52264. case 3:
  52265. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52266. case 4:
  52267. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52268. case 5:
  52269. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52270. }
  52271. }
  52272. return BABYLON.Vector3.Zero();
  52273. };
  52274. /**
  52275. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52276. * - fov = PI / 2
  52277. * - aspect ratio : 1.0
  52278. * - z-near and far equal to the active camera minZ and maxZ.
  52279. * Returns the PointLight.
  52280. */
  52281. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52282. var activeCamera = this.getScene().activeCamera;
  52283. if (!activeCamera) {
  52284. return;
  52285. }
  52286. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52287. };
  52288. PointLight.prototype._buildUniformLayout = function () {
  52289. this._uniformBuffer.addUniform("vLightData", 4);
  52290. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52291. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52292. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52293. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52294. this._uniformBuffer.addUniform("depthValues", 2);
  52295. this._uniformBuffer.create();
  52296. };
  52297. /**
  52298. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52299. * @param effect The effect to update
  52300. * @param lightIndex The index of the light in the effect to update
  52301. * @returns The point light
  52302. */
  52303. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52304. if (this.computeTransformedInformation()) {
  52305. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52306. }
  52307. else {
  52308. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52309. }
  52310. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52311. return this;
  52312. };
  52313. /**
  52314. * Prepares the list of defines specific to the light type.
  52315. * @param defines the list of defines
  52316. * @param lightIndex defines the index of the light for the effect
  52317. */
  52318. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52319. defines["POINTLIGHT" + lightIndex] = true;
  52320. };
  52321. __decorate([
  52322. BABYLON.serialize()
  52323. ], PointLight.prototype, "shadowAngle", null);
  52324. return PointLight;
  52325. }(BABYLON.ShadowLight));
  52326. BABYLON.PointLight = PointLight;
  52327. })(BABYLON || (BABYLON = {}));
  52328. //# sourceMappingURL=babylon.pointLight.js.map
  52329. var BABYLON;
  52330. (function (BABYLON) {
  52331. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52332. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52333. });
  52334. /**
  52335. * A directional light is defined by a direction (what a surprise!).
  52336. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52337. * 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.
  52338. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52339. */
  52340. var DirectionalLight = /** @class */ (function (_super) {
  52341. __extends(DirectionalLight, _super);
  52342. /**
  52343. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52344. * The directional light is emitted from everywhere in the given direction.
  52345. * It can cast shadows.
  52346. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52347. * @param name The friendly name of the light
  52348. * @param direction The direction of the light
  52349. * @param scene The scene the light belongs to
  52350. */
  52351. function DirectionalLight(name, direction, scene) {
  52352. var _this = _super.call(this, name, scene) || this;
  52353. _this._shadowFrustumSize = 0;
  52354. _this._shadowOrthoScale = 0.1;
  52355. /**
  52356. * Automatically compute the projection matrix to best fit (including all the casters)
  52357. * on each frame.
  52358. */
  52359. _this.autoUpdateExtends = true;
  52360. // Cache
  52361. _this._orthoLeft = Number.MAX_VALUE;
  52362. _this._orthoRight = Number.MIN_VALUE;
  52363. _this._orthoTop = Number.MIN_VALUE;
  52364. _this._orthoBottom = Number.MAX_VALUE;
  52365. _this.position = direction.scale(-1.0);
  52366. _this.direction = direction;
  52367. return _this;
  52368. }
  52369. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52370. /**
  52371. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52372. */
  52373. get: function () {
  52374. return this._shadowFrustumSize;
  52375. },
  52376. /**
  52377. * Specifies a fix frustum size for the shadow generation.
  52378. */
  52379. set: function (value) {
  52380. this._shadowFrustumSize = value;
  52381. this.forceProjectionMatrixCompute();
  52382. },
  52383. enumerable: true,
  52384. configurable: true
  52385. });
  52386. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52387. /**
  52388. * Gets the shadow projection scale against the optimal computed one.
  52389. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52390. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52391. */
  52392. get: function () {
  52393. return this._shadowOrthoScale;
  52394. },
  52395. /**
  52396. * Sets the shadow projection scale against the optimal computed one.
  52397. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52398. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52399. */
  52400. set: function (value) {
  52401. this._shadowOrthoScale = value;
  52402. this.forceProjectionMatrixCompute();
  52403. },
  52404. enumerable: true,
  52405. configurable: true
  52406. });
  52407. /**
  52408. * Returns the string "DirectionalLight".
  52409. * @return The class name
  52410. */
  52411. DirectionalLight.prototype.getClassName = function () {
  52412. return "DirectionalLight";
  52413. };
  52414. /**
  52415. * Returns the integer 1.
  52416. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52417. */
  52418. DirectionalLight.prototype.getTypeID = function () {
  52419. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  52420. };
  52421. /**
  52422. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  52423. * Returns the DirectionalLight Shadow projection matrix.
  52424. */
  52425. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52426. if (this.shadowFrustumSize > 0) {
  52427. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  52428. }
  52429. else {
  52430. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52431. }
  52432. };
  52433. /**
  52434. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  52435. * Returns the DirectionalLight Shadow projection matrix.
  52436. */
  52437. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  52438. var activeCamera = this.getScene().activeCamera;
  52439. if (!activeCamera) {
  52440. return;
  52441. }
  52442. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52443. };
  52444. /**
  52445. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  52446. * Returns the DirectionalLight Shadow projection matrix.
  52447. */
  52448. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52449. var activeCamera = this.getScene().activeCamera;
  52450. if (!activeCamera) {
  52451. return;
  52452. }
  52453. // Check extends
  52454. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  52455. var tempVector3 = BABYLON.Vector3.Zero();
  52456. this._orthoLeft = Number.MAX_VALUE;
  52457. this._orthoRight = Number.MIN_VALUE;
  52458. this._orthoTop = Number.MIN_VALUE;
  52459. this._orthoBottom = Number.MAX_VALUE;
  52460. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  52461. var mesh = renderList[meshIndex];
  52462. if (!mesh) {
  52463. continue;
  52464. }
  52465. var boundingInfo = mesh.getBoundingInfo();
  52466. var boundingBox = boundingInfo.boundingBox;
  52467. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  52468. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  52469. if (tempVector3.x < this._orthoLeft) {
  52470. this._orthoLeft = tempVector3.x;
  52471. }
  52472. if (tempVector3.y < this._orthoBottom) {
  52473. this._orthoBottom = tempVector3.y;
  52474. }
  52475. if (tempVector3.x > this._orthoRight) {
  52476. this._orthoRight = tempVector3.x;
  52477. }
  52478. if (tempVector3.y > this._orthoTop) {
  52479. this._orthoTop = tempVector3.y;
  52480. }
  52481. }
  52482. }
  52483. }
  52484. var xOffset = this._orthoRight - this._orthoLeft;
  52485. var yOffset = this._orthoTop - this._orthoBottom;
  52486. 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);
  52487. };
  52488. DirectionalLight.prototype._buildUniformLayout = function () {
  52489. this._uniformBuffer.addUniform("vLightData", 4);
  52490. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52491. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52492. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52493. this._uniformBuffer.addUniform("depthValues", 2);
  52494. this._uniformBuffer.create();
  52495. };
  52496. /**
  52497. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  52498. * @param effect The effect to update
  52499. * @param lightIndex The index of the light in the effect to update
  52500. * @returns The directional light
  52501. */
  52502. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  52503. if (this.computeTransformedInformation()) {
  52504. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  52505. return this;
  52506. }
  52507. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  52508. return this;
  52509. };
  52510. /**
  52511. * Gets the minZ used for shadow according to both the scene and the light.
  52512. *
  52513. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52514. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52515. * @param activeCamera The camera we are returning the min for
  52516. * @returns the depth min z
  52517. */
  52518. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  52519. return 1;
  52520. };
  52521. /**
  52522. * Gets the maxZ used for shadow according to both the scene and the light.
  52523. *
  52524. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52525. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52526. * @param activeCamera The camera we are returning the max for
  52527. * @returns the depth max z
  52528. */
  52529. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  52530. return 1;
  52531. };
  52532. /**
  52533. * Prepares the list of defines specific to the light type.
  52534. * @param defines the list of defines
  52535. * @param lightIndex defines the index of the light for the effect
  52536. */
  52537. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52538. defines["DIRLIGHT" + lightIndex] = true;
  52539. };
  52540. __decorate([
  52541. BABYLON.serialize()
  52542. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  52543. __decorate([
  52544. BABYLON.serialize()
  52545. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  52546. __decorate([
  52547. BABYLON.serialize()
  52548. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  52549. return DirectionalLight;
  52550. }(BABYLON.ShadowLight));
  52551. BABYLON.DirectionalLight = DirectionalLight;
  52552. })(BABYLON || (BABYLON = {}));
  52553. //# sourceMappingURL=babylon.directionalLight.js.map
  52554. var BABYLON;
  52555. (function (BABYLON) {
  52556. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  52557. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  52558. });
  52559. /**
  52560. * A spot light is defined by a position, a direction, an angle, and an exponent.
  52561. * These values define a cone of light starting from the position, emitting toward the direction.
  52562. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  52563. * and the exponent defines the speed of the decay of the light with distance (reach).
  52564. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52565. */
  52566. var SpotLight = /** @class */ (function (_super) {
  52567. __extends(SpotLight, _super);
  52568. /**
  52569. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  52570. * It can cast shadows.
  52571. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52572. * @param name The light friendly name
  52573. * @param position The position of the spot light in the scene
  52574. * @param direction The direction of the light in the scene
  52575. * @param angle The cone angle of the light in Radians
  52576. * @param exponent The light decay speed with the distance from the emission spot
  52577. * @param scene The scene the lights belongs to
  52578. */
  52579. function SpotLight(name, position, direction, angle, exponent, scene) {
  52580. var _this = _super.call(this, name, scene) || this;
  52581. _this._innerAngle = 0;
  52582. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  52583. _this._projectionTextureLightNear = 1e-6;
  52584. _this._projectionTextureLightFar = 1000.0;
  52585. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  52586. _this._projectionTextureViewLightDirty = true;
  52587. _this._projectionTextureProjectionLightDirty = true;
  52588. _this._projectionTextureDirty = true;
  52589. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  52590. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  52591. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  52592. _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);
  52593. _this.position = position;
  52594. _this.direction = direction;
  52595. _this.angle = angle;
  52596. _this.exponent = exponent;
  52597. return _this;
  52598. }
  52599. Object.defineProperty(SpotLight.prototype, "angle", {
  52600. /**
  52601. * Gets the cone angle of the spot light in Radians.
  52602. */
  52603. get: function () {
  52604. return this._angle;
  52605. },
  52606. /**
  52607. * Sets the cone angle of the spot light in Radians.
  52608. */
  52609. set: function (value) {
  52610. this._angle = value;
  52611. this._cosHalfAngle = Math.cos(value * 0.5);
  52612. this._projectionTextureProjectionLightDirty = true;
  52613. this.forceProjectionMatrixCompute();
  52614. this._computeAngleValues();
  52615. },
  52616. enumerable: true,
  52617. configurable: true
  52618. });
  52619. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  52620. /**
  52621. * Only used in gltf falloff mode, this defines the angle where
  52622. * the directional falloff will start before cutting at angle which could be seen
  52623. * as outer angle.
  52624. */
  52625. get: function () {
  52626. return this._innerAngle;
  52627. },
  52628. /**
  52629. * Only used in gltf falloff mode, this defines the angle where
  52630. * the directional falloff will start before cutting at angle which could be seen
  52631. * as outer angle.
  52632. */
  52633. set: function (value) {
  52634. this._innerAngle = value;
  52635. this._computeAngleValues();
  52636. },
  52637. enumerable: true,
  52638. configurable: true
  52639. });
  52640. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  52641. /**
  52642. * Allows scaling the angle of the light for shadow generation only.
  52643. */
  52644. get: function () {
  52645. return this._shadowAngleScale;
  52646. },
  52647. /**
  52648. * Allows scaling the angle of the light for shadow generation only.
  52649. */
  52650. set: function (value) {
  52651. this._shadowAngleScale = value;
  52652. this.forceProjectionMatrixCompute();
  52653. },
  52654. enumerable: true,
  52655. configurable: true
  52656. });
  52657. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  52658. /**
  52659. * Allows reading the projecton texture
  52660. */
  52661. get: function () {
  52662. return this._projectionTextureMatrix;
  52663. },
  52664. enumerable: true,
  52665. configurable: true
  52666. });
  52667. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  52668. /**
  52669. * Gets the near clip of the Spotlight for texture projection.
  52670. */
  52671. get: function () {
  52672. return this._projectionTextureLightNear;
  52673. },
  52674. /**
  52675. * Sets the near clip of the Spotlight for texture projection.
  52676. */
  52677. set: function (value) {
  52678. this._projectionTextureLightNear = value;
  52679. this._projectionTextureProjectionLightDirty = true;
  52680. },
  52681. enumerable: true,
  52682. configurable: true
  52683. });
  52684. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  52685. /**
  52686. * Gets the far clip of the Spotlight for texture projection.
  52687. */
  52688. get: function () {
  52689. return this._projectionTextureLightFar;
  52690. },
  52691. /**
  52692. * Sets the far clip of the Spotlight for texture projection.
  52693. */
  52694. set: function (value) {
  52695. this._projectionTextureLightFar = value;
  52696. this._projectionTextureProjectionLightDirty = true;
  52697. },
  52698. enumerable: true,
  52699. configurable: true
  52700. });
  52701. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  52702. /**
  52703. * Gets the Up vector of the Spotlight for texture projection.
  52704. */
  52705. get: function () {
  52706. return this._projectionTextureUpDirection;
  52707. },
  52708. /**
  52709. * Sets the Up vector of the Spotlight for texture projection.
  52710. */
  52711. set: function (value) {
  52712. this._projectionTextureUpDirection = value;
  52713. this._projectionTextureProjectionLightDirty = true;
  52714. },
  52715. enumerable: true,
  52716. configurable: true
  52717. });
  52718. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  52719. /**
  52720. * Gets the projection texture of the light.
  52721. */
  52722. get: function () {
  52723. return this._projectionTexture;
  52724. },
  52725. /**
  52726. * Sets the projection texture of the light.
  52727. */
  52728. set: function (value) {
  52729. this._projectionTexture = value;
  52730. this._projectionTextureDirty = true;
  52731. },
  52732. enumerable: true,
  52733. configurable: true
  52734. });
  52735. /**
  52736. * Returns the string "SpotLight".
  52737. * @returns the class name
  52738. */
  52739. SpotLight.prototype.getClassName = function () {
  52740. return "SpotLight";
  52741. };
  52742. /**
  52743. * Returns the integer 2.
  52744. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52745. */
  52746. SpotLight.prototype.getTypeID = function () {
  52747. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  52748. };
  52749. /**
  52750. * Overrides the direction setter to recompute the projection texture view light Matrix.
  52751. */
  52752. SpotLight.prototype._setDirection = function (value) {
  52753. _super.prototype._setDirection.call(this, value);
  52754. this._projectionTextureViewLightDirty = true;
  52755. };
  52756. /**
  52757. * Overrides the position setter to recompute the projection texture view light Matrix.
  52758. */
  52759. SpotLight.prototype._setPosition = function (value) {
  52760. _super.prototype._setPosition.call(this, value);
  52761. this._projectionTextureViewLightDirty = true;
  52762. };
  52763. /**
  52764. * 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.
  52765. * Returns the SpotLight.
  52766. */
  52767. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52768. var activeCamera = this.getScene().activeCamera;
  52769. if (!activeCamera) {
  52770. return;
  52771. }
  52772. this._shadowAngleScale = this._shadowAngleScale || 1;
  52773. var angle = this._shadowAngleScale * this._angle;
  52774. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52775. };
  52776. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  52777. this._projectionTextureViewLightDirty = false;
  52778. this._projectionTextureDirty = true;
  52779. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  52780. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  52781. };
  52782. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  52783. this._projectionTextureProjectionLightDirty = false;
  52784. this._projectionTextureDirty = true;
  52785. var light_far = this.projectionTextureLightFar;
  52786. var light_near = this.projectionTextureLightNear;
  52787. var P = light_far / (light_far - light_near);
  52788. var Q = -P * light_near;
  52789. var S = 1.0 / Math.tan(this._angle / 2.0);
  52790. var A = 1.0;
  52791. 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);
  52792. };
  52793. /**
  52794. * Main function for light texture projection matrix computing.
  52795. */
  52796. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  52797. this._projectionTextureDirty = false;
  52798. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  52799. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  52800. };
  52801. SpotLight.prototype._buildUniformLayout = function () {
  52802. this._uniformBuffer.addUniform("vLightData", 4);
  52803. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52804. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52805. this._uniformBuffer.addUniform("vLightDirection", 3);
  52806. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52807. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52808. this._uniformBuffer.addUniform("depthValues", 2);
  52809. this._uniformBuffer.create();
  52810. };
  52811. SpotLight.prototype._computeAngleValues = function () {
  52812. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  52813. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  52814. };
  52815. /**
  52816. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  52817. * @param effect The effect to update
  52818. * @param lightIndex The index of the light in the effect to update
  52819. * @returns The spot light
  52820. */
  52821. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  52822. var normalizeDirection;
  52823. if (this.computeTransformedInformation()) {
  52824. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  52825. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  52826. }
  52827. else {
  52828. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  52829. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52830. }
  52831. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  52832. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  52833. if (this.projectionTexture && this.projectionTexture.isReady()) {
  52834. if (this._projectionTextureViewLightDirty) {
  52835. this._computeProjectionTextureViewLightMatrix();
  52836. }
  52837. if (this._projectionTextureProjectionLightDirty) {
  52838. this._computeProjectionTextureProjectionLightMatrix();
  52839. }
  52840. if (this._projectionTextureDirty) {
  52841. this._computeProjectionTextureMatrix();
  52842. }
  52843. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  52844. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  52845. }
  52846. return this;
  52847. };
  52848. /**
  52849. * Disposes the light and the associated resources.
  52850. */
  52851. SpotLight.prototype.dispose = function () {
  52852. _super.prototype.dispose.call(this);
  52853. if (this._projectionTexture) {
  52854. this._projectionTexture.dispose();
  52855. }
  52856. };
  52857. /**
  52858. * Prepares the list of defines specific to the light type.
  52859. * @param defines the list of defines
  52860. * @param lightIndex defines the index of the light for the effect
  52861. */
  52862. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52863. defines["SPOTLIGHT" + lightIndex] = true;
  52864. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  52865. };
  52866. __decorate([
  52867. BABYLON.serialize()
  52868. ], SpotLight.prototype, "angle", null);
  52869. __decorate([
  52870. BABYLON.serialize()
  52871. ], SpotLight.prototype, "innerAngle", null);
  52872. __decorate([
  52873. BABYLON.serialize()
  52874. ], SpotLight.prototype, "shadowAngleScale", null);
  52875. __decorate([
  52876. BABYLON.serialize()
  52877. ], SpotLight.prototype, "exponent", void 0);
  52878. __decorate([
  52879. BABYLON.serialize()
  52880. ], SpotLight.prototype, "projectionTextureLightNear", null);
  52881. __decorate([
  52882. BABYLON.serialize()
  52883. ], SpotLight.prototype, "projectionTextureLightFar", null);
  52884. __decorate([
  52885. BABYLON.serialize()
  52886. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  52887. __decorate([
  52888. BABYLON.serializeAsTexture("projectedLightTexture")
  52889. ], SpotLight.prototype, "_projectionTexture", void 0);
  52890. return SpotLight;
  52891. }(BABYLON.ShadowLight));
  52892. BABYLON.SpotLight = SpotLight;
  52893. })(BABYLON || (BABYLON = {}));
  52894. //# sourceMappingURL=babylon.spotLight.js.map
  52895. var BABYLON;
  52896. (function (BABYLON) {
  52897. /**
  52898. * Class used to override all child animations of a given target
  52899. */
  52900. var AnimationPropertiesOverride = /** @class */ (function () {
  52901. function AnimationPropertiesOverride() {
  52902. /**
  52903. * Gets or sets a value indicating if animation blending must be used
  52904. */
  52905. this.enableBlending = false;
  52906. /**
  52907. * Gets or sets the blending speed to use when enableBlending is true
  52908. */
  52909. this.blendingSpeed = 0.01;
  52910. /**
  52911. * Gets or sets the default loop mode to use
  52912. */
  52913. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  52914. }
  52915. return AnimationPropertiesOverride;
  52916. }());
  52917. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  52918. })(BABYLON || (BABYLON = {}));
  52919. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  52920. var BABYLON;
  52921. (function (BABYLON) {
  52922. /**
  52923. * Represents the range of an animation
  52924. */
  52925. var AnimationRange = /** @class */ (function () {
  52926. /**
  52927. * Initializes the range of an animation
  52928. * @param name The name of the animation range
  52929. * @param from The starting frame of the animation
  52930. * @param to The ending frame of the animation
  52931. */
  52932. function AnimationRange(
  52933. /**The name of the animation range**/
  52934. name,
  52935. /**The starting frame of the animation */
  52936. from,
  52937. /**The ending frame of the animation*/
  52938. to) {
  52939. this.name = name;
  52940. this.from = from;
  52941. this.to = to;
  52942. }
  52943. /**
  52944. * Makes a copy of the animation range
  52945. * @returns A copy of the animation range
  52946. */
  52947. AnimationRange.prototype.clone = function () {
  52948. return new AnimationRange(this.name, this.from, this.to);
  52949. };
  52950. return AnimationRange;
  52951. }());
  52952. BABYLON.AnimationRange = AnimationRange;
  52953. /**
  52954. * Composed of a frame, and an action function
  52955. */
  52956. var AnimationEvent = /** @class */ (function () {
  52957. /**
  52958. * Initializes the animation event
  52959. * @param frame The frame for which the event is triggered
  52960. * @param action The event to perform when triggered
  52961. * @param onlyOnce Specifies if the event should be triggered only once
  52962. */
  52963. function AnimationEvent(
  52964. /** The frame for which the event is triggered **/
  52965. frame,
  52966. /** The event to perform when triggered **/
  52967. action,
  52968. /** Specifies if the event should be triggered only once**/
  52969. onlyOnce) {
  52970. this.frame = frame;
  52971. this.action = action;
  52972. this.onlyOnce = onlyOnce;
  52973. /**
  52974. * Specifies if the animation event is done
  52975. */
  52976. this.isDone = false;
  52977. }
  52978. /** @hidden */
  52979. AnimationEvent.prototype._clone = function () {
  52980. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  52981. };
  52982. return AnimationEvent;
  52983. }());
  52984. BABYLON.AnimationEvent = AnimationEvent;
  52985. /**
  52986. * A cursor which tracks a point on a path
  52987. */
  52988. var PathCursor = /** @class */ (function () {
  52989. /**
  52990. * Initializes the path cursor
  52991. * @param path The path to track
  52992. */
  52993. function PathCursor(path) {
  52994. this.path = path;
  52995. /**
  52996. * Stores path cursor callbacks for when an onchange event is triggered
  52997. */
  52998. this._onchange = new Array();
  52999. /**
  53000. * The value of the path cursor
  53001. */
  53002. this.value = 0;
  53003. /**
  53004. * The animation array of the path cursor
  53005. */
  53006. this.animations = new Array();
  53007. }
  53008. /**
  53009. * Gets the cursor point on the path
  53010. * @returns A point on the path cursor at the cursor location
  53011. */
  53012. PathCursor.prototype.getPoint = function () {
  53013. var point = this.path.getPointAtLengthPosition(this.value);
  53014. return new BABYLON.Vector3(point.x, 0, point.y);
  53015. };
  53016. /**
  53017. * Moves the cursor ahead by the step amount
  53018. * @param step The amount to move the cursor forward
  53019. * @returns This path cursor
  53020. */
  53021. PathCursor.prototype.moveAhead = function (step) {
  53022. if (step === void 0) { step = 0.002; }
  53023. this.move(step);
  53024. return this;
  53025. };
  53026. /**
  53027. * Moves the cursor behind by the step amount
  53028. * @param step The amount to move the cursor back
  53029. * @returns This path cursor
  53030. */
  53031. PathCursor.prototype.moveBack = function (step) {
  53032. if (step === void 0) { step = 0.002; }
  53033. this.move(-step);
  53034. return this;
  53035. };
  53036. /**
  53037. * Moves the cursor by the step amount
  53038. * If the step amount is greater than one, an exception is thrown
  53039. * @param step The amount to move the cursor
  53040. * @returns This path cursor
  53041. */
  53042. PathCursor.prototype.move = function (step) {
  53043. if (Math.abs(step) > 1) {
  53044. throw "step size should be less than 1.";
  53045. }
  53046. this.value += step;
  53047. this.ensureLimits();
  53048. this.raiseOnChange();
  53049. return this;
  53050. };
  53051. /**
  53052. * Ensures that the value is limited between zero and one
  53053. * @returns This path cursor
  53054. */
  53055. PathCursor.prototype.ensureLimits = function () {
  53056. while (this.value > 1) {
  53057. this.value -= 1;
  53058. }
  53059. while (this.value < 0) {
  53060. this.value += 1;
  53061. }
  53062. return this;
  53063. };
  53064. /**
  53065. * Runs onchange callbacks on change (used by the animation engine)
  53066. * @returns This path cursor
  53067. */
  53068. PathCursor.prototype.raiseOnChange = function () {
  53069. var _this = this;
  53070. this._onchange.forEach(function (f) { return f(_this); });
  53071. return this;
  53072. };
  53073. /**
  53074. * Executes a function on change
  53075. * @param f A path cursor onchange callback
  53076. * @returns This path cursor
  53077. */
  53078. PathCursor.prototype.onchange = function (f) {
  53079. this._onchange.push(f);
  53080. return this;
  53081. };
  53082. return PathCursor;
  53083. }());
  53084. BABYLON.PathCursor = PathCursor;
  53085. /**
  53086. * Enum for the animation key frame interpolation type
  53087. */
  53088. var AnimationKeyInterpolation;
  53089. (function (AnimationKeyInterpolation) {
  53090. /**
  53091. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53092. */
  53093. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53094. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53095. /**
  53096. * Class used to store any kind of animation
  53097. */
  53098. var Animation = /** @class */ (function () {
  53099. /**
  53100. * Initializes the animation
  53101. * @param name Name of the animation
  53102. * @param targetProperty Property to animate
  53103. * @param framePerSecond The frames per second of the animation
  53104. * @param dataType The data type of the animation
  53105. * @param loopMode The loop mode of the animation
  53106. * @param enableBlendings Specifies if blending should be enabled
  53107. */
  53108. function Animation(
  53109. /**Name of the animation */
  53110. name,
  53111. /**Property to animate */
  53112. targetProperty,
  53113. /**The frames per second of the animation */
  53114. framePerSecond,
  53115. /**The data type of the animation */
  53116. dataType,
  53117. /**The loop mode of the animation */
  53118. loopMode,
  53119. /**Specifies if blending should be enabled */
  53120. enableBlending) {
  53121. this.name = name;
  53122. this.targetProperty = targetProperty;
  53123. this.framePerSecond = framePerSecond;
  53124. this.dataType = dataType;
  53125. this.loopMode = loopMode;
  53126. this.enableBlending = enableBlending;
  53127. /**
  53128. * @hidden Internal use only
  53129. */
  53130. this._runtimeAnimations = new Array();
  53131. /**
  53132. * The set of event that will be linked to this animation
  53133. */
  53134. this._events = new Array();
  53135. /**
  53136. * Stores the blending speed of the animation
  53137. */
  53138. this.blendingSpeed = 0.01;
  53139. /**
  53140. * Stores the animation ranges for the animation
  53141. */
  53142. this._ranges = {};
  53143. this.targetPropertyPath = targetProperty.split(".");
  53144. this.dataType = dataType;
  53145. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53146. }
  53147. /**
  53148. * @hidden Internal use
  53149. */
  53150. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53151. var dataType = undefined;
  53152. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53153. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53154. }
  53155. else if (from instanceof BABYLON.Quaternion) {
  53156. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53157. }
  53158. else if (from instanceof BABYLON.Vector3) {
  53159. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53160. }
  53161. else if (from instanceof BABYLON.Vector2) {
  53162. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53163. }
  53164. else if (from instanceof BABYLON.Color3) {
  53165. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53166. }
  53167. else if (from instanceof BABYLON.Size) {
  53168. dataType = Animation.ANIMATIONTYPE_SIZE;
  53169. }
  53170. if (dataType == undefined) {
  53171. return null;
  53172. }
  53173. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53174. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53175. animation.setKeys(keys);
  53176. if (easingFunction !== undefined) {
  53177. animation.setEasingFunction(easingFunction);
  53178. }
  53179. return animation;
  53180. };
  53181. /**
  53182. * Sets up an animation
  53183. * @param property The property to animate
  53184. * @param animationType The animation type to apply
  53185. * @param framePerSecond The frames per second of the animation
  53186. * @param easingFunction The easing function used in the animation
  53187. * @returns The created animation
  53188. */
  53189. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53190. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53191. animation.setEasingFunction(easingFunction);
  53192. return animation;
  53193. };
  53194. /**
  53195. * Create and start an animation on a node
  53196. * @param name defines the name of the global animation that will be run on all nodes
  53197. * @param node defines the root node where the animation will take place
  53198. * @param targetProperty defines property to animate
  53199. * @param framePerSecond defines the number of frame per second yo use
  53200. * @param totalFrame defines the number of frames in total
  53201. * @param from defines the initial value
  53202. * @param to defines the final value
  53203. * @param loopMode defines which loop mode you want to use (off by default)
  53204. * @param easingFunction defines the easing function to use (linear by default)
  53205. * @param onAnimationEnd defines the callback to call when animation end
  53206. * @returns the animatable created for this animation
  53207. */
  53208. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53209. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53210. if (!animation) {
  53211. return null;
  53212. }
  53213. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53214. };
  53215. /**
  53216. * Create and start an animation on a node and its descendants
  53217. * @param name defines the name of the global animation that will be run on all nodes
  53218. * @param node defines the root node where the animation will take place
  53219. * @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
  53220. * @param targetProperty defines property to animate
  53221. * @param framePerSecond defines the number of frame per second to use
  53222. * @param totalFrame defines the number of frames in total
  53223. * @param from defines the initial value
  53224. * @param to defines the final value
  53225. * @param loopMode defines which loop mode you want to use (off by default)
  53226. * @param easingFunction defines the easing function to use (linear by default)
  53227. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53228. * @returns the list of animatables created for all nodes
  53229. * @example https://www.babylonjs-playground.com/#MH0VLI
  53230. */
  53231. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53232. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53233. if (!animation) {
  53234. return null;
  53235. }
  53236. var scene = node.getScene();
  53237. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53238. };
  53239. /**
  53240. * Creates a new animation, merges it with the existing animations and starts it
  53241. * @param name Name of the animation
  53242. * @param node Node which contains the scene that begins the animations
  53243. * @param targetProperty Specifies which property to animate
  53244. * @param framePerSecond The frames per second of the animation
  53245. * @param totalFrame The total number of frames
  53246. * @param from The frame at the beginning of the animation
  53247. * @param to The frame at the end of the animation
  53248. * @param loopMode Specifies the loop mode of the animation
  53249. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53250. * @param onAnimationEnd Callback to run once the animation is complete
  53251. * @returns Nullable animation
  53252. */
  53253. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53254. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53255. if (!animation) {
  53256. return null;
  53257. }
  53258. node.animations.push(animation);
  53259. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53260. };
  53261. /**
  53262. * Transition property of an host to the target Value
  53263. * @param property The property to transition
  53264. * @param targetValue The target Value of the property
  53265. * @param host The object where the property to animate belongs
  53266. * @param scene Scene used to run the animation
  53267. * @param frameRate Framerate (in frame/s) to use
  53268. * @param transition The transition type we want to use
  53269. * @param duration The duration of the animation, in milliseconds
  53270. * @param onAnimationEnd Callback trigger at the end of the animation
  53271. * @returns Nullable animation
  53272. */
  53273. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53274. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53275. if (duration <= 0) {
  53276. host[property] = targetValue;
  53277. if (onAnimationEnd) {
  53278. onAnimationEnd();
  53279. }
  53280. return null;
  53281. }
  53282. var endFrame = frameRate * (duration / 1000);
  53283. transition.setKeys([{
  53284. frame: 0,
  53285. value: host[property].clone ? host[property].clone() : host[property]
  53286. },
  53287. {
  53288. frame: endFrame,
  53289. value: targetValue
  53290. }]);
  53291. if (!host.animations) {
  53292. host.animations = [];
  53293. }
  53294. host.animations.push(transition);
  53295. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53296. animation.onAnimationEnd = onAnimationEnd;
  53297. return animation;
  53298. };
  53299. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53300. /**
  53301. * Return the array of runtime animations currently using this animation
  53302. */
  53303. get: function () {
  53304. return this._runtimeAnimations;
  53305. },
  53306. enumerable: true,
  53307. configurable: true
  53308. });
  53309. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53310. /**
  53311. * Specifies if any of the runtime animations are currently running
  53312. */
  53313. get: function () {
  53314. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53315. var runtimeAnimation = _a[_i];
  53316. if (!runtimeAnimation.isStopped) {
  53317. return true;
  53318. }
  53319. }
  53320. return false;
  53321. },
  53322. enumerable: true,
  53323. configurable: true
  53324. });
  53325. // Methods
  53326. /**
  53327. * Converts the animation to a string
  53328. * @param fullDetails support for multiple levels of logging within scene loading
  53329. * @returns String form of the animation
  53330. */
  53331. Animation.prototype.toString = function (fullDetails) {
  53332. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53333. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53334. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53335. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53336. if (fullDetails) {
  53337. ret += ", Ranges: {";
  53338. var first = true;
  53339. for (var name in this._ranges) {
  53340. if (first) {
  53341. ret += ", ";
  53342. first = false;
  53343. }
  53344. ret += name;
  53345. }
  53346. ret += "}";
  53347. }
  53348. return ret;
  53349. };
  53350. /**
  53351. * Add an event to this animation
  53352. * @param event Event to add
  53353. */
  53354. Animation.prototype.addEvent = function (event) {
  53355. this._events.push(event);
  53356. };
  53357. /**
  53358. * Remove all events found at the given frame
  53359. * @param frame The frame to remove events from
  53360. */
  53361. Animation.prototype.removeEvents = function (frame) {
  53362. for (var index = 0; index < this._events.length; index++) {
  53363. if (this._events[index].frame === frame) {
  53364. this._events.splice(index, 1);
  53365. index--;
  53366. }
  53367. }
  53368. };
  53369. /**
  53370. * Retrieves all the events from the animation
  53371. * @returns Events from the animation
  53372. */
  53373. Animation.prototype.getEvents = function () {
  53374. return this._events;
  53375. };
  53376. /**
  53377. * Creates an animation range
  53378. * @param name Name of the animation range
  53379. * @param from Starting frame of the animation range
  53380. * @param to Ending frame of the animation
  53381. */
  53382. Animation.prototype.createRange = function (name, from, to) {
  53383. // check name not already in use; could happen for bones after serialized
  53384. if (!this._ranges[name]) {
  53385. this._ranges[name] = new AnimationRange(name, from, to);
  53386. }
  53387. };
  53388. /**
  53389. * Deletes an animation range by name
  53390. * @param name Name of the animation range to delete
  53391. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53392. */
  53393. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53394. if (deleteFrames === void 0) { deleteFrames = true; }
  53395. var range = this._ranges[name];
  53396. if (!range) {
  53397. return;
  53398. }
  53399. if (deleteFrames) {
  53400. var from = range.from;
  53401. var to = range.to;
  53402. // this loop MUST go high to low for multiple splices to work
  53403. for (var key = this._keys.length - 1; key >= 0; key--) {
  53404. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53405. this._keys.splice(key, 1);
  53406. }
  53407. }
  53408. }
  53409. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  53410. };
  53411. /**
  53412. * Gets the animation range by name, or null if not defined
  53413. * @param name Name of the animation range
  53414. * @returns Nullable animation range
  53415. */
  53416. Animation.prototype.getRange = function (name) {
  53417. return this._ranges[name];
  53418. };
  53419. /**
  53420. * Gets the key frames from the animation
  53421. * @returns The key frames of the animation
  53422. */
  53423. Animation.prototype.getKeys = function () {
  53424. return this._keys;
  53425. };
  53426. /**
  53427. * Gets the highest frame rate of the animation
  53428. * @returns Highest frame rate of the animation
  53429. */
  53430. Animation.prototype.getHighestFrame = function () {
  53431. var ret = 0;
  53432. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  53433. if (ret < this._keys[key].frame) {
  53434. ret = this._keys[key].frame;
  53435. }
  53436. }
  53437. return ret;
  53438. };
  53439. /**
  53440. * Gets the easing function of the animation
  53441. * @returns Easing function of the animation
  53442. */
  53443. Animation.prototype.getEasingFunction = function () {
  53444. return this._easingFunction;
  53445. };
  53446. /**
  53447. * Sets the easing function of the animation
  53448. * @param easingFunction A custom mathematical formula for animation
  53449. */
  53450. Animation.prototype.setEasingFunction = function (easingFunction) {
  53451. this._easingFunction = easingFunction;
  53452. };
  53453. /**
  53454. * Interpolates a scalar linearly
  53455. * @param startValue Start value of the animation curve
  53456. * @param endValue End value of the animation curve
  53457. * @param gradient Scalar amount to interpolate
  53458. * @returns Interpolated scalar value
  53459. */
  53460. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  53461. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  53462. };
  53463. /**
  53464. * Interpolates a scalar cubically
  53465. * @param startValue Start value of the animation curve
  53466. * @param outTangent End tangent of the animation
  53467. * @param endValue End value of the animation curve
  53468. * @param inTangent Start tangent of the animation curve
  53469. * @param gradient Scalar amount to interpolate
  53470. * @returns Interpolated scalar value
  53471. */
  53472. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53473. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53474. };
  53475. /**
  53476. * Interpolates a quaternion using a spherical linear interpolation
  53477. * @param startValue Start value of the animation curve
  53478. * @param endValue End value of the animation curve
  53479. * @param gradient Scalar amount to interpolate
  53480. * @returns Interpolated quaternion value
  53481. */
  53482. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  53483. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  53484. };
  53485. /**
  53486. * Interpolates a quaternion cubically
  53487. * @param startValue Start value of the animation curve
  53488. * @param outTangent End tangent of the animation curve
  53489. * @param endValue End value of the animation curve
  53490. * @param inTangent Start tangent of the animation curve
  53491. * @param gradient Scalar amount to interpolate
  53492. * @returns Interpolated quaternion value
  53493. */
  53494. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53495. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  53496. };
  53497. /**
  53498. * Interpolates a Vector3 linearl
  53499. * @param startValue Start value of the animation curve
  53500. * @param endValue End value of the animation curve
  53501. * @param gradient Scalar amount to interpolate
  53502. * @returns Interpolated scalar value
  53503. */
  53504. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  53505. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  53506. };
  53507. /**
  53508. * Interpolates a Vector3 cubically
  53509. * @param startValue Start value of the animation curve
  53510. * @param outTangent End tangent of the animation
  53511. * @param endValue End value of the animation curve
  53512. * @param inTangent Start tangent of the animation curve
  53513. * @param gradient Scalar amount to interpolate
  53514. * @returns InterpolatedVector3 value
  53515. */
  53516. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53517. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53518. };
  53519. /**
  53520. * Interpolates a Vector2 linearly
  53521. * @param startValue Start value of the animation curve
  53522. * @param endValue End value of the animation curve
  53523. * @param gradient Scalar amount to interpolate
  53524. * @returns Interpolated Vector2 value
  53525. */
  53526. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  53527. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  53528. };
  53529. /**
  53530. * Interpolates a Vector2 cubically
  53531. * @param startValue Start value of the animation curve
  53532. * @param outTangent End tangent of the animation
  53533. * @param endValue End value of the animation curve
  53534. * @param inTangent Start tangent of the animation curve
  53535. * @param gradient Scalar amount to interpolate
  53536. * @returns Interpolated Vector2 value
  53537. */
  53538. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53539. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53540. };
  53541. /**
  53542. * Interpolates a size linearly
  53543. * @param startValue Start value of the animation curve
  53544. * @param endValue End value of the animation curve
  53545. * @param gradient Scalar amount to interpolate
  53546. * @returns Interpolated Size value
  53547. */
  53548. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  53549. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  53550. };
  53551. /**
  53552. * Interpolates a Color3 linearly
  53553. * @param startValue Start value of the animation curve
  53554. * @param endValue End value of the animation curve
  53555. * @param gradient Scalar amount to interpolate
  53556. * @returns Interpolated Color3 value
  53557. */
  53558. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  53559. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  53560. };
  53561. /**
  53562. * @hidden Internal use only
  53563. */
  53564. Animation.prototype._getKeyValue = function (value) {
  53565. if (typeof value === "function") {
  53566. return value();
  53567. }
  53568. return value;
  53569. };
  53570. /**
  53571. * @hidden Internal use only
  53572. */
  53573. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  53574. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  53575. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  53576. }
  53577. var keys = this.getKeys();
  53578. // Try to get a hash to find the right key
  53579. 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));
  53580. if (keys[startKeyIndex].frame >= currentFrame) {
  53581. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  53582. startKeyIndex--;
  53583. }
  53584. }
  53585. for (var key = startKeyIndex; key < keys.length; key++) {
  53586. var endKey = keys[key + 1];
  53587. if (endKey.frame >= currentFrame) {
  53588. var startKey = keys[key];
  53589. var startValue = this._getKeyValue(startKey.value);
  53590. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  53591. return startValue;
  53592. }
  53593. var endValue = this._getKeyValue(endKey.value);
  53594. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  53595. var frameDelta = endKey.frame - startKey.frame;
  53596. // gradient : percent of currentFrame between the frame inf and the frame sup
  53597. var gradient = (currentFrame - startKey.frame) / frameDelta;
  53598. // check for easingFunction and correction of gradient
  53599. var easingFunction = this.getEasingFunction();
  53600. if (easingFunction != null) {
  53601. gradient = easingFunction.ease(gradient);
  53602. }
  53603. switch (this.dataType) {
  53604. // Float
  53605. case Animation.ANIMATIONTYPE_FLOAT:
  53606. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  53607. switch (loopMode) {
  53608. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53609. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53610. return floatValue;
  53611. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53612. return offsetValue * repeatCount + floatValue;
  53613. }
  53614. break;
  53615. // Quaternion
  53616. case Animation.ANIMATIONTYPE_QUATERNION:
  53617. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  53618. switch (loopMode) {
  53619. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53620. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53621. return quatValue;
  53622. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53623. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  53624. }
  53625. return quatValue;
  53626. // Vector3
  53627. case Animation.ANIMATIONTYPE_VECTOR3:
  53628. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  53629. switch (loopMode) {
  53630. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53631. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53632. return vec3Value;
  53633. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53634. return vec3Value.add(offsetValue.scale(repeatCount));
  53635. }
  53636. // Vector2
  53637. case Animation.ANIMATIONTYPE_VECTOR2:
  53638. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  53639. switch (loopMode) {
  53640. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53641. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53642. return vec2Value;
  53643. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53644. return vec2Value.add(offsetValue.scale(repeatCount));
  53645. }
  53646. // Size
  53647. case Animation.ANIMATIONTYPE_SIZE:
  53648. switch (loopMode) {
  53649. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53650. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53651. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  53652. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53653. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53654. }
  53655. // Color3
  53656. case Animation.ANIMATIONTYPE_COLOR3:
  53657. switch (loopMode) {
  53658. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53659. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53660. return this.color3InterpolateFunction(startValue, endValue, gradient);
  53661. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53662. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53663. }
  53664. // Matrix
  53665. case Animation.ANIMATIONTYPE_MATRIX:
  53666. switch (loopMode) {
  53667. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53668. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53669. if (Animation.AllowMatricesInterpolation) {
  53670. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  53671. }
  53672. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53673. return startValue;
  53674. }
  53675. default:
  53676. break;
  53677. }
  53678. break;
  53679. }
  53680. }
  53681. return this._getKeyValue(keys[keys.length - 1].value);
  53682. };
  53683. /**
  53684. * Defines the function to use to interpolate matrices
  53685. * @param startValue defines the start matrix
  53686. * @param endValue defines the end matrix
  53687. * @param gradient defines the gradient between both matrices
  53688. * @param result defines an optional target matrix where to store the interpolation
  53689. * @returns the interpolated matrix
  53690. */
  53691. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  53692. if (Animation.AllowMatrixDecomposeForInterpolation) {
  53693. if (result) {
  53694. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  53695. return result;
  53696. }
  53697. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  53698. }
  53699. if (result) {
  53700. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  53701. return result;
  53702. }
  53703. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  53704. };
  53705. /**
  53706. * Makes a copy of the animation
  53707. * @returns Cloned animation
  53708. */
  53709. Animation.prototype.clone = function () {
  53710. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  53711. clone.enableBlending = this.enableBlending;
  53712. clone.blendingSpeed = this.blendingSpeed;
  53713. if (this._keys) {
  53714. clone.setKeys(this._keys);
  53715. }
  53716. if (this._ranges) {
  53717. clone._ranges = {};
  53718. for (var name in this._ranges) {
  53719. var range = this._ranges[name];
  53720. if (!range) {
  53721. continue;
  53722. }
  53723. clone._ranges[name] = range.clone();
  53724. }
  53725. }
  53726. return clone;
  53727. };
  53728. /**
  53729. * Sets the key frames of the animation
  53730. * @param values The animation key frames to set
  53731. */
  53732. Animation.prototype.setKeys = function (values) {
  53733. this._keys = values.slice(0);
  53734. };
  53735. /**
  53736. * Serializes the animation to an object
  53737. * @returns Serialized object
  53738. */
  53739. Animation.prototype.serialize = function () {
  53740. var serializationObject = {};
  53741. serializationObject.name = this.name;
  53742. serializationObject.property = this.targetProperty;
  53743. serializationObject.framePerSecond = this.framePerSecond;
  53744. serializationObject.dataType = this.dataType;
  53745. serializationObject.loopBehavior = this.loopMode;
  53746. serializationObject.enableBlending = this.enableBlending;
  53747. serializationObject.blendingSpeed = this.blendingSpeed;
  53748. var dataType = this.dataType;
  53749. serializationObject.keys = [];
  53750. var keys = this.getKeys();
  53751. for (var index = 0; index < keys.length; index++) {
  53752. var animationKey = keys[index];
  53753. var key = {};
  53754. key.frame = animationKey.frame;
  53755. switch (dataType) {
  53756. case Animation.ANIMATIONTYPE_FLOAT:
  53757. key.values = [animationKey.value];
  53758. break;
  53759. case Animation.ANIMATIONTYPE_QUATERNION:
  53760. case Animation.ANIMATIONTYPE_MATRIX:
  53761. case Animation.ANIMATIONTYPE_VECTOR3:
  53762. case Animation.ANIMATIONTYPE_COLOR3:
  53763. key.values = animationKey.value.asArray();
  53764. break;
  53765. }
  53766. serializationObject.keys.push(key);
  53767. }
  53768. serializationObject.ranges = [];
  53769. for (var name in this._ranges) {
  53770. var source = this._ranges[name];
  53771. if (!source) {
  53772. continue;
  53773. }
  53774. var range = {};
  53775. range.name = name;
  53776. range.from = source.from;
  53777. range.to = source.to;
  53778. serializationObject.ranges.push(range);
  53779. }
  53780. return serializationObject;
  53781. };
  53782. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  53783. /**
  53784. * Get the float animation type
  53785. */
  53786. get: function () {
  53787. return Animation._ANIMATIONTYPE_FLOAT;
  53788. },
  53789. enumerable: true,
  53790. configurable: true
  53791. });
  53792. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  53793. /**
  53794. * Get the Vector3 animation type
  53795. */
  53796. get: function () {
  53797. return Animation._ANIMATIONTYPE_VECTOR3;
  53798. },
  53799. enumerable: true,
  53800. configurable: true
  53801. });
  53802. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  53803. /**
  53804. * Get the Vector2 animation type
  53805. */
  53806. get: function () {
  53807. return Animation._ANIMATIONTYPE_VECTOR2;
  53808. },
  53809. enumerable: true,
  53810. configurable: true
  53811. });
  53812. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  53813. /**
  53814. * Get the Size animation type
  53815. */
  53816. get: function () {
  53817. return Animation._ANIMATIONTYPE_SIZE;
  53818. },
  53819. enumerable: true,
  53820. configurable: true
  53821. });
  53822. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  53823. /**
  53824. * Get the Quaternion animation type
  53825. */
  53826. get: function () {
  53827. return Animation._ANIMATIONTYPE_QUATERNION;
  53828. },
  53829. enumerable: true,
  53830. configurable: true
  53831. });
  53832. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  53833. /**
  53834. * Get the Matrix animation type
  53835. */
  53836. get: function () {
  53837. return Animation._ANIMATIONTYPE_MATRIX;
  53838. },
  53839. enumerable: true,
  53840. configurable: true
  53841. });
  53842. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  53843. /**
  53844. * Get the Color3 animation type
  53845. */
  53846. get: function () {
  53847. return Animation._ANIMATIONTYPE_COLOR3;
  53848. },
  53849. enumerable: true,
  53850. configurable: true
  53851. });
  53852. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  53853. /**
  53854. * Get the Relative Loop Mode
  53855. */
  53856. get: function () {
  53857. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  53858. },
  53859. enumerable: true,
  53860. configurable: true
  53861. });
  53862. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  53863. /**
  53864. * Get the Cycle Loop Mode
  53865. */
  53866. get: function () {
  53867. return Animation._ANIMATIONLOOPMODE_CYCLE;
  53868. },
  53869. enumerable: true,
  53870. configurable: true
  53871. });
  53872. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  53873. /**
  53874. * Get the Constant Loop Mode
  53875. */
  53876. get: function () {
  53877. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  53878. },
  53879. enumerable: true,
  53880. configurable: true
  53881. });
  53882. /** @hidden */
  53883. Animation._UniversalLerp = function (left, right, amount) {
  53884. var constructor = left.constructor;
  53885. if (constructor.Lerp) { // Lerp supported
  53886. return constructor.Lerp(left, right, amount);
  53887. }
  53888. else if (constructor.Slerp) { // Slerp supported
  53889. return constructor.Slerp(left, right, amount);
  53890. }
  53891. else if (left.toFixed) { // Number
  53892. return left * (1.0 - amount) + amount * right;
  53893. }
  53894. else { // Blending not supported
  53895. return right;
  53896. }
  53897. };
  53898. /**
  53899. * Parses an animation object and creates an animation
  53900. * @param parsedAnimation Parsed animation object
  53901. * @returns Animation object
  53902. */
  53903. Animation.Parse = function (parsedAnimation) {
  53904. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  53905. var dataType = parsedAnimation.dataType;
  53906. var keys = [];
  53907. var data;
  53908. var index;
  53909. if (parsedAnimation.enableBlending) {
  53910. animation.enableBlending = parsedAnimation.enableBlending;
  53911. }
  53912. if (parsedAnimation.blendingSpeed) {
  53913. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  53914. }
  53915. for (index = 0; index < parsedAnimation.keys.length; index++) {
  53916. var key = parsedAnimation.keys[index];
  53917. var inTangent;
  53918. var outTangent;
  53919. switch (dataType) {
  53920. case Animation.ANIMATIONTYPE_FLOAT:
  53921. data = key.values[0];
  53922. if (key.values.length >= 1) {
  53923. inTangent = key.values[1];
  53924. }
  53925. if (key.values.length >= 2) {
  53926. outTangent = key.values[2];
  53927. }
  53928. break;
  53929. case Animation.ANIMATIONTYPE_QUATERNION:
  53930. data = BABYLON.Quaternion.FromArray(key.values);
  53931. if (key.values.length >= 8) {
  53932. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  53933. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  53934. inTangent = _inTangent;
  53935. }
  53936. }
  53937. if (key.values.length >= 12) {
  53938. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  53939. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  53940. outTangent = _outTangent;
  53941. }
  53942. }
  53943. break;
  53944. case Animation.ANIMATIONTYPE_MATRIX:
  53945. data = BABYLON.Matrix.FromArray(key.values);
  53946. break;
  53947. case Animation.ANIMATIONTYPE_COLOR3:
  53948. data = BABYLON.Color3.FromArray(key.values);
  53949. break;
  53950. case Animation.ANIMATIONTYPE_VECTOR3:
  53951. default:
  53952. data = BABYLON.Vector3.FromArray(key.values);
  53953. break;
  53954. }
  53955. var keyData = {};
  53956. keyData.frame = key.frame;
  53957. keyData.value = data;
  53958. if (inTangent != undefined) {
  53959. keyData.inTangent = inTangent;
  53960. }
  53961. if (outTangent != undefined) {
  53962. keyData.outTangent = outTangent;
  53963. }
  53964. keys.push(keyData);
  53965. }
  53966. animation.setKeys(keys);
  53967. if (parsedAnimation.ranges) {
  53968. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  53969. data = parsedAnimation.ranges[index];
  53970. animation.createRange(data.name, data.from, data.to);
  53971. }
  53972. }
  53973. return animation;
  53974. };
  53975. /**
  53976. * Appends the serialized animations from the source animations
  53977. * @param source Source containing the animations
  53978. * @param destination Target to store the animations
  53979. */
  53980. Animation.AppendSerializedAnimations = function (source, destination) {
  53981. if (source.animations) {
  53982. destination.animations = [];
  53983. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  53984. var animation = source.animations[animationIndex];
  53985. destination.animations.push(animation.serialize());
  53986. }
  53987. }
  53988. };
  53989. /**
  53990. * Use matrix interpolation instead of using direct key value when animating matrices
  53991. */
  53992. Animation.AllowMatricesInterpolation = false;
  53993. /**
  53994. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  53995. */
  53996. Animation.AllowMatrixDecomposeForInterpolation = true;
  53997. // Statics
  53998. /**
  53999. * Float animation type
  54000. */
  54001. Animation._ANIMATIONTYPE_FLOAT = 0;
  54002. /**
  54003. * Vector3 animation type
  54004. */
  54005. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54006. /**
  54007. * Quaternion animation type
  54008. */
  54009. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54010. /**
  54011. * Matrix animation type
  54012. */
  54013. Animation._ANIMATIONTYPE_MATRIX = 3;
  54014. /**
  54015. * Color3 animation type
  54016. */
  54017. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54018. /**
  54019. * Vector2 animation type
  54020. */
  54021. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54022. /**
  54023. * Size animation type
  54024. */
  54025. Animation._ANIMATIONTYPE_SIZE = 6;
  54026. /**
  54027. * Relative Loop Mode
  54028. */
  54029. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54030. /**
  54031. * Cycle Loop Mode
  54032. */
  54033. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54034. /**
  54035. * Constant Loop Mode
  54036. */
  54037. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54038. return Animation;
  54039. }());
  54040. BABYLON.Animation = Animation;
  54041. })(BABYLON || (BABYLON = {}));
  54042. //# sourceMappingURL=babylon.animation.js.map
  54043. var BABYLON;
  54044. (function (BABYLON) {
  54045. /**
  54046. * This class defines the direct association between an animation and a target
  54047. */
  54048. var TargetedAnimation = /** @class */ (function () {
  54049. function TargetedAnimation() {
  54050. }
  54051. return TargetedAnimation;
  54052. }());
  54053. BABYLON.TargetedAnimation = TargetedAnimation;
  54054. /**
  54055. * Use this class to create coordinated animations on multiple targets
  54056. */
  54057. var AnimationGroup = /** @class */ (function () {
  54058. /**
  54059. * Instantiates a new Animation Group.
  54060. * This helps managing several animations at once.
  54061. * @see http://doc.babylonjs.com/how_to/group
  54062. * @param name Defines the name of the group
  54063. * @param scene Defines the scene the group belongs to
  54064. */
  54065. function AnimationGroup(
  54066. /** The name of the animation group */
  54067. name, scene) {
  54068. if (scene === void 0) { scene = null; }
  54069. this.name = name;
  54070. this._targetedAnimations = new Array();
  54071. this._animatables = new Array();
  54072. this._from = Number.MAX_VALUE;
  54073. this._to = -Number.MAX_VALUE;
  54074. this._speedRatio = 1;
  54075. /**
  54076. * This observable will notify when one animation have ended.
  54077. */
  54078. this.onAnimationEndObservable = new BABYLON.Observable();
  54079. /**
  54080. * This observable will notify when all animations have ended.
  54081. */
  54082. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54083. /**
  54084. * This observable will notify when all animations have paused.
  54085. */
  54086. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54087. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54088. this._scene.animationGroups.push(this);
  54089. }
  54090. Object.defineProperty(AnimationGroup.prototype, "from", {
  54091. /**
  54092. * Gets the first frame
  54093. */
  54094. get: function () {
  54095. return this._from;
  54096. },
  54097. enumerable: true,
  54098. configurable: true
  54099. });
  54100. Object.defineProperty(AnimationGroup.prototype, "to", {
  54101. /**
  54102. * Gets the last frame
  54103. */
  54104. get: function () {
  54105. return this._to;
  54106. },
  54107. enumerable: true,
  54108. configurable: true
  54109. });
  54110. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54111. /**
  54112. * Define if the animations are started
  54113. */
  54114. get: function () {
  54115. return this._isStarted;
  54116. },
  54117. enumerable: true,
  54118. configurable: true
  54119. });
  54120. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54121. /**
  54122. * Gets or sets the speed ratio to use for all animations
  54123. */
  54124. get: function () {
  54125. return this._speedRatio;
  54126. },
  54127. /**
  54128. * Gets or sets the speed ratio to use for all animations
  54129. */
  54130. set: function (value) {
  54131. if (this._speedRatio === value) {
  54132. return;
  54133. }
  54134. this._speedRatio = value;
  54135. for (var index = 0; index < this._animatables.length; index++) {
  54136. var animatable = this._animatables[index];
  54137. animatable.speedRatio = this._speedRatio;
  54138. }
  54139. },
  54140. enumerable: true,
  54141. configurable: true
  54142. });
  54143. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54144. /**
  54145. * Gets the targeted animations for this animation group
  54146. */
  54147. get: function () {
  54148. return this._targetedAnimations;
  54149. },
  54150. enumerable: true,
  54151. configurable: true
  54152. });
  54153. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54154. /**
  54155. * returning the list of animatables controlled by this animation group.
  54156. */
  54157. get: function () {
  54158. return this._animatables;
  54159. },
  54160. enumerable: true,
  54161. configurable: true
  54162. });
  54163. /**
  54164. * Add an animation (with its target) in the group
  54165. * @param animation defines the animation we want to add
  54166. * @param target defines the target of the animation
  54167. * @returns the TargetedAnimation object
  54168. */
  54169. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54170. var targetedAnimation = {
  54171. animation: animation,
  54172. target: target
  54173. };
  54174. var keys = animation.getKeys();
  54175. if (this._from > keys[0].frame) {
  54176. this._from = keys[0].frame;
  54177. }
  54178. if (this._to < keys[keys.length - 1].frame) {
  54179. this._to = keys[keys.length - 1].frame;
  54180. }
  54181. this._targetedAnimations.push(targetedAnimation);
  54182. return targetedAnimation;
  54183. };
  54184. /**
  54185. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54186. * It can add constant keys at begin or end
  54187. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54188. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54189. * @returns the animation group
  54190. */
  54191. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54192. if (beginFrame === void 0) { beginFrame = null; }
  54193. if (endFrame === void 0) { endFrame = null; }
  54194. if (beginFrame == null) {
  54195. beginFrame = this._from;
  54196. }
  54197. if (endFrame == null) {
  54198. endFrame = this._to;
  54199. }
  54200. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54201. var targetedAnimation = this._targetedAnimations[index];
  54202. var keys = targetedAnimation.animation.getKeys();
  54203. var startKey = keys[0];
  54204. var endKey = keys[keys.length - 1];
  54205. if (startKey.frame > beginFrame) {
  54206. var newKey = {
  54207. frame: beginFrame,
  54208. value: startKey.value,
  54209. inTangent: startKey.inTangent,
  54210. outTangent: startKey.outTangent,
  54211. interpolation: startKey.interpolation
  54212. };
  54213. keys.splice(0, 0, newKey);
  54214. }
  54215. if (endKey.frame < endFrame) {
  54216. var newKey = {
  54217. frame: endFrame,
  54218. value: endKey.value,
  54219. inTangent: endKey.outTangent,
  54220. outTangent: endKey.outTangent,
  54221. interpolation: endKey.interpolation
  54222. };
  54223. keys.push(newKey);
  54224. }
  54225. }
  54226. this._from = beginFrame;
  54227. this._to = endFrame;
  54228. return this;
  54229. };
  54230. /**
  54231. * Start all animations on given targets
  54232. * @param loop defines if animations must loop
  54233. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54234. * @param from defines the from key (optional)
  54235. * @param to defines the to key (optional)
  54236. * @returns the current animation group
  54237. */
  54238. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54239. var _this = this;
  54240. if (loop === void 0) { loop = false; }
  54241. if (speedRatio === void 0) { speedRatio = 1; }
  54242. if (this._isStarted || this._targetedAnimations.length === 0) {
  54243. return this;
  54244. }
  54245. var _loop_1 = function (targetedAnimation) {
  54246. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54247. animatable.onAnimationEnd = function () {
  54248. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54249. _this._checkAnimationGroupEnded(animatable);
  54250. };
  54251. this_1._animatables.push(animatable);
  54252. };
  54253. var this_1 = this;
  54254. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54255. var targetedAnimation = _a[_i];
  54256. _loop_1(targetedAnimation);
  54257. }
  54258. this._speedRatio = speedRatio;
  54259. this._isStarted = true;
  54260. return this;
  54261. };
  54262. /**
  54263. * Pause all animations
  54264. * @returns the animation group
  54265. */
  54266. AnimationGroup.prototype.pause = function () {
  54267. if (!this._isStarted) {
  54268. return this;
  54269. }
  54270. for (var index = 0; index < this._animatables.length; index++) {
  54271. var animatable = this._animatables[index];
  54272. animatable.pause();
  54273. }
  54274. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54275. return this;
  54276. };
  54277. /**
  54278. * Play all animations to initial state
  54279. * This function will start() the animations if they were not started or will restart() them if they were paused
  54280. * @param loop defines if animations must loop
  54281. * @returns the animation group
  54282. */
  54283. AnimationGroup.prototype.play = function (loop) {
  54284. // only if all animatables are ready and exist
  54285. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54286. if (loop !== undefined) {
  54287. for (var index = 0; index < this._animatables.length; index++) {
  54288. var animatable = this._animatables[index];
  54289. animatable.loopAnimation = loop;
  54290. }
  54291. }
  54292. this.restart();
  54293. }
  54294. else {
  54295. this.stop();
  54296. this.start(loop, this._speedRatio);
  54297. }
  54298. return this;
  54299. };
  54300. /**
  54301. * Reset all animations to initial state
  54302. * @returns the animation group
  54303. */
  54304. AnimationGroup.prototype.reset = function () {
  54305. if (!this._isStarted) {
  54306. return this;
  54307. }
  54308. for (var index = 0; index < this._animatables.length; index++) {
  54309. var animatable = this._animatables[index];
  54310. animatable.reset();
  54311. }
  54312. return this;
  54313. };
  54314. /**
  54315. * Restart animations from key 0
  54316. * @returns the animation group
  54317. */
  54318. AnimationGroup.prototype.restart = function () {
  54319. if (!this._isStarted) {
  54320. return this;
  54321. }
  54322. for (var index = 0; index < this._animatables.length; index++) {
  54323. var animatable = this._animatables[index];
  54324. animatable.restart();
  54325. }
  54326. return this;
  54327. };
  54328. /**
  54329. * Stop all animations
  54330. * @returns the animation group
  54331. */
  54332. AnimationGroup.prototype.stop = function () {
  54333. if (!this._isStarted) {
  54334. return this;
  54335. }
  54336. var list = this._animatables.slice();
  54337. for (var index = 0; index < list.length; index++) {
  54338. list[index].stop();
  54339. }
  54340. this._isStarted = false;
  54341. return this;
  54342. };
  54343. /**
  54344. * Set animation weight for all animatables
  54345. * @param weight defines the weight to use
  54346. * @return the animationGroup
  54347. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54348. */
  54349. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54350. for (var index = 0; index < this._animatables.length; index++) {
  54351. var animatable = this._animatables[index];
  54352. animatable.weight = weight;
  54353. }
  54354. return this;
  54355. };
  54356. /**
  54357. * Synchronize and normalize all animatables with a source animatable
  54358. * @param root defines the root animatable to synchronize with
  54359. * @return the animationGroup
  54360. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54361. */
  54362. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54363. for (var index = 0; index < this._animatables.length; index++) {
  54364. var animatable = this._animatables[index];
  54365. animatable.syncWith(root);
  54366. }
  54367. return this;
  54368. };
  54369. /**
  54370. * Goes to a specific frame in this animation group
  54371. * @param frame the frame number to go to
  54372. * @return the animationGroup
  54373. */
  54374. AnimationGroup.prototype.goToFrame = function (frame) {
  54375. if (!this._isStarted) {
  54376. return this;
  54377. }
  54378. for (var index = 0; index < this._animatables.length; index++) {
  54379. var animatable = this._animatables[index];
  54380. animatable.goToFrame(frame);
  54381. }
  54382. return this;
  54383. };
  54384. /**
  54385. * Dispose all associated resources
  54386. */
  54387. AnimationGroup.prototype.dispose = function () {
  54388. this._targetedAnimations = [];
  54389. this._animatables = [];
  54390. var index = this._scene.animationGroups.indexOf(this);
  54391. if (index > -1) {
  54392. this._scene.animationGroups.splice(index, 1);
  54393. }
  54394. };
  54395. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54396. // animatable should be taken out of the array
  54397. var idx = this._animatables.indexOf(animatable);
  54398. if (idx > -1) {
  54399. this._animatables.splice(idx, 1);
  54400. }
  54401. // all animatables were removed? animation group ended!
  54402. if (this._animatables.length === 0) {
  54403. this._isStarted = false;
  54404. this.onAnimationGroupEndObservable.notifyObservers(this);
  54405. }
  54406. };
  54407. // Statics
  54408. /**
  54409. * Returns a new AnimationGroup object parsed from the source provided.
  54410. * @param parsedAnimationGroup defines the source
  54411. * @param scene defines the scene that will receive the animationGroup
  54412. * @returns a new AnimationGroup
  54413. */
  54414. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  54415. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  54416. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  54417. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  54418. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  54419. var id = targetedAnimation.targetId;
  54420. var targetNode = scene.getNodeByID(id);
  54421. if (targetNode != null) {
  54422. animationGroup.addTargetedAnimation(animation, targetNode);
  54423. }
  54424. }
  54425. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  54426. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  54427. }
  54428. return animationGroup;
  54429. };
  54430. /**
  54431. * Returns the string "AnimationGroup"
  54432. * @returns "AnimationGroup"
  54433. */
  54434. AnimationGroup.prototype.getClassName = function () {
  54435. return "AnimationGroup";
  54436. };
  54437. /**
  54438. * Creates a detailled string about the object
  54439. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  54440. * @returns a string representing the object
  54441. */
  54442. AnimationGroup.prototype.toString = function (fullDetails) {
  54443. var ret = "Name: " + this.name;
  54444. ret += ", type: " + this.getClassName();
  54445. if (fullDetails) {
  54446. ret += ", from: " + this._from;
  54447. ret += ", to: " + this._to;
  54448. ret += ", isStarted: " + this._isStarted;
  54449. ret += ", speedRatio: " + this._speedRatio;
  54450. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  54451. ret += ", animatables length: " + this._animatables;
  54452. }
  54453. return ret;
  54454. };
  54455. return AnimationGroup;
  54456. }());
  54457. BABYLON.AnimationGroup = AnimationGroup;
  54458. })(BABYLON || (BABYLON = {}));
  54459. //# sourceMappingURL=babylon.animationGroup.js.map
  54460. var BABYLON;
  54461. (function (BABYLON) {
  54462. // Static values to help the garbage collector
  54463. // Quaternion
  54464. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  54465. // Vector3
  54466. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  54467. // Vector2
  54468. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  54469. // Size
  54470. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  54471. // Color3
  54472. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  54473. /**
  54474. * Defines a runtime animation
  54475. */
  54476. var RuntimeAnimation = /** @class */ (function () {
  54477. /**
  54478. * Create a new RuntimeAnimation object
  54479. * @param target defines the target of the animation
  54480. * @param animation defines the source animation object
  54481. * @param scene defines the hosting scene
  54482. * @param host defines the initiating Animatable
  54483. */
  54484. function RuntimeAnimation(target, animation, scene, host) {
  54485. var _this = this;
  54486. this._events = new Array();
  54487. /**
  54488. * The current frame of the runtime animation
  54489. */
  54490. this._currentFrame = 0;
  54491. /**
  54492. * The original value of the runtime animation
  54493. */
  54494. this._originalValue = new Array();
  54495. /**
  54496. * The offsets cache of the runtime animation
  54497. */
  54498. this._offsetsCache = {};
  54499. /**
  54500. * The high limits cache of the runtime animation
  54501. */
  54502. this._highLimitsCache = {};
  54503. /**
  54504. * Specifies if the runtime animation has been stopped
  54505. */
  54506. this._stopped = false;
  54507. /**
  54508. * The blending factor of the runtime animation
  54509. */
  54510. this._blendingFactor = 0;
  54511. /**
  54512. * The target path of the runtime animation
  54513. */
  54514. this._targetPath = "";
  54515. /**
  54516. * The weight of the runtime animation
  54517. */
  54518. this._weight = 1.0;
  54519. /**
  54520. * The ratio offset of the runtime animation
  54521. */
  54522. this._ratioOffset = 0;
  54523. /**
  54524. * The previous delay of the runtime animation
  54525. */
  54526. this._previousDelay = 0;
  54527. /**
  54528. * The previous ratio of the runtime animation
  54529. */
  54530. this._previousRatio = 0;
  54531. this._animation = animation;
  54532. this._target = target;
  54533. this._scene = scene;
  54534. this._host = host;
  54535. animation._runtimeAnimations.push(this);
  54536. // Cloning events locally
  54537. var events = animation.getEvents();
  54538. if (events && events.length > 0) {
  54539. events.forEach(function (e) {
  54540. _this._events.push(e._clone());
  54541. });
  54542. }
  54543. }
  54544. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  54545. /**
  54546. * Gets the current frame of the runtime animation
  54547. */
  54548. get: function () {
  54549. return this._currentFrame;
  54550. },
  54551. enumerable: true,
  54552. configurable: true
  54553. });
  54554. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  54555. /**
  54556. * Gets the weight of the runtime animation
  54557. */
  54558. get: function () {
  54559. return this._weight;
  54560. },
  54561. enumerable: true,
  54562. configurable: true
  54563. });
  54564. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  54565. /**
  54566. * Gets the current value of the runtime animation
  54567. */
  54568. get: function () {
  54569. return this._currentValue;
  54570. },
  54571. enumerable: true,
  54572. configurable: true
  54573. });
  54574. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  54575. /**
  54576. * Gets the target path of the runtime animation
  54577. */
  54578. get: function () {
  54579. return this._targetPath;
  54580. },
  54581. enumerable: true,
  54582. configurable: true
  54583. });
  54584. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  54585. /**
  54586. * Gets the actual target of the runtime animation
  54587. */
  54588. get: function () {
  54589. return this._activeTarget;
  54590. },
  54591. enumerable: true,
  54592. configurable: true
  54593. });
  54594. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  54595. /**
  54596. * Gets the animation from the runtime animation
  54597. */
  54598. get: function () {
  54599. return this._animation;
  54600. },
  54601. enumerable: true,
  54602. configurable: true
  54603. });
  54604. /**
  54605. * Resets the runtime animation to the beginning
  54606. * @param restoreOriginal defines whether to restore the target property to the original value
  54607. */
  54608. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  54609. if (restoreOriginal === void 0) { restoreOriginal = false; }
  54610. if (restoreOriginal) {
  54611. if (this._target instanceof Array) {
  54612. var index = 0;
  54613. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54614. var target = _a[_i];
  54615. if (this._originalValue[index] !== undefined) {
  54616. this._setValue(target, this._originalValue[index], -1);
  54617. }
  54618. index++;
  54619. }
  54620. }
  54621. else {
  54622. if (this._originalValue[0] !== undefined) {
  54623. this._setValue(this._target, this._originalValue[0], -1);
  54624. }
  54625. }
  54626. }
  54627. this._offsetsCache = {};
  54628. this._highLimitsCache = {};
  54629. this._currentFrame = 0;
  54630. this._blendingFactor = 0;
  54631. this._originalValue = new Array();
  54632. // Events
  54633. for (var index = 0; index < this._events.length; index++) {
  54634. this._events[index].isDone = false;
  54635. }
  54636. };
  54637. /**
  54638. * Specifies if the runtime animation is stopped
  54639. * @returns Boolean specifying if the runtime animation is stopped
  54640. */
  54641. RuntimeAnimation.prototype.isStopped = function () {
  54642. return this._stopped;
  54643. };
  54644. /**
  54645. * Disposes of the runtime animation
  54646. */
  54647. RuntimeAnimation.prototype.dispose = function () {
  54648. var index = this._animation.runtimeAnimations.indexOf(this);
  54649. if (index > -1) {
  54650. this._animation.runtimeAnimations.splice(index, 1);
  54651. }
  54652. };
  54653. /**
  54654. * Interpolates the animation from the current frame
  54655. * @param currentFrame The frame to interpolate the animation to
  54656. * @param repeatCount The number of times that the animation should loop
  54657. * @param loopMode The type of looping mode to use
  54658. * @param offsetValue Animation offset value
  54659. * @param highLimitValue The high limit value
  54660. * @returns The interpolated value
  54661. */
  54662. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  54663. this._currentFrame = currentFrame;
  54664. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  54665. this._workValue = BABYLON.Matrix.Zero();
  54666. }
  54667. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  54668. };
  54669. /**
  54670. * Apply the interpolated value to the target
  54671. * @param currentValue defines the value computed by the animation
  54672. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  54673. */
  54674. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  54675. if (weight === void 0) { weight = 1.0; }
  54676. if (this._target instanceof Array) {
  54677. var index = 0;
  54678. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54679. var target = _a[_i];
  54680. this._setValue(target, currentValue, weight, index);
  54681. index++;
  54682. }
  54683. }
  54684. else {
  54685. this._setValue(this._target, currentValue, weight);
  54686. }
  54687. };
  54688. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  54689. if (targetIndex === void 0) { targetIndex = 0; }
  54690. // Set value
  54691. var path;
  54692. var destination;
  54693. var targetPropertyPath = this._animation.targetPropertyPath;
  54694. if (targetPropertyPath.length > 1) {
  54695. var property = target[targetPropertyPath[0]];
  54696. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  54697. property = property[targetPropertyPath[index]];
  54698. }
  54699. path = targetPropertyPath[targetPropertyPath.length - 1];
  54700. destination = property;
  54701. }
  54702. else {
  54703. path = targetPropertyPath[0];
  54704. destination = target;
  54705. }
  54706. this._targetPath = path;
  54707. this._activeTarget = destination;
  54708. this._weight = weight;
  54709. if (this._originalValue[targetIndex] === undefined) {
  54710. var originalValue = void 0;
  54711. if (destination.getRestPose && path === "_matrix") { // For bones
  54712. originalValue = destination.getRestPose();
  54713. }
  54714. else {
  54715. originalValue = destination[path];
  54716. }
  54717. if (originalValue && originalValue.clone) {
  54718. this._originalValue[targetIndex] = originalValue.clone();
  54719. }
  54720. else {
  54721. this._originalValue[targetIndex] = originalValue;
  54722. }
  54723. }
  54724. // Blending
  54725. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  54726. if (enableBlending && this._blendingFactor <= 1.0) {
  54727. if (!this._originalBlendValue) {
  54728. var originalValue = destination[path];
  54729. if (originalValue.clone) {
  54730. this._originalBlendValue = originalValue.clone();
  54731. }
  54732. else {
  54733. this._originalBlendValue = originalValue;
  54734. }
  54735. }
  54736. if (this._originalBlendValue.m) { // Matrix
  54737. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  54738. if (this._currentValue) {
  54739. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54740. }
  54741. else {
  54742. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54743. }
  54744. }
  54745. else {
  54746. if (this._currentValue) {
  54747. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54748. }
  54749. else {
  54750. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54751. }
  54752. }
  54753. }
  54754. else {
  54755. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54756. }
  54757. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  54758. this._blendingFactor += blendingSpeed;
  54759. }
  54760. else {
  54761. this._currentValue = currentValue;
  54762. }
  54763. if (weight !== -1.0) {
  54764. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  54765. }
  54766. else {
  54767. destination[path] = this._currentValue;
  54768. }
  54769. if (target.markAsDirty) {
  54770. target.markAsDirty(this._animation.targetProperty);
  54771. }
  54772. };
  54773. /**
  54774. * Gets the loop pmode of the runtime animation
  54775. * @returns Loop Mode
  54776. */
  54777. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  54778. if (this._target && this._target.animationPropertiesOverride) {
  54779. return this._target.animationPropertiesOverride.loopMode;
  54780. }
  54781. return this._animation.loopMode;
  54782. };
  54783. /**
  54784. * Move the current animation to a given frame
  54785. * @param frame defines the frame to move to
  54786. */
  54787. RuntimeAnimation.prototype.goToFrame = function (frame) {
  54788. var keys = this._animation.getKeys();
  54789. if (frame < keys[0].frame) {
  54790. frame = keys[0].frame;
  54791. }
  54792. else if (frame > keys[keys.length - 1].frame) {
  54793. frame = keys[keys.length - 1].frame;
  54794. }
  54795. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  54796. this.setValue(currentValue, -1);
  54797. };
  54798. /**
  54799. * @hidden Internal use only
  54800. */
  54801. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  54802. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  54803. this._ratioOffset = this._previousRatio - newRatio;
  54804. };
  54805. /**
  54806. * Execute the current animation
  54807. * @param delay defines the delay to add to the current frame
  54808. * @param from defines the lower bound of the animation range
  54809. * @param to defines the upper bound of the animation range
  54810. * @param loop defines if the current animation must loop
  54811. * @param speedRatio defines the current speed ratio
  54812. * @param weight defines the weight of the animation (default is -1 so no weight)
  54813. * @returns a boolean indicating if the animation is running
  54814. */
  54815. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  54816. if (weight === void 0) { weight = -1.0; }
  54817. var targetPropertyPath = this._animation.targetPropertyPath;
  54818. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  54819. this._stopped = true;
  54820. return false;
  54821. }
  54822. var returnValue = true;
  54823. var keys = this._animation.getKeys();
  54824. // Adding a start key at frame 0 if missing
  54825. if (keys[0].frame !== 0) {
  54826. var newKey = { frame: 0, value: keys[0].value };
  54827. keys.splice(0, 0, newKey);
  54828. }
  54829. // Adding a duplicate key when there is only one key at frame zero
  54830. else if (keys.length === 1) {
  54831. var newKey = { frame: 0.001, value: keys[0].value };
  54832. keys.push(newKey);
  54833. }
  54834. // Check limits
  54835. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  54836. from = keys[0].frame;
  54837. }
  54838. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  54839. to = keys[keys.length - 1].frame;
  54840. }
  54841. //to and from cannot be the same key
  54842. if (from === to) {
  54843. if (from > keys[0].frame) {
  54844. from--;
  54845. }
  54846. else if (to < keys[keys.length - 1].frame) {
  54847. to++;
  54848. }
  54849. }
  54850. // Compute ratio
  54851. var range = to - from;
  54852. var offsetValue;
  54853. // ratio represents the frame delta between from and to
  54854. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  54855. var highLimitValue = 0;
  54856. this._previousDelay = delay;
  54857. this._previousRatio = ratio;
  54858. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  54859. returnValue = false;
  54860. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  54861. }
  54862. else {
  54863. // Get max value if required
  54864. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  54865. var keyOffset = to.toString() + from.toString();
  54866. if (!this._offsetsCache[keyOffset]) {
  54867. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  54868. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  54869. switch (this._animation.dataType) {
  54870. // Float
  54871. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  54872. this._offsetsCache[keyOffset] = toValue - fromValue;
  54873. break;
  54874. // Quaternion
  54875. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  54876. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54877. break;
  54878. // Vector3
  54879. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  54880. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54881. // Vector2
  54882. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  54883. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54884. // Size
  54885. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  54886. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54887. // Color3
  54888. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  54889. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54890. default:
  54891. break;
  54892. }
  54893. this._highLimitsCache[keyOffset] = toValue;
  54894. }
  54895. highLimitValue = this._highLimitsCache[keyOffset];
  54896. offsetValue = this._offsetsCache[keyOffset];
  54897. }
  54898. }
  54899. if (offsetValue === undefined) {
  54900. switch (this._animation.dataType) {
  54901. // Float
  54902. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  54903. offsetValue = 0;
  54904. break;
  54905. // Quaternion
  54906. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  54907. offsetValue = _staticOffsetValueQuaternion;
  54908. break;
  54909. // Vector3
  54910. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  54911. offsetValue = _staticOffsetValueVector3;
  54912. break;
  54913. // Vector2
  54914. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  54915. offsetValue = _staticOffsetValueVector2;
  54916. break;
  54917. // Size
  54918. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  54919. offsetValue = _staticOffsetValueSize;
  54920. break;
  54921. // Color3
  54922. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  54923. offsetValue = _staticOffsetValueColor3;
  54924. }
  54925. }
  54926. // Compute value
  54927. var repeatCount = (ratio / range) >> 0;
  54928. var currentFrame = returnValue ? from + ratio % range : to;
  54929. // Need to normalize?
  54930. if (this._host && this._host.syncRoot) {
  54931. var syncRoot = this._host.syncRoot;
  54932. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  54933. currentFrame = from + (to - from) * hostNormalizedFrame;
  54934. }
  54935. // Reset events if looping
  54936. var events = this._events;
  54937. if (range > 0 && this.currentFrame > currentFrame ||
  54938. range < 0 && this.currentFrame < currentFrame) {
  54939. // Need to reset animation events
  54940. for (var index = 0; index < events.length; index++) {
  54941. if (!events[index].onlyOnce) {
  54942. // reset event, the animation is looping
  54943. events[index].isDone = false;
  54944. }
  54945. }
  54946. }
  54947. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  54948. // Set value
  54949. this.setValue(currentValue, weight);
  54950. // Check events
  54951. for (var index = 0; index < events.length; index++) {
  54952. // Make sure current frame has passed event frame and that event frame is within the current range
  54953. // Also, handle both forward and reverse animations
  54954. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  54955. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  54956. var event = events[index];
  54957. if (!event.isDone) {
  54958. // If event should be done only once, remove it.
  54959. if (event.onlyOnce) {
  54960. events.splice(index, 1);
  54961. index--;
  54962. }
  54963. event.isDone = true;
  54964. event.action(currentFrame);
  54965. } // Don't do anything if the event has already be done.
  54966. }
  54967. }
  54968. if (!returnValue) {
  54969. this._stopped = true;
  54970. }
  54971. return returnValue;
  54972. };
  54973. return RuntimeAnimation;
  54974. }());
  54975. BABYLON.RuntimeAnimation = RuntimeAnimation;
  54976. })(BABYLON || (BABYLON = {}));
  54977. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  54978. var BABYLON;
  54979. (function (BABYLON) {
  54980. /**
  54981. * Class used to store an actual running animation
  54982. */
  54983. var Animatable = /** @class */ (function () {
  54984. /**
  54985. * Creates a new Animatable
  54986. * @param scene defines the hosting scene
  54987. * @param target defines the target object
  54988. * @param fromFrame defines the starting frame number (default is 0)
  54989. * @param toFrame defines the ending frame number (default is 100)
  54990. * @param loopAnimation defines if the animation must loop (default is false)
  54991. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  54992. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  54993. * @param animations defines a group of animation to add to the new Animatable
  54994. */
  54995. function Animatable(scene,
  54996. /** defines the target object */
  54997. target,
  54998. /** defines the starting frame number (default is 0) */
  54999. fromFrame,
  55000. /** defines the ending frame number (default is 100) */
  55001. toFrame,
  55002. /** defines if the animation must loop (default is false) */
  55003. loopAnimation, speedRatio,
  55004. /** defines a callback to call when animation ends if it is not looping */
  55005. onAnimationEnd, animations) {
  55006. if (fromFrame === void 0) { fromFrame = 0; }
  55007. if (toFrame === void 0) { toFrame = 100; }
  55008. if (loopAnimation === void 0) { loopAnimation = false; }
  55009. if (speedRatio === void 0) { speedRatio = 1.0; }
  55010. this.target = target;
  55011. this.fromFrame = fromFrame;
  55012. this.toFrame = toFrame;
  55013. this.loopAnimation = loopAnimation;
  55014. this.onAnimationEnd = onAnimationEnd;
  55015. this._localDelayOffset = null;
  55016. this._pausedDelay = null;
  55017. this._runtimeAnimations = new Array();
  55018. this._paused = false;
  55019. this._speedRatio = 1;
  55020. this._weight = -1.0;
  55021. /**
  55022. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55023. * This will only apply for non looping animation (default is true)
  55024. */
  55025. this.disposeOnEnd = true;
  55026. /**
  55027. * Gets a boolean indicating if the animation has started
  55028. */
  55029. this.animationStarted = false;
  55030. /**
  55031. * Observer raised when the animation ends
  55032. */
  55033. this.onAnimationEndObservable = new BABYLON.Observable();
  55034. this._scene = scene;
  55035. if (animations) {
  55036. this.appendAnimations(target, animations);
  55037. }
  55038. this._speedRatio = speedRatio;
  55039. scene._activeAnimatables.push(this);
  55040. }
  55041. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55042. /**
  55043. * Gets the root Animatable used to synchronize and normalize animations
  55044. */
  55045. get: function () {
  55046. return this._syncRoot;
  55047. },
  55048. enumerable: true,
  55049. configurable: true
  55050. });
  55051. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55052. /**
  55053. * Gets the current frame of the first RuntimeAnimation
  55054. * Used to synchronize Animatables
  55055. */
  55056. get: function () {
  55057. if (this._runtimeAnimations.length === 0) {
  55058. return 0;
  55059. }
  55060. return this._runtimeAnimations[0].currentFrame;
  55061. },
  55062. enumerable: true,
  55063. configurable: true
  55064. });
  55065. Object.defineProperty(Animatable.prototype, "weight", {
  55066. /**
  55067. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55068. */
  55069. get: function () {
  55070. return this._weight;
  55071. },
  55072. set: function (value) {
  55073. if (value === -1) { // -1 is ok and means no weight
  55074. this._weight = -1;
  55075. return;
  55076. }
  55077. // Else weight must be in [0, 1] range
  55078. this._weight = Math.min(Math.max(value, 0), 1.0);
  55079. },
  55080. enumerable: true,
  55081. configurable: true
  55082. });
  55083. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55084. /**
  55085. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55086. */
  55087. get: function () {
  55088. return this._speedRatio;
  55089. },
  55090. set: function (value) {
  55091. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55092. var animation = this._runtimeAnimations[index];
  55093. animation._prepareForSpeedRatioChange(value);
  55094. }
  55095. this._speedRatio = value;
  55096. },
  55097. enumerable: true,
  55098. configurable: true
  55099. });
  55100. // Methods
  55101. /**
  55102. * Synchronize and normalize current Animatable with a source Animatable
  55103. * This is useful when using animation weights and when animations are not of the same length
  55104. * @param root defines the root Animatable to synchronize with
  55105. * @returns the current Animatable
  55106. */
  55107. Animatable.prototype.syncWith = function (root) {
  55108. this._syncRoot = root;
  55109. if (root) {
  55110. // Make sure this animatable will animate after the root
  55111. var index = this._scene._activeAnimatables.indexOf(this);
  55112. if (index > -1) {
  55113. this._scene._activeAnimatables.splice(index, 1);
  55114. this._scene._activeAnimatables.push(this);
  55115. }
  55116. }
  55117. return this;
  55118. };
  55119. /**
  55120. * Gets the list of runtime animations
  55121. * @returns an array of RuntimeAnimation
  55122. */
  55123. Animatable.prototype.getAnimations = function () {
  55124. return this._runtimeAnimations;
  55125. };
  55126. /**
  55127. * Adds more animations to the current animatable
  55128. * @param target defines the target of the animations
  55129. * @param animations defines the new animations to add
  55130. */
  55131. Animatable.prototype.appendAnimations = function (target, animations) {
  55132. for (var index = 0; index < animations.length; index++) {
  55133. var animation = animations[index];
  55134. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55135. }
  55136. };
  55137. /**
  55138. * Gets the source animation for a specific property
  55139. * @param property defines the propertyu to look for
  55140. * @returns null or the source animation for the given property
  55141. */
  55142. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55143. var runtimeAnimations = this._runtimeAnimations;
  55144. for (var index = 0; index < runtimeAnimations.length; index++) {
  55145. if (runtimeAnimations[index].animation.targetProperty === property) {
  55146. return runtimeAnimations[index].animation;
  55147. }
  55148. }
  55149. return null;
  55150. };
  55151. /**
  55152. * Gets the runtime animation for a specific property
  55153. * @param property defines the propertyu to look for
  55154. * @returns null or the runtime animation for the given property
  55155. */
  55156. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55157. var runtimeAnimations = this._runtimeAnimations;
  55158. for (var index = 0; index < runtimeAnimations.length; index++) {
  55159. if (runtimeAnimations[index].animation.targetProperty === property) {
  55160. return runtimeAnimations[index];
  55161. }
  55162. }
  55163. return null;
  55164. };
  55165. /**
  55166. * Resets the animatable to its original state
  55167. */
  55168. Animatable.prototype.reset = function () {
  55169. var runtimeAnimations = this._runtimeAnimations;
  55170. for (var index = 0; index < runtimeAnimations.length; index++) {
  55171. runtimeAnimations[index].reset(true);
  55172. }
  55173. this._localDelayOffset = null;
  55174. this._pausedDelay = null;
  55175. };
  55176. /**
  55177. * Allows the animatable to blend with current running animations
  55178. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55179. * @param blendingSpeed defines the blending speed to use
  55180. */
  55181. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55182. var runtimeAnimations = this._runtimeAnimations;
  55183. for (var index = 0; index < runtimeAnimations.length; index++) {
  55184. runtimeAnimations[index].animation.enableBlending = true;
  55185. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55186. }
  55187. };
  55188. /**
  55189. * Disable animation blending
  55190. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55191. */
  55192. Animatable.prototype.disableBlending = function () {
  55193. var runtimeAnimations = this._runtimeAnimations;
  55194. for (var index = 0; index < runtimeAnimations.length; index++) {
  55195. runtimeAnimations[index].animation.enableBlending = false;
  55196. }
  55197. };
  55198. /**
  55199. * Jump directly to a given frame
  55200. * @param frame defines the frame to jump to
  55201. */
  55202. Animatable.prototype.goToFrame = function (frame) {
  55203. var runtimeAnimations = this._runtimeAnimations;
  55204. if (runtimeAnimations[0]) {
  55205. var fps = runtimeAnimations[0].animation.framePerSecond;
  55206. var currentFrame = runtimeAnimations[0].currentFrame;
  55207. var adjustTime = frame - currentFrame;
  55208. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55209. if (this._localDelayOffset === null) {
  55210. this._localDelayOffset = 0;
  55211. }
  55212. this._localDelayOffset -= delay;
  55213. }
  55214. for (var index = 0; index < runtimeAnimations.length; index++) {
  55215. runtimeAnimations[index].goToFrame(frame);
  55216. }
  55217. };
  55218. /**
  55219. * Pause the animation
  55220. */
  55221. Animatable.prototype.pause = function () {
  55222. if (this._paused) {
  55223. return;
  55224. }
  55225. this._paused = true;
  55226. };
  55227. /**
  55228. * Restart the animation
  55229. */
  55230. Animatable.prototype.restart = function () {
  55231. this._paused = false;
  55232. };
  55233. Animatable.prototype._raiseOnAnimationEnd = function () {
  55234. if (this.onAnimationEnd) {
  55235. this.onAnimationEnd();
  55236. }
  55237. this.onAnimationEndObservable.notifyObservers(this);
  55238. };
  55239. /**
  55240. * Stop and delete the current animation
  55241. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55242. * @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)
  55243. */
  55244. Animatable.prototype.stop = function (animationName, targetMask) {
  55245. if (animationName || targetMask) {
  55246. var idx = this._scene._activeAnimatables.indexOf(this);
  55247. if (idx > -1) {
  55248. var runtimeAnimations = this._runtimeAnimations;
  55249. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55250. var runtimeAnimation = runtimeAnimations[index];
  55251. if (animationName && runtimeAnimation.animation.name != animationName) {
  55252. continue;
  55253. }
  55254. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55255. continue;
  55256. }
  55257. runtimeAnimation.dispose();
  55258. runtimeAnimations.splice(index, 1);
  55259. }
  55260. if (runtimeAnimations.length == 0) {
  55261. this._scene._activeAnimatables.splice(idx, 1);
  55262. this._raiseOnAnimationEnd();
  55263. }
  55264. }
  55265. }
  55266. else {
  55267. var index = this._scene._activeAnimatables.indexOf(this);
  55268. if (index > -1) {
  55269. this._scene._activeAnimatables.splice(index, 1);
  55270. var runtimeAnimations = this._runtimeAnimations;
  55271. for (var index = 0; index < runtimeAnimations.length; index++) {
  55272. runtimeAnimations[index].dispose();
  55273. }
  55274. this._raiseOnAnimationEnd();
  55275. }
  55276. }
  55277. };
  55278. /**
  55279. * Wait asynchronously for the animation to end
  55280. * @returns a promise which will be fullfilled when the animation ends
  55281. */
  55282. Animatable.prototype.waitAsync = function () {
  55283. var _this = this;
  55284. return new Promise(function (resolve, reject) {
  55285. _this.onAnimationEndObservable.add(function () {
  55286. resolve(_this);
  55287. }, undefined, undefined, _this, true);
  55288. });
  55289. };
  55290. /** @hidden */
  55291. Animatable.prototype._animate = function (delay) {
  55292. if (this._paused) {
  55293. this.animationStarted = false;
  55294. if (this._pausedDelay === null) {
  55295. this._pausedDelay = delay;
  55296. }
  55297. return true;
  55298. }
  55299. if (this._localDelayOffset === null) {
  55300. this._localDelayOffset = delay;
  55301. this._pausedDelay = null;
  55302. }
  55303. else if (this._pausedDelay !== null) {
  55304. this._localDelayOffset += delay - this._pausedDelay;
  55305. this._pausedDelay = null;
  55306. }
  55307. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55308. return true;
  55309. }
  55310. // Animating
  55311. var running = false;
  55312. var runtimeAnimations = this._runtimeAnimations;
  55313. var index;
  55314. for (index = 0; index < runtimeAnimations.length; index++) {
  55315. var animation = runtimeAnimations[index];
  55316. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55317. running = running || isRunning;
  55318. }
  55319. this.animationStarted = running;
  55320. if (!running) {
  55321. if (this.disposeOnEnd) {
  55322. // Remove from active animatables
  55323. index = this._scene._activeAnimatables.indexOf(this);
  55324. this._scene._activeAnimatables.splice(index, 1);
  55325. // Dispose all runtime animations
  55326. for (index = 0; index < runtimeAnimations.length; index++) {
  55327. runtimeAnimations[index].dispose();
  55328. }
  55329. }
  55330. this._raiseOnAnimationEnd();
  55331. if (this.disposeOnEnd) {
  55332. this.onAnimationEnd = null;
  55333. this.onAnimationEndObservable.clear();
  55334. }
  55335. }
  55336. return running;
  55337. };
  55338. return Animatable;
  55339. }());
  55340. BABYLON.Animatable = Animatable;
  55341. })(BABYLON || (BABYLON = {}));
  55342. //# sourceMappingURL=babylon.animatable.js.map
  55343. var BABYLON;
  55344. (function (BABYLON) {
  55345. /**
  55346. * Base class used for every default easing function.
  55347. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55348. */
  55349. var EasingFunction = /** @class */ (function () {
  55350. function EasingFunction() {
  55351. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55352. }
  55353. /**
  55354. * Sets the easing mode of the current function.
  55355. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55356. */
  55357. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55358. var n = Math.min(Math.max(easingMode, 0), 2);
  55359. this._easingMode = n;
  55360. };
  55361. /**
  55362. * Gets the current easing mode.
  55363. * @returns the easing mode
  55364. */
  55365. EasingFunction.prototype.getEasingMode = function () {
  55366. return this._easingMode;
  55367. };
  55368. /**
  55369. * @hidden
  55370. */
  55371. EasingFunction.prototype.easeInCore = function (gradient) {
  55372. throw new Error('You must implement this method');
  55373. };
  55374. /**
  55375. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55376. * of the easing function.
  55377. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55378. * @returns the corresponding value on the curve defined by the easing function
  55379. */
  55380. EasingFunction.prototype.ease = function (gradient) {
  55381. switch (this._easingMode) {
  55382. case EasingFunction.EASINGMODE_EASEIN:
  55383. return this.easeInCore(gradient);
  55384. case EasingFunction.EASINGMODE_EASEOUT:
  55385. return (1 - this.easeInCore(1 - gradient));
  55386. }
  55387. if (gradient >= 0.5) {
  55388. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55389. }
  55390. return (this.easeInCore(gradient * 2) * 0.5);
  55391. };
  55392. /**
  55393. * Interpolation follows the mathematical formula associated with the easing function.
  55394. */
  55395. EasingFunction.EASINGMODE_EASEIN = 0;
  55396. /**
  55397. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  55398. */
  55399. EasingFunction.EASINGMODE_EASEOUT = 1;
  55400. /**
  55401. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  55402. */
  55403. EasingFunction.EASINGMODE_EASEINOUT = 2;
  55404. return EasingFunction;
  55405. }());
  55406. BABYLON.EasingFunction = EasingFunction;
  55407. /**
  55408. * Easing function with a circle shape (see link below).
  55409. * @see https://easings.net/#easeInCirc
  55410. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55411. */
  55412. var CircleEase = /** @class */ (function (_super) {
  55413. __extends(CircleEase, _super);
  55414. function CircleEase() {
  55415. return _super !== null && _super.apply(this, arguments) || this;
  55416. }
  55417. /** @hidden */
  55418. CircleEase.prototype.easeInCore = function (gradient) {
  55419. gradient = Math.max(0, Math.min(1, gradient));
  55420. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  55421. };
  55422. return CircleEase;
  55423. }(EasingFunction));
  55424. BABYLON.CircleEase = CircleEase;
  55425. /**
  55426. * Easing function with a ease back shape (see link below).
  55427. * @see https://easings.net/#easeInBack
  55428. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55429. */
  55430. var BackEase = /** @class */ (function (_super) {
  55431. __extends(BackEase, _super);
  55432. /**
  55433. * Instantiates a back ease easing
  55434. * @see https://easings.net/#easeInBack
  55435. * @param amplitude Defines the amplitude of the function
  55436. */
  55437. function BackEase(
  55438. /** Defines the amplitude of the function */
  55439. amplitude) {
  55440. if (amplitude === void 0) { amplitude = 1; }
  55441. var _this = _super.call(this) || this;
  55442. _this.amplitude = amplitude;
  55443. return _this;
  55444. }
  55445. /** @hidden */
  55446. BackEase.prototype.easeInCore = function (gradient) {
  55447. var num = Math.max(0, this.amplitude);
  55448. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  55449. };
  55450. return BackEase;
  55451. }(EasingFunction));
  55452. BABYLON.BackEase = BackEase;
  55453. /**
  55454. * Easing function with a bouncing shape (see link below).
  55455. * @see https://easings.net/#easeInBounce
  55456. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55457. */
  55458. var BounceEase = /** @class */ (function (_super) {
  55459. __extends(BounceEase, _super);
  55460. /**
  55461. * Instantiates a bounce easing
  55462. * @see https://easings.net/#easeInBounce
  55463. * @param bounces Defines the number of bounces
  55464. * @param bounciness Defines the amplitude of the bounce
  55465. */
  55466. function BounceEase(
  55467. /** Defines the number of bounces */
  55468. bounces,
  55469. /** Defines the amplitude of the bounce */
  55470. bounciness) {
  55471. if (bounces === void 0) { bounces = 3; }
  55472. if (bounciness === void 0) { bounciness = 2; }
  55473. var _this = _super.call(this) || this;
  55474. _this.bounces = bounces;
  55475. _this.bounciness = bounciness;
  55476. return _this;
  55477. }
  55478. /** @hidden */
  55479. BounceEase.prototype.easeInCore = function (gradient) {
  55480. var y = Math.max(0.0, this.bounces);
  55481. var bounciness = this.bounciness;
  55482. if (bounciness <= 1.0) {
  55483. bounciness = 1.001;
  55484. }
  55485. var num9 = Math.pow(bounciness, y);
  55486. var num5 = 1.0 - bounciness;
  55487. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  55488. var num15 = gradient * num4;
  55489. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  55490. var num3 = Math.floor(num65);
  55491. var num13 = num3 + 1.0;
  55492. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  55493. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  55494. var num7 = (num8 + num12) * 0.5;
  55495. var num6 = gradient - num7;
  55496. var num2 = num7 - num8;
  55497. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  55498. };
  55499. return BounceEase;
  55500. }(EasingFunction));
  55501. BABYLON.BounceEase = BounceEase;
  55502. /**
  55503. * Easing function with a power of 3 shape (see link below).
  55504. * @see https://easings.net/#easeInCubic
  55505. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55506. */
  55507. var CubicEase = /** @class */ (function (_super) {
  55508. __extends(CubicEase, _super);
  55509. function CubicEase() {
  55510. return _super !== null && _super.apply(this, arguments) || this;
  55511. }
  55512. /** @hidden */
  55513. CubicEase.prototype.easeInCore = function (gradient) {
  55514. return (gradient * gradient * gradient);
  55515. };
  55516. return CubicEase;
  55517. }(EasingFunction));
  55518. BABYLON.CubicEase = CubicEase;
  55519. /**
  55520. * Easing function with an elastic shape (see link below).
  55521. * @see https://easings.net/#easeInElastic
  55522. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55523. */
  55524. var ElasticEase = /** @class */ (function (_super) {
  55525. __extends(ElasticEase, _super);
  55526. /**
  55527. * Instantiates an elastic easing function
  55528. * @see https://easings.net/#easeInElastic
  55529. * @param oscillations Defines the number of oscillations
  55530. * @param springiness Defines the amplitude of the oscillations
  55531. */
  55532. function ElasticEase(
  55533. /** Defines the number of oscillations*/
  55534. oscillations,
  55535. /** Defines the amplitude of the oscillations*/
  55536. springiness) {
  55537. if (oscillations === void 0) { oscillations = 3; }
  55538. if (springiness === void 0) { springiness = 3; }
  55539. var _this = _super.call(this) || this;
  55540. _this.oscillations = oscillations;
  55541. _this.springiness = springiness;
  55542. return _this;
  55543. }
  55544. /** @hidden */
  55545. ElasticEase.prototype.easeInCore = function (gradient) {
  55546. var num2;
  55547. var num3 = Math.max(0.0, this.oscillations);
  55548. var num = Math.max(0.0, this.springiness);
  55549. if (num == 0) {
  55550. num2 = gradient;
  55551. }
  55552. else {
  55553. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  55554. }
  55555. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  55556. };
  55557. return ElasticEase;
  55558. }(EasingFunction));
  55559. BABYLON.ElasticEase = ElasticEase;
  55560. /**
  55561. * Easing function with an exponential shape (see link below).
  55562. * @see https://easings.net/#easeInExpo
  55563. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55564. */
  55565. var ExponentialEase = /** @class */ (function (_super) {
  55566. __extends(ExponentialEase, _super);
  55567. /**
  55568. * Instantiates an exponential easing function
  55569. * @see https://easings.net/#easeInExpo
  55570. * @param exponent Defines the exponent of the function
  55571. */
  55572. function ExponentialEase(
  55573. /** Defines the exponent of the function */
  55574. exponent) {
  55575. if (exponent === void 0) { exponent = 2; }
  55576. var _this = _super.call(this) || this;
  55577. _this.exponent = exponent;
  55578. return _this;
  55579. }
  55580. /** @hidden */
  55581. ExponentialEase.prototype.easeInCore = function (gradient) {
  55582. if (this.exponent <= 0) {
  55583. return gradient;
  55584. }
  55585. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  55586. };
  55587. return ExponentialEase;
  55588. }(EasingFunction));
  55589. BABYLON.ExponentialEase = ExponentialEase;
  55590. /**
  55591. * Easing function with a power shape (see link below).
  55592. * @see https://easings.net/#easeInQuad
  55593. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55594. */
  55595. var PowerEase = /** @class */ (function (_super) {
  55596. __extends(PowerEase, _super);
  55597. /**
  55598. * Instantiates an power base easing function
  55599. * @see https://easings.net/#easeInQuad
  55600. * @param power Defines the power of the function
  55601. */
  55602. function PowerEase(
  55603. /** Defines the power of the function */
  55604. power) {
  55605. if (power === void 0) { power = 2; }
  55606. var _this = _super.call(this) || this;
  55607. _this.power = power;
  55608. return _this;
  55609. }
  55610. /** @hidden */
  55611. PowerEase.prototype.easeInCore = function (gradient) {
  55612. var y = Math.max(0.0, this.power);
  55613. return Math.pow(gradient, y);
  55614. };
  55615. return PowerEase;
  55616. }(EasingFunction));
  55617. BABYLON.PowerEase = PowerEase;
  55618. /**
  55619. * Easing function with a power of 2 shape (see link below).
  55620. * @see https://easings.net/#easeInQuad
  55621. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55622. */
  55623. var QuadraticEase = /** @class */ (function (_super) {
  55624. __extends(QuadraticEase, _super);
  55625. function QuadraticEase() {
  55626. return _super !== null && _super.apply(this, arguments) || this;
  55627. }
  55628. /** @hidden */
  55629. QuadraticEase.prototype.easeInCore = function (gradient) {
  55630. return (gradient * gradient);
  55631. };
  55632. return QuadraticEase;
  55633. }(EasingFunction));
  55634. BABYLON.QuadraticEase = QuadraticEase;
  55635. /**
  55636. * Easing function with a power of 4 shape (see link below).
  55637. * @see https://easings.net/#easeInQuart
  55638. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55639. */
  55640. var QuarticEase = /** @class */ (function (_super) {
  55641. __extends(QuarticEase, _super);
  55642. function QuarticEase() {
  55643. return _super !== null && _super.apply(this, arguments) || this;
  55644. }
  55645. /** @hidden */
  55646. QuarticEase.prototype.easeInCore = function (gradient) {
  55647. return (gradient * gradient * gradient * gradient);
  55648. };
  55649. return QuarticEase;
  55650. }(EasingFunction));
  55651. BABYLON.QuarticEase = QuarticEase;
  55652. /**
  55653. * Easing function with a power of 5 shape (see link below).
  55654. * @see https://easings.net/#easeInQuint
  55655. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55656. */
  55657. var QuinticEase = /** @class */ (function (_super) {
  55658. __extends(QuinticEase, _super);
  55659. function QuinticEase() {
  55660. return _super !== null && _super.apply(this, arguments) || this;
  55661. }
  55662. /** @hidden */
  55663. QuinticEase.prototype.easeInCore = function (gradient) {
  55664. return (gradient * gradient * gradient * gradient * gradient);
  55665. };
  55666. return QuinticEase;
  55667. }(EasingFunction));
  55668. BABYLON.QuinticEase = QuinticEase;
  55669. /**
  55670. * Easing function with a sin shape (see link below).
  55671. * @see https://easings.net/#easeInSine
  55672. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55673. */
  55674. var SineEase = /** @class */ (function (_super) {
  55675. __extends(SineEase, _super);
  55676. function SineEase() {
  55677. return _super !== null && _super.apply(this, arguments) || this;
  55678. }
  55679. /** @hidden */
  55680. SineEase.prototype.easeInCore = function (gradient) {
  55681. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  55682. };
  55683. return SineEase;
  55684. }(EasingFunction));
  55685. BABYLON.SineEase = SineEase;
  55686. /**
  55687. * Easing function with a bezier shape (see link below).
  55688. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55689. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55690. */
  55691. var BezierCurveEase = /** @class */ (function (_super) {
  55692. __extends(BezierCurveEase, _super);
  55693. /**
  55694. * Instantiates a bezier function
  55695. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55696. * @param x1 Defines the x component of the start tangent in the bezier curve
  55697. * @param y1 Defines the y component of the start tangent in the bezier curve
  55698. * @param x2 Defines the x component of the end tangent in the bezier curve
  55699. * @param y2 Defines the y component of the end tangent in the bezier curve
  55700. */
  55701. function BezierCurveEase(
  55702. /** Defines the x component of the start tangent in the bezier curve */
  55703. x1,
  55704. /** Defines the y component of the start tangent in the bezier curve */
  55705. y1,
  55706. /** Defines the x component of the end tangent in the bezier curve */
  55707. x2,
  55708. /** Defines the y component of the end tangent in the bezier curve */
  55709. y2) {
  55710. if (x1 === void 0) { x1 = 0; }
  55711. if (y1 === void 0) { y1 = 0; }
  55712. if (x2 === void 0) { x2 = 1; }
  55713. if (y2 === void 0) { y2 = 1; }
  55714. var _this = _super.call(this) || this;
  55715. _this.x1 = x1;
  55716. _this.y1 = y1;
  55717. _this.x2 = x2;
  55718. _this.y2 = y2;
  55719. return _this;
  55720. }
  55721. /** @hidden */
  55722. BezierCurveEase.prototype.easeInCore = function (gradient) {
  55723. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  55724. };
  55725. return BezierCurveEase;
  55726. }(EasingFunction));
  55727. BABYLON.BezierCurveEase = BezierCurveEase;
  55728. })(BABYLON || (BABYLON = {}));
  55729. //# sourceMappingURL=babylon.easing.js.map
  55730. var BABYLON;
  55731. (function (BABYLON) {
  55732. /**
  55733. * A Condition applied to an Action
  55734. */
  55735. var Condition = /** @class */ (function () {
  55736. /**
  55737. * Creates a new Condition
  55738. * @param actionManager the manager of the action the condition is applied to
  55739. */
  55740. function Condition(actionManager) {
  55741. this._actionManager = actionManager;
  55742. }
  55743. /**
  55744. * Check if the current condition is valid
  55745. * @returns a boolean
  55746. */
  55747. Condition.prototype.isValid = function () {
  55748. return true;
  55749. };
  55750. /**
  55751. * Internal only
  55752. * @hidden
  55753. */
  55754. Condition.prototype._getProperty = function (propertyPath) {
  55755. return this._actionManager._getProperty(propertyPath);
  55756. };
  55757. /**
  55758. * Internal only
  55759. * @hidden
  55760. */
  55761. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  55762. return this._actionManager._getEffectiveTarget(target, propertyPath);
  55763. };
  55764. /**
  55765. * Serialize placeholder for child classes
  55766. * @returns the serialized object
  55767. */
  55768. Condition.prototype.serialize = function () {
  55769. };
  55770. /**
  55771. * Internal only
  55772. * @hidden
  55773. */
  55774. Condition.prototype._serialize = function (serializedCondition) {
  55775. return {
  55776. type: 2,
  55777. children: [],
  55778. name: serializedCondition.name,
  55779. properties: serializedCondition.properties
  55780. };
  55781. };
  55782. return Condition;
  55783. }());
  55784. BABYLON.Condition = Condition;
  55785. /**
  55786. * Defines specific conditional operators as extensions of Condition
  55787. */
  55788. var ValueCondition = /** @class */ (function (_super) {
  55789. __extends(ValueCondition, _super);
  55790. /**
  55791. * Creates a new ValueCondition
  55792. * @param actionManager manager for the action the condition applies to
  55793. * @param target for the action
  55794. * @param propertyPath path to specify the property of the target the conditional operator uses
  55795. * @param value the value compared by the conditional operator against the current value of the property
  55796. * @param operator the conditional operator, default ValueCondition.IsEqual
  55797. */
  55798. function ValueCondition(actionManager, target,
  55799. /** path to specify the property of the target the conditional operator uses */
  55800. propertyPath,
  55801. /** the value compared by the conditional operator against the current value of the property */
  55802. value,
  55803. /** the conditional operator, default ValueCondition.IsEqual */
  55804. operator) {
  55805. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  55806. var _this = _super.call(this, actionManager) || this;
  55807. _this.propertyPath = propertyPath;
  55808. _this.value = value;
  55809. _this.operator = operator;
  55810. _this._target = target;
  55811. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  55812. _this._property = _this._getProperty(_this.propertyPath);
  55813. return _this;
  55814. }
  55815. Object.defineProperty(ValueCondition, "IsEqual", {
  55816. /**
  55817. * returns the number for IsEqual
  55818. */
  55819. get: function () {
  55820. return ValueCondition._IsEqual;
  55821. },
  55822. enumerable: true,
  55823. configurable: true
  55824. });
  55825. Object.defineProperty(ValueCondition, "IsDifferent", {
  55826. /**
  55827. * Returns the number for IsDifferent
  55828. */
  55829. get: function () {
  55830. return ValueCondition._IsDifferent;
  55831. },
  55832. enumerable: true,
  55833. configurable: true
  55834. });
  55835. Object.defineProperty(ValueCondition, "IsGreater", {
  55836. /**
  55837. * Returns the number for IsGreater
  55838. */
  55839. get: function () {
  55840. return ValueCondition._IsGreater;
  55841. },
  55842. enumerable: true,
  55843. configurable: true
  55844. });
  55845. Object.defineProperty(ValueCondition, "IsLesser", {
  55846. /**
  55847. * Returns the number for IsLesser
  55848. */
  55849. get: function () {
  55850. return ValueCondition._IsLesser;
  55851. },
  55852. enumerable: true,
  55853. configurable: true
  55854. });
  55855. /**
  55856. * Compares the given value with the property value for the specified conditional operator
  55857. * @returns the result of the comparison
  55858. */
  55859. ValueCondition.prototype.isValid = function () {
  55860. switch (this.operator) {
  55861. case ValueCondition.IsGreater:
  55862. return this._effectiveTarget[this._property] > this.value;
  55863. case ValueCondition.IsLesser:
  55864. return this._effectiveTarget[this._property] < this.value;
  55865. case ValueCondition.IsEqual:
  55866. case ValueCondition.IsDifferent:
  55867. var check;
  55868. if (this.value.equals) {
  55869. check = this.value.equals(this._effectiveTarget[this._property]);
  55870. }
  55871. else {
  55872. check = this.value === this._effectiveTarget[this._property];
  55873. }
  55874. return this.operator === ValueCondition.IsEqual ? check : !check;
  55875. }
  55876. return false;
  55877. };
  55878. /**
  55879. * Serialize the ValueCondition into a JSON compatible object
  55880. * @returns serialization object
  55881. */
  55882. ValueCondition.prototype.serialize = function () {
  55883. return this._serialize({
  55884. name: "ValueCondition",
  55885. properties: [
  55886. BABYLON.Action._GetTargetProperty(this._target),
  55887. { name: "propertyPath", value: this.propertyPath },
  55888. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  55889. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  55890. ]
  55891. });
  55892. };
  55893. /**
  55894. * Gets the name of the conditional operator for the ValueCondition
  55895. * @param operator the conditional operator
  55896. * @returns the name
  55897. */
  55898. ValueCondition.GetOperatorName = function (operator) {
  55899. switch (operator) {
  55900. case ValueCondition._IsEqual: return "IsEqual";
  55901. case ValueCondition._IsDifferent: return "IsDifferent";
  55902. case ValueCondition._IsGreater: return "IsGreater";
  55903. case ValueCondition._IsLesser: return "IsLesser";
  55904. default: return "";
  55905. }
  55906. };
  55907. /**
  55908. * Internal only
  55909. * @hidden
  55910. */
  55911. ValueCondition._IsEqual = 0;
  55912. /**
  55913. * Internal only
  55914. * @hidden
  55915. */
  55916. ValueCondition._IsDifferent = 1;
  55917. /**
  55918. * Internal only
  55919. * @hidden
  55920. */
  55921. ValueCondition._IsGreater = 2;
  55922. /**
  55923. * Internal only
  55924. * @hidden
  55925. */
  55926. ValueCondition._IsLesser = 3;
  55927. return ValueCondition;
  55928. }(Condition));
  55929. BABYLON.ValueCondition = ValueCondition;
  55930. /**
  55931. * Defines a predicate condition as an extension of Condition
  55932. */
  55933. var PredicateCondition = /** @class */ (function (_super) {
  55934. __extends(PredicateCondition, _super);
  55935. /**
  55936. * Creates a new PredicateCondition
  55937. * @param actionManager manager for the action the condition applies to
  55938. * @param predicate defines the predicate function used to validate the condition
  55939. */
  55940. function PredicateCondition(actionManager,
  55941. /** defines the predicate function used to validate the condition */
  55942. predicate) {
  55943. var _this = _super.call(this, actionManager) || this;
  55944. _this.predicate = predicate;
  55945. return _this;
  55946. }
  55947. /**
  55948. * @returns the validity of the predicate condition
  55949. */
  55950. PredicateCondition.prototype.isValid = function () {
  55951. return this.predicate();
  55952. };
  55953. return PredicateCondition;
  55954. }(Condition));
  55955. BABYLON.PredicateCondition = PredicateCondition;
  55956. /**
  55957. * Defines a state condition as an extension of Condition
  55958. */
  55959. var StateCondition = /** @class */ (function (_super) {
  55960. __extends(StateCondition, _super);
  55961. /**
  55962. * Creates a new StateCondition
  55963. * @param actionManager manager for the action the condition applies to
  55964. * @param target of the condition
  55965. * @param value to compare with target state
  55966. */
  55967. function StateCondition(actionManager, target,
  55968. /** Value to compare with target state */
  55969. value) {
  55970. var _this = _super.call(this, actionManager) || this;
  55971. _this.value = value;
  55972. _this._target = target;
  55973. return _this;
  55974. }
  55975. /**
  55976. * Gets a boolean indicating if the current condition is met
  55977. * @returns the validity of the state
  55978. */
  55979. StateCondition.prototype.isValid = function () {
  55980. return this._target.state === this.value;
  55981. };
  55982. /**
  55983. * Serialize the StateCondition into a JSON compatible object
  55984. * @returns serialization object
  55985. */
  55986. StateCondition.prototype.serialize = function () {
  55987. return this._serialize({
  55988. name: "StateCondition",
  55989. properties: [
  55990. BABYLON.Action._GetTargetProperty(this._target),
  55991. { name: "value", value: this.value }
  55992. ]
  55993. });
  55994. };
  55995. return StateCondition;
  55996. }(Condition));
  55997. BABYLON.StateCondition = StateCondition;
  55998. })(BABYLON || (BABYLON = {}));
  55999. //# sourceMappingURL=babylon.condition.js.map
  56000. var BABYLON;
  56001. (function (BABYLON) {
  56002. /**
  56003. * The action to be carried out following a trigger
  56004. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56005. */
  56006. var Action = /** @class */ (function () {
  56007. /**
  56008. * Creates a new Action
  56009. * @param triggerOptions the trigger, with or without parameters, for the action
  56010. * @param condition an optional determinant of action
  56011. */
  56012. function Action(
  56013. /** the trigger, with or without parameters, for the action */
  56014. triggerOptions, condition) {
  56015. this.triggerOptions = triggerOptions;
  56016. /**
  56017. * An event triggered prior to action being executed.
  56018. */
  56019. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56020. if (triggerOptions.parameter) {
  56021. this.trigger = triggerOptions.trigger;
  56022. this._triggerParameter = triggerOptions.parameter;
  56023. }
  56024. else if (triggerOptions.trigger) {
  56025. this.trigger = triggerOptions.trigger;
  56026. }
  56027. else {
  56028. this.trigger = triggerOptions;
  56029. }
  56030. this._nextActiveAction = this;
  56031. this._condition = condition;
  56032. }
  56033. /**
  56034. * Internal only
  56035. * @hidden
  56036. */
  56037. Action.prototype._prepare = function () {
  56038. };
  56039. /**
  56040. * Gets the trigger parameters
  56041. * @returns the trigger parameters
  56042. */
  56043. Action.prototype.getTriggerParameter = function () {
  56044. return this._triggerParameter;
  56045. };
  56046. /**
  56047. * Internal only - executes current action event
  56048. * @hidden
  56049. */
  56050. Action.prototype._executeCurrent = function (evt) {
  56051. if (this._nextActiveAction._condition) {
  56052. var condition = this._nextActiveAction._condition;
  56053. var currentRenderId = this._actionManager.getScene().getRenderId();
  56054. // We cache the current evaluation for the current frame
  56055. if (condition._evaluationId === currentRenderId) {
  56056. if (!condition._currentResult) {
  56057. return;
  56058. }
  56059. }
  56060. else {
  56061. condition._evaluationId = currentRenderId;
  56062. if (!condition.isValid()) {
  56063. condition._currentResult = false;
  56064. return;
  56065. }
  56066. condition._currentResult = true;
  56067. }
  56068. }
  56069. this.onBeforeExecuteObservable.notifyObservers(this);
  56070. this._nextActiveAction.execute(evt);
  56071. this.skipToNextActiveAction();
  56072. };
  56073. /**
  56074. * Execute placeholder for child classes
  56075. * @param evt optional action event
  56076. */
  56077. Action.prototype.execute = function (evt) {
  56078. };
  56079. /**
  56080. * Skips to next active action
  56081. */
  56082. Action.prototype.skipToNextActiveAction = function () {
  56083. if (this._nextActiveAction._child) {
  56084. if (!this._nextActiveAction._child._actionManager) {
  56085. this._nextActiveAction._child._actionManager = this._actionManager;
  56086. }
  56087. this._nextActiveAction = this._nextActiveAction._child;
  56088. }
  56089. else {
  56090. this._nextActiveAction = this;
  56091. }
  56092. };
  56093. /**
  56094. * Adds action to chain of actions, may be a DoNothingAction
  56095. * @param action defines the next action to execute
  56096. * @returns The action passed in
  56097. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56098. */
  56099. Action.prototype.then = function (action) {
  56100. this._child = action;
  56101. action._actionManager = this._actionManager;
  56102. action._prepare();
  56103. return action;
  56104. };
  56105. /**
  56106. * Internal only
  56107. * @hidden
  56108. */
  56109. Action.prototype._getProperty = function (propertyPath) {
  56110. return this._actionManager._getProperty(propertyPath);
  56111. };
  56112. /**
  56113. * Internal only
  56114. * @hidden
  56115. */
  56116. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56117. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56118. };
  56119. /**
  56120. * Serialize placeholder for child classes
  56121. * @param parent of child
  56122. * @returns the serialized object
  56123. */
  56124. Action.prototype.serialize = function (parent) {
  56125. };
  56126. /**
  56127. * Internal only called by serialize
  56128. * @hidden
  56129. */
  56130. Action.prototype._serialize = function (serializedAction, parent) {
  56131. var serializationObject = {
  56132. type: 1,
  56133. children: [],
  56134. name: serializedAction.name,
  56135. properties: serializedAction.properties || []
  56136. };
  56137. // Serialize child
  56138. if (this._child) {
  56139. this._child.serialize(serializationObject);
  56140. }
  56141. // Check if "this" has a condition
  56142. if (this._condition) {
  56143. var serializedCondition = this._condition.serialize();
  56144. serializedCondition.children.push(serializationObject);
  56145. if (parent) {
  56146. parent.children.push(serializedCondition);
  56147. }
  56148. return serializedCondition;
  56149. }
  56150. if (parent) {
  56151. parent.children.push(serializationObject);
  56152. }
  56153. return serializationObject;
  56154. };
  56155. /**
  56156. * Internal only
  56157. * @hidden
  56158. */
  56159. Action._SerializeValueAsString = function (value) {
  56160. if (typeof value === "number") {
  56161. return value.toString();
  56162. }
  56163. if (typeof value === "boolean") {
  56164. return value ? "true" : "false";
  56165. }
  56166. if (value instanceof BABYLON.Vector2) {
  56167. return value.x + ", " + value.y;
  56168. }
  56169. if (value instanceof BABYLON.Vector3) {
  56170. return value.x + ", " + value.y + ", " + value.z;
  56171. }
  56172. if (value instanceof BABYLON.Color3) {
  56173. return value.r + ", " + value.g + ", " + value.b;
  56174. }
  56175. if (value instanceof BABYLON.Color4) {
  56176. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56177. }
  56178. return value; // string
  56179. };
  56180. /**
  56181. * Internal only
  56182. * @hidden
  56183. */
  56184. Action._GetTargetProperty = function (target) {
  56185. return {
  56186. name: "target",
  56187. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56188. : target instanceof BABYLON.Light ? "LightProperties"
  56189. : target instanceof BABYLON.Camera ? "CameraProperties"
  56190. : "SceneProperties",
  56191. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56192. };
  56193. };
  56194. return Action;
  56195. }());
  56196. BABYLON.Action = Action;
  56197. })(BABYLON || (BABYLON = {}));
  56198. //# sourceMappingURL=babylon.action.js.map
  56199. var BABYLON;
  56200. (function (BABYLON) {
  56201. /**
  56202. * ActionEvent is the event being sent when an action is triggered.
  56203. */
  56204. var ActionEvent = /** @class */ (function () {
  56205. /**
  56206. * Creates a new ActionEvent
  56207. * @param source The mesh or sprite that triggered the action
  56208. * @param pointerX The X mouse cursor position at the time of the event
  56209. * @param pointerY The Y mouse cursor position at the time of the event
  56210. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56211. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56212. * @param additionalData additional data for the event
  56213. */
  56214. function ActionEvent(
  56215. /** The mesh or sprite that triggered the action */
  56216. source,
  56217. /** The X mouse cursor position at the time of the event */
  56218. pointerX,
  56219. /** The Y mouse cursor position at the time of the event */
  56220. pointerY,
  56221. /** The mesh that is currently pointed at (can be null) */
  56222. meshUnderPointer,
  56223. /** the original (browser) event that triggered the ActionEvent */
  56224. sourceEvent,
  56225. /** additional data for the event */
  56226. additionalData) {
  56227. this.source = source;
  56228. this.pointerX = pointerX;
  56229. this.pointerY = pointerY;
  56230. this.meshUnderPointer = meshUnderPointer;
  56231. this.sourceEvent = sourceEvent;
  56232. this.additionalData = additionalData;
  56233. }
  56234. /**
  56235. * Helper function to auto-create an ActionEvent from a source mesh.
  56236. * @param source The source mesh that triggered the event
  56237. * @param evt The original (browser) event
  56238. * @param additionalData additional data for the event
  56239. * @returns the new ActionEvent
  56240. */
  56241. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56242. var scene = source.getScene();
  56243. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56244. };
  56245. /**
  56246. * Helper function to auto-create an ActionEvent from a source sprite
  56247. * @param source The source sprite that triggered the event
  56248. * @param scene Scene associated with the sprite
  56249. * @param evt The original (browser) event
  56250. * @param additionalData additional data for the event
  56251. * @returns the new ActionEvent
  56252. */
  56253. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56254. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56255. };
  56256. /**
  56257. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56258. * @param scene the scene where the event occurred
  56259. * @param evt The original (browser) event
  56260. * @returns the new ActionEvent
  56261. */
  56262. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56263. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56264. };
  56265. /**
  56266. * Helper function to auto-create an ActionEvent from a primitive
  56267. * @param prim defines the target primitive
  56268. * @param pointerPos defines the pointer position
  56269. * @param evt The original (browser) event
  56270. * @param additionalData additional data for the event
  56271. * @returns the new ActionEvent
  56272. */
  56273. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56274. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56275. };
  56276. return ActionEvent;
  56277. }());
  56278. BABYLON.ActionEvent = ActionEvent;
  56279. /**
  56280. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56281. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56282. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56283. */
  56284. var ActionManager = /** @class */ (function () {
  56285. /**
  56286. * Creates a new action manager
  56287. * @param scene defines the hosting scene
  56288. */
  56289. function ActionManager(scene) {
  56290. // Members
  56291. /** Gets the list of actions */
  56292. this.actions = new Array();
  56293. /** Gets the cursor to use when hovering items */
  56294. this.hoverCursor = '';
  56295. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56296. scene.actionManagers.push(this);
  56297. }
  56298. // Methods
  56299. /**
  56300. * Releases all associated resources
  56301. */
  56302. ActionManager.prototype.dispose = function () {
  56303. var index = this._scene.actionManagers.indexOf(this);
  56304. for (var i = 0; i < this.actions.length; i++) {
  56305. var action = this.actions[i];
  56306. ActionManager.Triggers[action.trigger]--;
  56307. if (ActionManager.Triggers[action.trigger] === 0) {
  56308. delete ActionManager.Triggers[action.trigger];
  56309. }
  56310. }
  56311. if (index > -1) {
  56312. this._scene.actionManagers.splice(index, 1);
  56313. }
  56314. };
  56315. /**
  56316. * Gets hosting scene
  56317. * @returns the hosting scene
  56318. */
  56319. ActionManager.prototype.getScene = function () {
  56320. return this._scene;
  56321. };
  56322. /**
  56323. * Does this action manager handles actions of any of the given triggers
  56324. * @param triggers defines the triggers to be tested
  56325. * @return a boolean indicating whether one (or more) of the triggers is handled
  56326. */
  56327. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56328. for (var index = 0; index < this.actions.length; index++) {
  56329. var action = this.actions[index];
  56330. if (triggers.indexOf(action.trigger) > -1) {
  56331. return true;
  56332. }
  56333. }
  56334. return false;
  56335. };
  56336. /**
  56337. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56338. * speed.
  56339. * @param triggerA defines the trigger to be tested
  56340. * @param triggerB defines the trigger to be tested
  56341. * @return a boolean indicating whether one (or more) of the triggers is handled
  56342. */
  56343. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56344. for (var index = 0; index < this.actions.length; index++) {
  56345. var action = this.actions[index];
  56346. if (triggerA == action.trigger || triggerB == action.trigger) {
  56347. return true;
  56348. }
  56349. }
  56350. return false;
  56351. };
  56352. /**
  56353. * Does this action manager handles actions of a given trigger
  56354. * @param trigger defines the trigger to be tested
  56355. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56356. * @return whether the trigger is handled
  56357. */
  56358. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56359. for (var index = 0; index < this.actions.length; index++) {
  56360. var action = this.actions[index];
  56361. if (action.trigger === trigger) {
  56362. if (parameterPredicate) {
  56363. if (parameterPredicate(action.getTriggerParameter())) {
  56364. return true;
  56365. }
  56366. }
  56367. else {
  56368. return true;
  56369. }
  56370. }
  56371. }
  56372. return false;
  56373. };
  56374. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56375. /**
  56376. * Does this action manager has pointer triggers
  56377. */
  56378. get: function () {
  56379. for (var index = 0; index < this.actions.length; index++) {
  56380. var action = this.actions[index];
  56381. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56382. return true;
  56383. }
  56384. }
  56385. return false;
  56386. },
  56387. enumerable: true,
  56388. configurable: true
  56389. });
  56390. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56391. /**
  56392. * Does this action manager has pick triggers
  56393. */
  56394. get: function () {
  56395. for (var index = 0; index < this.actions.length; index++) {
  56396. var action = this.actions[index];
  56397. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  56398. return true;
  56399. }
  56400. }
  56401. return false;
  56402. },
  56403. enumerable: true,
  56404. configurable: true
  56405. });
  56406. Object.defineProperty(ActionManager, "HasTriggers", {
  56407. /**
  56408. * Does exist one action manager with at least one trigger
  56409. **/
  56410. get: function () {
  56411. for (var t in ActionManager.Triggers) {
  56412. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56413. return true;
  56414. }
  56415. }
  56416. return false;
  56417. },
  56418. enumerable: true,
  56419. configurable: true
  56420. });
  56421. Object.defineProperty(ActionManager, "HasPickTriggers", {
  56422. /**
  56423. * Does exist one action manager with at least one pick trigger
  56424. **/
  56425. get: function () {
  56426. for (var t in ActionManager.Triggers) {
  56427. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56428. var t_int = parseInt(t);
  56429. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  56430. return true;
  56431. }
  56432. }
  56433. }
  56434. return false;
  56435. },
  56436. enumerable: true,
  56437. configurable: true
  56438. });
  56439. /**
  56440. * Does exist one action manager that handles actions of a given trigger
  56441. * @param trigger defines the trigger to be tested
  56442. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  56443. **/
  56444. ActionManager.HasSpecificTrigger = function (trigger) {
  56445. for (var t in ActionManager.Triggers) {
  56446. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56447. var t_int = parseInt(t);
  56448. if (t_int === trigger) {
  56449. return true;
  56450. }
  56451. }
  56452. }
  56453. return false;
  56454. };
  56455. /**
  56456. * Registers an action to this action manager
  56457. * @param action defines the action to be registered
  56458. * @return the action amended (prepared) after registration
  56459. */
  56460. ActionManager.prototype.registerAction = function (action) {
  56461. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  56462. if (this.getScene().actionManager !== this) {
  56463. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  56464. return null;
  56465. }
  56466. }
  56467. this.actions.push(action);
  56468. if (ActionManager.Triggers[action.trigger]) {
  56469. ActionManager.Triggers[action.trigger]++;
  56470. }
  56471. else {
  56472. ActionManager.Triggers[action.trigger] = 1;
  56473. }
  56474. action._actionManager = this;
  56475. action._prepare();
  56476. return action;
  56477. };
  56478. /**
  56479. * Unregisters an action to this action manager
  56480. * @param action defines the action to be unregistered
  56481. * @return a boolean indicating whether the action has been unregistered
  56482. */
  56483. ActionManager.prototype.unregisterAction = function (action) {
  56484. var index = this.actions.indexOf(action);
  56485. if (index !== -1) {
  56486. this.actions.splice(index, 1);
  56487. ActionManager.Triggers[action.trigger] -= 1;
  56488. if (ActionManager.Triggers[action.trigger] === 0) {
  56489. delete ActionManager.Triggers[action.trigger];
  56490. }
  56491. delete action._actionManager;
  56492. return true;
  56493. }
  56494. return false;
  56495. };
  56496. /**
  56497. * Process a specific trigger
  56498. * @param trigger defines the trigger to process
  56499. * @param evt defines the event details to be processed
  56500. */
  56501. ActionManager.prototype.processTrigger = function (trigger, evt) {
  56502. for (var index = 0; index < this.actions.length; index++) {
  56503. var action = this.actions[index];
  56504. if (action.trigger === trigger) {
  56505. if (evt) {
  56506. if (trigger === ActionManager.OnKeyUpTrigger
  56507. || trigger === ActionManager.OnKeyDownTrigger) {
  56508. var parameter = action.getTriggerParameter();
  56509. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  56510. if (!parameter.toLowerCase) {
  56511. continue;
  56512. }
  56513. var lowerCase = parameter.toLowerCase();
  56514. if (lowerCase !== evt.sourceEvent.key) {
  56515. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  56516. var actualkey = String.fromCharCode(unicode).toLowerCase();
  56517. if (actualkey !== lowerCase) {
  56518. continue;
  56519. }
  56520. }
  56521. }
  56522. }
  56523. }
  56524. action._executeCurrent(evt);
  56525. }
  56526. }
  56527. };
  56528. /** @hidden */
  56529. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  56530. var properties = propertyPath.split(".");
  56531. for (var index = 0; index < properties.length - 1; index++) {
  56532. target = target[properties[index]];
  56533. }
  56534. return target;
  56535. };
  56536. /** @hidden */
  56537. ActionManager.prototype._getProperty = function (propertyPath) {
  56538. var properties = propertyPath.split(".");
  56539. return properties[properties.length - 1];
  56540. };
  56541. /**
  56542. * Serialize this manager to a JSON object
  56543. * @param name defines the property name to store this manager
  56544. * @returns a JSON representation of this manager
  56545. */
  56546. ActionManager.prototype.serialize = function (name) {
  56547. var root = {
  56548. children: new Array(),
  56549. name: name,
  56550. type: 3,
  56551. properties: new Array() // Empty for root but required
  56552. };
  56553. for (var i = 0; i < this.actions.length; i++) {
  56554. var triggerObject = {
  56555. type: 0,
  56556. children: new Array(),
  56557. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  56558. properties: new Array()
  56559. };
  56560. var triggerOptions = this.actions[i].triggerOptions;
  56561. if (triggerOptions && typeof triggerOptions !== "number") {
  56562. if (triggerOptions.parameter instanceof BABYLON.Node) {
  56563. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  56564. }
  56565. else {
  56566. var parameter = {};
  56567. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  56568. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  56569. parameter._meshId = triggerOptions.parameter.mesh.id;
  56570. }
  56571. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  56572. }
  56573. }
  56574. // Serialize child action, recursively
  56575. this.actions[i].serialize(triggerObject);
  56576. // Add serialized trigger
  56577. root.children.push(triggerObject);
  56578. }
  56579. return root;
  56580. };
  56581. /**
  56582. * Creates a new ActionManager from a JSON data
  56583. * @param parsedActions defines the JSON data to read from
  56584. * @param object defines the hosting mesh
  56585. * @param scene defines the hosting scene
  56586. */
  56587. ActionManager.Parse = function (parsedActions, object, scene) {
  56588. var actionManager = new ActionManager(scene);
  56589. if (object === null) {
  56590. scene.actionManager = actionManager;
  56591. }
  56592. else {
  56593. object.actionManager = actionManager;
  56594. }
  56595. // instanciate a new object
  56596. var instanciate = function (name, params) {
  56597. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  56598. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  56599. newInstance.constructor.apply(newInstance, params);
  56600. return newInstance;
  56601. };
  56602. var parseParameter = function (name, value, target, propertyPath) {
  56603. if (propertyPath === null) {
  56604. // String, boolean or float
  56605. var floatValue = parseFloat(value);
  56606. if (value === "true" || value === "false") {
  56607. return value === "true";
  56608. }
  56609. else {
  56610. return isNaN(floatValue) ? value : floatValue;
  56611. }
  56612. }
  56613. var effectiveTarget = propertyPath.split(".");
  56614. var values = value.split(",");
  56615. // Get effective Target
  56616. for (var i = 0; i < effectiveTarget.length; i++) {
  56617. target = target[effectiveTarget[i]];
  56618. }
  56619. // Return appropriate value with its type
  56620. if (typeof (target) === "boolean") {
  56621. return values[0] === "true";
  56622. }
  56623. if (typeof (target) === "string") {
  56624. return values[0];
  56625. }
  56626. // Parameters with multiple values such as Vector3 etc.
  56627. var split = new Array();
  56628. for (var i = 0; i < values.length; i++) {
  56629. split.push(parseFloat(values[i]));
  56630. }
  56631. if (target instanceof BABYLON.Vector3) {
  56632. return BABYLON.Vector3.FromArray(split);
  56633. }
  56634. if (target instanceof BABYLON.Vector4) {
  56635. return BABYLON.Vector4.FromArray(split);
  56636. }
  56637. if (target instanceof BABYLON.Color3) {
  56638. return BABYLON.Color3.FromArray(split);
  56639. }
  56640. if (target instanceof BABYLON.Color4) {
  56641. return BABYLON.Color4.FromArray(split);
  56642. }
  56643. return parseFloat(values[0]);
  56644. };
  56645. // traverse graph per trigger
  56646. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  56647. if (combineArray === void 0) { combineArray = null; }
  56648. if (parsedAction.detached) {
  56649. return;
  56650. }
  56651. var parameters = new Array();
  56652. var target = null;
  56653. var propertyPath = null;
  56654. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  56655. // Parameters
  56656. if (parsedAction.type === 2) {
  56657. parameters.push(actionManager);
  56658. }
  56659. else {
  56660. parameters.push(trigger);
  56661. }
  56662. if (combine) {
  56663. var actions = new Array();
  56664. for (var j = 0; j < parsedAction.combine.length; j++) {
  56665. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  56666. }
  56667. parameters.push(actions);
  56668. }
  56669. else {
  56670. for (var i = 0; i < parsedAction.properties.length; i++) {
  56671. var value = parsedAction.properties[i].value;
  56672. var name = parsedAction.properties[i].name;
  56673. var targetType = parsedAction.properties[i].targetType;
  56674. if (name === "target") {
  56675. if (targetType !== null && targetType === "SceneProperties") {
  56676. value = target = scene;
  56677. }
  56678. else {
  56679. value = target = scene.getNodeByName(value);
  56680. }
  56681. }
  56682. else if (name === "parent") {
  56683. value = scene.getNodeByName(value);
  56684. }
  56685. else if (name === "sound") {
  56686. // Can not externalize to component, so only checks for the presence off the API.
  56687. if (scene.getSoundByName) {
  56688. value = scene.getSoundByName(value);
  56689. }
  56690. }
  56691. else if (name !== "propertyPath") {
  56692. if (parsedAction.type === 2 && name === "operator") {
  56693. value = BABYLON.ValueCondition[value];
  56694. }
  56695. else {
  56696. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  56697. }
  56698. }
  56699. else {
  56700. propertyPath = value;
  56701. }
  56702. parameters.push(value);
  56703. }
  56704. }
  56705. if (combineArray === null) {
  56706. parameters.push(condition);
  56707. }
  56708. else {
  56709. parameters.push(null);
  56710. }
  56711. // If interpolate value action
  56712. if (parsedAction.name === "InterpolateValueAction") {
  56713. var param = parameters[parameters.length - 2];
  56714. parameters[parameters.length - 1] = param;
  56715. parameters[parameters.length - 2] = condition;
  56716. }
  56717. // Action or condition(s) and not CombineAction
  56718. var newAction = instanciate(parsedAction.name, parameters);
  56719. if (newAction instanceof BABYLON.Condition && condition !== null) {
  56720. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  56721. if (action) {
  56722. action.then(nothing);
  56723. }
  56724. else {
  56725. actionManager.registerAction(nothing);
  56726. }
  56727. action = nothing;
  56728. }
  56729. if (combineArray === null) {
  56730. if (newAction instanceof BABYLON.Condition) {
  56731. condition = newAction;
  56732. newAction = action;
  56733. }
  56734. else {
  56735. condition = null;
  56736. if (action) {
  56737. action.then(newAction);
  56738. }
  56739. else {
  56740. actionManager.registerAction(newAction);
  56741. }
  56742. }
  56743. }
  56744. else {
  56745. combineArray.push(newAction);
  56746. }
  56747. for (var i = 0; i < parsedAction.children.length; i++) {
  56748. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  56749. }
  56750. };
  56751. // triggers
  56752. for (var i = 0; i < parsedActions.children.length; i++) {
  56753. var triggerParams;
  56754. var trigger = parsedActions.children[i];
  56755. if (trigger.properties.length > 0) {
  56756. var param = trigger.properties[0].value;
  56757. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  56758. if (value._meshId) {
  56759. value.mesh = scene.getMeshByID(value._meshId);
  56760. }
  56761. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  56762. }
  56763. else {
  56764. triggerParams = ActionManager[trigger.name];
  56765. }
  56766. for (var j = 0; j < trigger.children.length; j++) {
  56767. if (!trigger.detached) {
  56768. traverse(trigger.children[j], triggerParams, null, null);
  56769. }
  56770. }
  56771. }
  56772. };
  56773. /**
  56774. * Get a trigger name by index
  56775. * @param trigger defines the trigger index
  56776. * @returns a trigger name
  56777. */
  56778. ActionManager.GetTriggerName = function (trigger) {
  56779. switch (trigger) {
  56780. case 0: return "NothingTrigger";
  56781. case 1: return "OnPickTrigger";
  56782. case 2: return "OnLeftPickTrigger";
  56783. case 3: return "OnRightPickTrigger";
  56784. case 4: return "OnCenterPickTrigger";
  56785. case 5: return "OnPickDownTrigger";
  56786. case 6: return "OnPickUpTrigger";
  56787. case 7: return "OnLongPressTrigger";
  56788. case 8: return "OnPointerOverTrigger";
  56789. case 9: return "OnPointerOutTrigger";
  56790. case 10: return "OnEveryFrameTrigger";
  56791. case 11: return "OnIntersectionEnterTrigger";
  56792. case 12: return "OnIntersectionExitTrigger";
  56793. case 13: return "OnKeyDownTrigger";
  56794. case 14: return "OnKeyUpTrigger";
  56795. case 15: return "OnPickOutTrigger";
  56796. default: return "";
  56797. }
  56798. };
  56799. /**
  56800. * Nothing
  56801. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56802. */
  56803. ActionManager.NothingTrigger = 0;
  56804. /**
  56805. * On pick
  56806. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56807. */
  56808. ActionManager.OnPickTrigger = 1;
  56809. /**
  56810. * On left pick
  56811. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56812. */
  56813. ActionManager.OnLeftPickTrigger = 2;
  56814. /**
  56815. * On right pick
  56816. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56817. */
  56818. ActionManager.OnRightPickTrigger = 3;
  56819. /**
  56820. * On center pick
  56821. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56822. */
  56823. ActionManager.OnCenterPickTrigger = 4;
  56824. /**
  56825. * On pick down
  56826. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56827. */
  56828. ActionManager.OnPickDownTrigger = 5;
  56829. /**
  56830. * On double pick
  56831. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56832. */
  56833. ActionManager.OnDoublePickTrigger = 6;
  56834. /**
  56835. * On pick up
  56836. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56837. */
  56838. ActionManager.OnPickUpTrigger = 7;
  56839. /**
  56840. * On pick out.
  56841. * This trigger will only be raised if you also declared a OnPickDown
  56842. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56843. */
  56844. ActionManager.OnPickOutTrigger = 16;
  56845. /**
  56846. * On long press
  56847. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56848. */
  56849. ActionManager.OnLongPressTrigger = 8;
  56850. /**
  56851. * On pointer over
  56852. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56853. */
  56854. ActionManager.OnPointerOverTrigger = 9;
  56855. /**
  56856. * On pointer out
  56857. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56858. */
  56859. ActionManager.OnPointerOutTrigger = 10;
  56860. /**
  56861. * On every frame
  56862. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56863. */
  56864. ActionManager.OnEveryFrameTrigger = 11;
  56865. /**
  56866. * On intersection enter
  56867. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56868. */
  56869. ActionManager.OnIntersectionEnterTrigger = 12;
  56870. /**
  56871. * On intersection exit
  56872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56873. */
  56874. ActionManager.OnIntersectionExitTrigger = 13;
  56875. /**
  56876. * On key down
  56877. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56878. */
  56879. ActionManager.OnKeyDownTrigger = 14;
  56880. /**
  56881. * On key up
  56882. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56883. */
  56884. ActionManager.OnKeyUpTrigger = 15;
  56885. /** Gets the list of active triggers */
  56886. ActionManager.Triggers = {};
  56887. return ActionManager;
  56888. }());
  56889. BABYLON.ActionManager = ActionManager;
  56890. })(BABYLON || (BABYLON = {}));
  56891. //# sourceMappingURL=babylon.actionManager.js.map
  56892. var BABYLON;
  56893. (function (BABYLON) {
  56894. /**
  56895. * This defines an action responsible to change the value of a property
  56896. * by interpolating between its current value and the newly set one once triggered.
  56897. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56898. */
  56899. var InterpolateValueAction = /** @class */ (function (_super) {
  56900. __extends(InterpolateValueAction, _super);
  56901. /**
  56902. * Instantiate the action
  56903. * @param triggerOptions defines the trigger options
  56904. * @param target defines the object containing the value to interpolate
  56905. * @param propertyPath defines the path to the property in the target object
  56906. * @param value defines the target value at the end of the interpolation
  56907. * @param duration deines the time it will take for the property to interpolate to the value.
  56908. * @param condition defines the trigger related conditions
  56909. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  56910. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  56911. */
  56912. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  56913. if (duration === void 0) { duration = 1000; }
  56914. var _this = _super.call(this, triggerOptions, condition) || this;
  56915. /**
  56916. * Defines the time it will take for the property to interpolate to the value.
  56917. */
  56918. _this.duration = 1000;
  56919. /**
  56920. * Observable triggered once the interpolation animation has been done.
  56921. */
  56922. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  56923. _this.propertyPath = propertyPath;
  56924. _this.value = value;
  56925. _this.duration = duration;
  56926. _this.stopOtherAnimations = stopOtherAnimations;
  56927. _this.onInterpolationDone = onInterpolationDone;
  56928. _this._target = _this._effectiveTarget = target;
  56929. return _this;
  56930. }
  56931. /** @hidden */
  56932. InterpolateValueAction.prototype._prepare = function () {
  56933. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  56934. this._property = this._getProperty(this.propertyPath);
  56935. };
  56936. /**
  56937. * Execute the action starts the value interpolation.
  56938. */
  56939. InterpolateValueAction.prototype.execute = function () {
  56940. var _this = this;
  56941. var scene = this._actionManager.getScene();
  56942. var keys = [
  56943. {
  56944. frame: 0,
  56945. value: this._effectiveTarget[this._property]
  56946. }, {
  56947. frame: 100,
  56948. value: this.value
  56949. }
  56950. ];
  56951. var dataType;
  56952. if (typeof this.value === "number") {
  56953. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  56954. }
  56955. else if (this.value instanceof BABYLON.Color3) {
  56956. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  56957. }
  56958. else if (this.value instanceof BABYLON.Vector3) {
  56959. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  56960. }
  56961. else if (this.value instanceof BABYLON.Matrix) {
  56962. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  56963. }
  56964. else if (this.value instanceof BABYLON.Quaternion) {
  56965. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  56966. }
  56967. else {
  56968. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  56969. return;
  56970. }
  56971. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  56972. animation.setKeys(keys);
  56973. if (this.stopOtherAnimations) {
  56974. scene.stopAnimation(this._effectiveTarget);
  56975. }
  56976. var wrapper = function () {
  56977. _this.onInterpolationDoneObservable.notifyObservers(_this);
  56978. if (_this.onInterpolationDone) {
  56979. _this.onInterpolationDone();
  56980. }
  56981. };
  56982. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  56983. };
  56984. /**
  56985. * Serializes the actions and its related information.
  56986. * @param parent defines the object to serialize in
  56987. * @returns the serialized object
  56988. */
  56989. InterpolateValueAction.prototype.serialize = function (parent) {
  56990. return _super.prototype._serialize.call(this, {
  56991. name: "InterpolateValueAction",
  56992. properties: [
  56993. BABYLON.Action._GetTargetProperty(this._target),
  56994. { name: "propertyPath", value: this.propertyPath },
  56995. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56996. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  56997. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  56998. ]
  56999. }, parent);
  57000. };
  57001. return InterpolateValueAction;
  57002. }(BABYLON.Action));
  57003. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57004. })(BABYLON || (BABYLON = {}));
  57005. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57006. var BABYLON;
  57007. (function (BABYLON) {
  57008. /**
  57009. * This defines an action responsible to toggle a boolean once triggered.
  57010. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57011. */
  57012. var SwitchBooleanAction = /** @class */ (function (_super) {
  57013. __extends(SwitchBooleanAction, _super);
  57014. /**
  57015. * Instantiate the action
  57016. * @param triggerOptions defines the trigger options
  57017. * @param target defines the object containing the boolean
  57018. * @param propertyPath defines the path to the boolean property in the target object
  57019. * @param condition defines the trigger related conditions
  57020. */
  57021. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57022. var _this = _super.call(this, triggerOptions, condition) || this;
  57023. _this.propertyPath = propertyPath;
  57024. _this._target = _this._effectiveTarget = target;
  57025. return _this;
  57026. }
  57027. /** @hidden */
  57028. SwitchBooleanAction.prototype._prepare = function () {
  57029. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57030. this._property = this._getProperty(this.propertyPath);
  57031. };
  57032. /**
  57033. * Execute the action toggle the boolean value.
  57034. */
  57035. SwitchBooleanAction.prototype.execute = function () {
  57036. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57037. };
  57038. /**
  57039. * Serializes the actions and its related information.
  57040. * @param parent defines the object to serialize in
  57041. * @returns the serialized object
  57042. */
  57043. SwitchBooleanAction.prototype.serialize = function (parent) {
  57044. return _super.prototype._serialize.call(this, {
  57045. name: "SwitchBooleanAction",
  57046. properties: [
  57047. BABYLON.Action._GetTargetProperty(this._target),
  57048. { name: "propertyPath", value: this.propertyPath }
  57049. ]
  57050. }, parent);
  57051. };
  57052. return SwitchBooleanAction;
  57053. }(BABYLON.Action));
  57054. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57055. /**
  57056. * This defines an action responsible to set a the state field of the target
  57057. * to a desired value once triggered.
  57058. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57059. */
  57060. var SetStateAction = /** @class */ (function (_super) {
  57061. __extends(SetStateAction, _super);
  57062. /**
  57063. * Instantiate the action
  57064. * @param triggerOptions defines the trigger options
  57065. * @param target defines the object containing the state property
  57066. * @param value defines the value to store in the state field
  57067. * @param condition defines the trigger related conditions
  57068. */
  57069. function SetStateAction(triggerOptions, target, value, condition) {
  57070. var _this = _super.call(this, triggerOptions, condition) || this;
  57071. _this.value = value;
  57072. _this._target = target;
  57073. return _this;
  57074. }
  57075. /**
  57076. * Execute the action and store the value on the target state property.
  57077. */
  57078. SetStateAction.prototype.execute = function () {
  57079. this._target.state = this.value;
  57080. };
  57081. /**
  57082. * Serializes the actions and its related information.
  57083. * @param parent defines the object to serialize in
  57084. * @returns the serialized object
  57085. */
  57086. SetStateAction.prototype.serialize = function (parent) {
  57087. return _super.prototype._serialize.call(this, {
  57088. name: "SetStateAction",
  57089. properties: [
  57090. BABYLON.Action._GetTargetProperty(this._target),
  57091. { name: "value", value: this.value }
  57092. ]
  57093. }, parent);
  57094. };
  57095. return SetStateAction;
  57096. }(BABYLON.Action));
  57097. BABYLON.SetStateAction = SetStateAction;
  57098. /**
  57099. * This defines an action responsible to set a property of the target
  57100. * to a desired value once triggered.
  57101. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57102. */
  57103. var SetValueAction = /** @class */ (function (_super) {
  57104. __extends(SetValueAction, _super);
  57105. /**
  57106. * Instantiate the action
  57107. * @param triggerOptions defines the trigger options
  57108. * @param target defines the object containing the property
  57109. * @param propertyPath defines the path of the property to set in the target
  57110. * @param value defines the value to set in the property
  57111. * @param condition defines the trigger related conditions
  57112. */
  57113. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57114. var _this = _super.call(this, triggerOptions, condition) || this;
  57115. _this.propertyPath = propertyPath;
  57116. _this.value = value;
  57117. _this._target = _this._effectiveTarget = target;
  57118. return _this;
  57119. }
  57120. /** @hidden */
  57121. SetValueAction.prototype._prepare = function () {
  57122. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57123. this._property = this._getProperty(this.propertyPath);
  57124. };
  57125. /**
  57126. * Execute the action and set the targetted property to the desired value.
  57127. */
  57128. SetValueAction.prototype.execute = function () {
  57129. this._effectiveTarget[this._property] = this.value;
  57130. if (this._target.markAsDirty) {
  57131. this._target.markAsDirty(this._property);
  57132. }
  57133. };
  57134. /**
  57135. * Serializes the actions and its related information.
  57136. * @param parent defines the object to serialize in
  57137. * @returns the serialized object
  57138. */
  57139. SetValueAction.prototype.serialize = function (parent) {
  57140. return _super.prototype._serialize.call(this, {
  57141. name: "SetValueAction",
  57142. properties: [
  57143. BABYLON.Action._GetTargetProperty(this._target),
  57144. { name: "propertyPath", value: this.propertyPath },
  57145. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57146. ]
  57147. }, parent);
  57148. };
  57149. return SetValueAction;
  57150. }(BABYLON.Action));
  57151. BABYLON.SetValueAction = SetValueAction;
  57152. /**
  57153. * This defines an action responsible to increment the target value
  57154. * to a desired value once triggered.
  57155. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57156. */
  57157. var IncrementValueAction = /** @class */ (function (_super) {
  57158. __extends(IncrementValueAction, _super);
  57159. /**
  57160. * Instantiate the action
  57161. * @param triggerOptions defines the trigger options
  57162. * @param target defines the object containing the property
  57163. * @param propertyPath defines the path of the property to increment in the target
  57164. * @param value defines the value value we should increment the property by
  57165. * @param condition defines the trigger related conditions
  57166. */
  57167. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57168. var _this = _super.call(this, triggerOptions, condition) || this;
  57169. _this.propertyPath = propertyPath;
  57170. _this.value = value;
  57171. _this._target = _this._effectiveTarget = target;
  57172. return _this;
  57173. }
  57174. /** @hidden */
  57175. IncrementValueAction.prototype._prepare = function () {
  57176. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57177. this._property = this._getProperty(this.propertyPath);
  57178. if (typeof this._effectiveTarget[this._property] !== "number") {
  57179. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57180. }
  57181. };
  57182. /**
  57183. * Execute the action and increment the target of the value amount.
  57184. */
  57185. IncrementValueAction.prototype.execute = function () {
  57186. this._effectiveTarget[this._property] += this.value;
  57187. if (this._target.markAsDirty) {
  57188. this._target.markAsDirty(this._property);
  57189. }
  57190. };
  57191. /**
  57192. * Serializes the actions and its related information.
  57193. * @param parent defines the object to serialize in
  57194. * @returns the serialized object
  57195. */
  57196. IncrementValueAction.prototype.serialize = function (parent) {
  57197. return _super.prototype._serialize.call(this, {
  57198. name: "IncrementValueAction",
  57199. properties: [
  57200. BABYLON.Action._GetTargetProperty(this._target),
  57201. { name: "propertyPath", value: this.propertyPath },
  57202. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57203. ]
  57204. }, parent);
  57205. };
  57206. return IncrementValueAction;
  57207. }(BABYLON.Action));
  57208. BABYLON.IncrementValueAction = IncrementValueAction;
  57209. /**
  57210. * This defines an action responsible to start an animation once triggered.
  57211. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57212. */
  57213. var PlayAnimationAction = /** @class */ (function (_super) {
  57214. __extends(PlayAnimationAction, _super);
  57215. /**
  57216. * Instantiate the action
  57217. * @param triggerOptions defines the trigger options
  57218. * @param target defines the target animation or animation name
  57219. * @param from defines from where the animation should start (animation frame)
  57220. * @param end defines where the animation should stop (animation frame)
  57221. * @param loop defines if the animation should loop or stop after the first play
  57222. * @param condition defines the trigger related conditions
  57223. */
  57224. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57225. var _this = _super.call(this, triggerOptions, condition) || this;
  57226. _this.from = from;
  57227. _this.to = to;
  57228. _this.loop = loop;
  57229. _this._target = target;
  57230. return _this;
  57231. }
  57232. /** @hidden */
  57233. PlayAnimationAction.prototype._prepare = function () {
  57234. };
  57235. /**
  57236. * Execute the action and play the animation.
  57237. */
  57238. PlayAnimationAction.prototype.execute = function () {
  57239. var scene = this._actionManager.getScene();
  57240. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57241. };
  57242. /**
  57243. * Serializes the actions and its related information.
  57244. * @param parent defines the object to serialize in
  57245. * @returns the serialized object
  57246. */
  57247. PlayAnimationAction.prototype.serialize = function (parent) {
  57248. return _super.prototype._serialize.call(this, {
  57249. name: "PlayAnimationAction",
  57250. properties: [
  57251. BABYLON.Action._GetTargetProperty(this._target),
  57252. { name: "from", value: String(this.from) },
  57253. { name: "to", value: String(this.to) },
  57254. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57255. ]
  57256. }, parent);
  57257. };
  57258. return PlayAnimationAction;
  57259. }(BABYLON.Action));
  57260. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57261. /**
  57262. * This defines an action responsible to stop an animation once triggered.
  57263. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57264. */
  57265. var StopAnimationAction = /** @class */ (function (_super) {
  57266. __extends(StopAnimationAction, _super);
  57267. /**
  57268. * Instantiate the action
  57269. * @param triggerOptions defines the trigger options
  57270. * @param target defines the target animation or animation name
  57271. * @param condition defines the trigger related conditions
  57272. */
  57273. function StopAnimationAction(triggerOptions, target, condition) {
  57274. var _this = _super.call(this, triggerOptions, condition) || this;
  57275. _this._target = target;
  57276. return _this;
  57277. }
  57278. /** @hidden */
  57279. StopAnimationAction.prototype._prepare = function () {
  57280. };
  57281. /**
  57282. * Execute the action and stop the animation.
  57283. */
  57284. StopAnimationAction.prototype.execute = function () {
  57285. var scene = this._actionManager.getScene();
  57286. scene.stopAnimation(this._target);
  57287. };
  57288. /**
  57289. * Serializes the actions and its related information.
  57290. * @param parent defines the object to serialize in
  57291. * @returns the serialized object
  57292. */
  57293. StopAnimationAction.prototype.serialize = function (parent) {
  57294. return _super.prototype._serialize.call(this, {
  57295. name: "StopAnimationAction",
  57296. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57297. }, parent);
  57298. };
  57299. return StopAnimationAction;
  57300. }(BABYLON.Action));
  57301. BABYLON.StopAnimationAction = StopAnimationAction;
  57302. /**
  57303. * This defines an action responsible that does nothing once triggered.
  57304. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57305. */
  57306. var DoNothingAction = /** @class */ (function (_super) {
  57307. __extends(DoNothingAction, _super);
  57308. /**
  57309. * Instantiate the action
  57310. * @param triggerOptions defines the trigger options
  57311. * @param condition defines the trigger related conditions
  57312. */
  57313. function DoNothingAction(triggerOptions, condition) {
  57314. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57315. return _super.call(this, triggerOptions, condition) || this;
  57316. }
  57317. /**
  57318. * Execute the action and do nothing.
  57319. */
  57320. DoNothingAction.prototype.execute = function () {
  57321. };
  57322. /**
  57323. * Serializes the actions and its related information.
  57324. * @param parent defines the object to serialize in
  57325. * @returns the serialized object
  57326. */
  57327. DoNothingAction.prototype.serialize = function (parent) {
  57328. return _super.prototype._serialize.call(this, {
  57329. name: "DoNothingAction",
  57330. properties: []
  57331. }, parent);
  57332. };
  57333. return DoNothingAction;
  57334. }(BABYLON.Action));
  57335. BABYLON.DoNothingAction = DoNothingAction;
  57336. /**
  57337. * This defines an action responsible to trigger several actions once triggered.
  57338. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57339. */
  57340. var CombineAction = /** @class */ (function (_super) {
  57341. __extends(CombineAction, _super);
  57342. /**
  57343. * Instantiate the action
  57344. * @param triggerOptions defines the trigger options
  57345. * @param children defines the list of aggregated animations to run
  57346. * @param condition defines the trigger related conditions
  57347. */
  57348. function CombineAction(triggerOptions, children, condition) {
  57349. var _this = _super.call(this, triggerOptions, condition) || this;
  57350. _this.children = children;
  57351. return _this;
  57352. }
  57353. /** @hidden */
  57354. CombineAction.prototype._prepare = function () {
  57355. for (var index = 0; index < this.children.length; index++) {
  57356. this.children[index]._actionManager = this._actionManager;
  57357. this.children[index]._prepare();
  57358. }
  57359. };
  57360. /**
  57361. * Execute the action and executes all the aggregated actions.
  57362. */
  57363. CombineAction.prototype.execute = function (evt) {
  57364. for (var index = 0; index < this.children.length; index++) {
  57365. this.children[index].execute(evt);
  57366. }
  57367. };
  57368. /**
  57369. * Serializes the actions and its related information.
  57370. * @param parent defines the object to serialize in
  57371. * @returns the serialized object
  57372. */
  57373. CombineAction.prototype.serialize = function (parent) {
  57374. var serializationObject = _super.prototype._serialize.call(this, {
  57375. name: "CombineAction",
  57376. properties: [],
  57377. combine: []
  57378. }, parent);
  57379. for (var i = 0; i < this.children.length; i++) {
  57380. serializationObject.combine.push(this.children[i].serialize(null));
  57381. }
  57382. return serializationObject;
  57383. };
  57384. return CombineAction;
  57385. }(BABYLON.Action));
  57386. BABYLON.CombineAction = CombineAction;
  57387. /**
  57388. * This defines an action responsible to run code (external event) once triggered.
  57389. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57390. */
  57391. var ExecuteCodeAction = /** @class */ (function (_super) {
  57392. __extends(ExecuteCodeAction, _super);
  57393. /**
  57394. * Instantiate the action
  57395. * @param triggerOptions defines the trigger options
  57396. * @param func defines the callback function to run
  57397. * @param condition defines the trigger related conditions
  57398. */
  57399. function ExecuteCodeAction(triggerOptions, func, condition) {
  57400. var _this = _super.call(this, triggerOptions, condition) || this;
  57401. _this.func = func;
  57402. return _this;
  57403. }
  57404. /**
  57405. * Execute the action and run the attached code.
  57406. */
  57407. ExecuteCodeAction.prototype.execute = function (evt) {
  57408. this.func(evt);
  57409. };
  57410. return ExecuteCodeAction;
  57411. }(BABYLON.Action));
  57412. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  57413. /**
  57414. * This defines an action responsible to set the parent property of the target once triggered.
  57415. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57416. */
  57417. var SetParentAction = /** @class */ (function (_super) {
  57418. __extends(SetParentAction, _super);
  57419. /**
  57420. * Instantiate the action
  57421. * @param triggerOptions defines the trigger options
  57422. * @param target defines the target containing the parent property
  57423. * @param parent defines from where the animation should start (animation frame)
  57424. * @param condition defines the trigger related conditions
  57425. */
  57426. function SetParentAction(triggerOptions, target, parent, condition) {
  57427. var _this = _super.call(this, triggerOptions, condition) || this;
  57428. _this._target = target;
  57429. _this._parent = parent;
  57430. return _this;
  57431. }
  57432. /** @hidden */
  57433. SetParentAction.prototype._prepare = function () {
  57434. };
  57435. /**
  57436. * Execute the action and set the parent property.
  57437. */
  57438. SetParentAction.prototype.execute = function () {
  57439. if (this._target.parent === this._parent) {
  57440. return;
  57441. }
  57442. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  57443. invertParentWorldMatrix.invert();
  57444. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  57445. this._target.parent = this._parent;
  57446. };
  57447. /**
  57448. * Serializes the actions and its related information.
  57449. * @param parent defines the object to serialize in
  57450. * @returns the serialized object
  57451. */
  57452. SetParentAction.prototype.serialize = function (parent) {
  57453. return _super.prototype._serialize.call(this, {
  57454. name: "SetParentAction",
  57455. properties: [
  57456. BABYLON.Action._GetTargetProperty(this._target),
  57457. BABYLON.Action._GetTargetProperty(this._parent),
  57458. ]
  57459. }, parent);
  57460. };
  57461. return SetParentAction;
  57462. }(BABYLON.Action));
  57463. BABYLON.SetParentAction = SetParentAction;
  57464. })(BABYLON || (BABYLON = {}));
  57465. //# sourceMappingURL=babylon.directActions.js.map
  57466. var BABYLON;
  57467. (function (BABYLON) {
  57468. /**
  57469. * Class used to manage multiple sprites on the same spritesheet
  57470. * @see http://doc.babylonjs.com/babylon101/sprites
  57471. */
  57472. var SpriteManager = /** @class */ (function () {
  57473. /**
  57474. * Creates a new sprite manager
  57475. * @param name defines the manager's name
  57476. * @param imgUrl defines the sprite sheet url
  57477. * @param capacity defines the maximum allowed number of sprites
  57478. * @param cellSize defines the size of a sprite cell
  57479. * @param scene defines the hosting scene
  57480. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  57481. * @param samplingMode defines the smapling mode to use with spritesheet
  57482. */
  57483. function SpriteManager(
  57484. /** defines the manager's name */
  57485. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  57486. if (epsilon === void 0) { epsilon = 0.01; }
  57487. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  57488. this.name = name;
  57489. /** Gets the list of sprites */
  57490. this.sprites = new Array();
  57491. /** Gets or sets the rendering group id (0 by default) */
  57492. this.renderingGroupId = 0;
  57493. /** Gets or sets camera layer mask */
  57494. this.layerMask = 0x0FFFFFFF;
  57495. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  57496. this.fogEnabled = true;
  57497. /** Gets or sets a boolean indicating if the sprites are pickable */
  57498. this.isPickable = false;
  57499. /**
  57500. * An event triggered when the manager is disposed.
  57501. */
  57502. this.onDisposeObservable = new BABYLON.Observable();
  57503. this._vertexBuffers = {};
  57504. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  57505. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  57506. }
  57507. this._capacity = capacity;
  57508. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  57509. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57510. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57511. if (cellSize.width && cellSize.height) {
  57512. this.cellWidth = cellSize.width;
  57513. this.cellHeight = cellSize.height;
  57514. }
  57515. else if (cellSize !== undefined) {
  57516. this.cellWidth = cellSize;
  57517. this.cellHeight = cellSize;
  57518. }
  57519. else {
  57520. return;
  57521. }
  57522. this._epsilon = epsilon;
  57523. this._scene = scene;
  57524. this._scene.spriteManagers.push(this);
  57525. var indices = [];
  57526. var index = 0;
  57527. for (var count = 0; count < capacity; count++) {
  57528. indices.push(index);
  57529. indices.push(index + 1);
  57530. indices.push(index + 2);
  57531. indices.push(index);
  57532. indices.push(index + 2);
  57533. indices.push(index + 3);
  57534. index += 4;
  57535. }
  57536. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  57537. // VBO
  57538. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  57539. this._vertexData = new Float32Array(capacity * 16 * 4);
  57540. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  57541. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  57542. var options = this._buffer.createVertexBuffer("options", 4, 4);
  57543. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  57544. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  57545. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  57546. this._vertexBuffers["options"] = options;
  57547. this._vertexBuffers["cellInfo"] = cellInfo;
  57548. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  57549. // Effects
  57550. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  57551. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  57552. }
  57553. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  57554. /**
  57555. * Callback called when the manager is disposed
  57556. */
  57557. set: function (callback) {
  57558. if (this._onDisposeObserver) {
  57559. this.onDisposeObservable.remove(this._onDisposeObserver);
  57560. }
  57561. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  57562. },
  57563. enumerable: true,
  57564. configurable: true
  57565. });
  57566. Object.defineProperty(SpriteManager.prototype, "texture", {
  57567. /**
  57568. * Gets or sets the spritesheet texture
  57569. */
  57570. get: function () {
  57571. return this._spriteTexture;
  57572. },
  57573. set: function (value) {
  57574. this._spriteTexture = value;
  57575. },
  57576. enumerable: true,
  57577. configurable: true
  57578. });
  57579. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  57580. var arrayOffset = index * 16;
  57581. if (offsetX === 0) {
  57582. offsetX = this._epsilon;
  57583. }
  57584. else if (offsetX === 1) {
  57585. offsetX = 1 - this._epsilon;
  57586. }
  57587. if (offsetY === 0) {
  57588. offsetY = this._epsilon;
  57589. }
  57590. else if (offsetY === 1) {
  57591. offsetY = 1 - this._epsilon;
  57592. }
  57593. this._vertexData[arrayOffset] = sprite.position.x;
  57594. this._vertexData[arrayOffset + 1] = sprite.position.y;
  57595. this._vertexData[arrayOffset + 2] = sprite.position.z;
  57596. this._vertexData[arrayOffset + 3] = sprite.angle;
  57597. this._vertexData[arrayOffset + 4] = sprite.width;
  57598. this._vertexData[arrayOffset + 5] = sprite.height;
  57599. this._vertexData[arrayOffset + 6] = offsetX;
  57600. this._vertexData[arrayOffset + 7] = offsetY;
  57601. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  57602. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  57603. var offset = (sprite.cellIndex / rowSize) >> 0;
  57604. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  57605. this._vertexData[arrayOffset + 11] = offset;
  57606. // Color
  57607. this._vertexData[arrayOffset + 12] = sprite.color.r;
  57608. this._vertexData[arrayOffset + 13] = sprite.color.g;
  57609. this._vertexData[arrayOffset + 14] = sprite.color.b;
  57610. this._vertexData[arrayOffset + 15] = sprite.color.a;
  57611. };
  57612. /**
  57613. * Intersects the sprites with a ray
  57614. * @param ray defines the ray to intersect with
  57615. * @param camera defines the current active camera
  57616. * @param predicate defines a predicate used to select candidate sprites
  57617. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  57618. * @returns null if no hit or a PickingInfo
  57619. */
  57620. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  57621. var count = Math.min(this._capacity, this.sprites.length);
  57622. var min = BABYLON.Vector3.Zero();
  57623. var max = BABYLON.Vector3.Zero();
  57624. var distance = Number.MAX_VALUE;
  57625. var currentSprite = null;
  57626. var cameraSpacePosition = BABYLON.Vector3.Zero();
  57627. var cameraView = camera.getViewMatrix();
  57628. for (var index = 0; index < count; index++) {
  57629. var sprite = this.sprites[index];
  57630. if (!sprite) {
  57631. continue;
  57632. }
  57633. if (predicate) {
  57634. if (!predicate(sprite)) {
  57635. continue;
  57636. }
  57637. }
  57638. else if (!sprite.isPickable) {
  57639. continue;
  57640. }
  57641. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  57642. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  57643. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  57644. if (ray.intersectsBoxMinMax(min, max)) {
  57645. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  57646. if (distance > currentDistance) {
  57647. distance = currentDistance;
  57648. currentSprite = sprite;
  57649. if (fastCheck) {
  57650. break;
  57651. }
  57652. }
  57653. }
  57654. }
  57655. if (currentSprite) {
  57656. var result = new BABYLON.PickingInfo();
  57657. result.hit = true;
  57658. result.pickedSprite = currentSprite;
  57659. result.distance = distance;
  57660. return result;
  57661. }
  57662. return null;
  57663. };
  57664. /**
  57665. * Render all child sprites
  57666. */
  57667. SpriteManager.prototype.render = function () {
  57668. // Check
  57669. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  57670. return;
  57671. }
  57672. var engine = this._scene.getEngine();
  57673. var baseSize = this._spriteTexture.getBaseSize();
  57674. // Sprites
  57675. var deltaTime = engine.getDeltaTime();
  57676. var max = Math.min(this._capacity, this.sprites.length);
  57677. var rowSize = baseSize.width / this.cellWidth;
  57678. var offset = 0;
  57679. for (var index = 0; index < max; index++) {
  57680. var sprite = this.sprites[index];
  57681. if (!sprite || !sprite.isVisible) {
  57682. continue;
  57683. }
  57684. sprite._animate(deltaTime);
  57685. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  57686. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  57687. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  57688. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  57689. }
  57690. this._buffer.update(this._vertexData);
  57691. // Render
  57692. var effect = this._effectBase;
  57693. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57694. effect = this._effectFog;
  57695. }
  57696. engine.enableEffect(effect);
  57697. var viewMatrix = this._scene.getViewMatrix();
  57698. effect.setTexture("diffuseSampler", this._spriteTexture);
  57699. effect.setMatrix("view", viewMatrix);
  57700. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  57701. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  57702. // Fog
  57703. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57704. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  57705. effect.setColor3("vFogColor", this._scene.fogColor);
  57706. }
  57707. // VBOs
  57708. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  57709. // Draw order
  57710. engine.setDepthFunctionToLessOrEqual();
  57711. effect.setBool("alphaTest", true);
  57712. engine.setColorWrite(false);
  57713. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57714. engine.setColorWrite(true);
  57715. effect.setBool("alphaTest", false);
  57716. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  57717. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57718. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  57719. };
  57720. /**
  57721. * Release associated resources
  57722. */
  57723. SpriteManager.prototype.dispose = function () {
  57724. if (this._buffer) {
  57725. this._buffer.dispose();
  57726. this._buffer = null;
  57727. }
  57728. if (this._indexBuffer) {
  57729. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  57730. this._indexBuffer = null;
  57731. }
  57732. if (this._spriteTexture) {
  57733. this._spriteTexture.dispose();
  57734. this._spriteTexture = null;
  57735. }
  57736. // Remove from scene
  57737. var index = this._scene.spriteManagers.indexOf(this);
  57738. this._scene.spriteManagers.splice(index, 1);
  57739. // Callback
  57740. this.onDisposeObservable.notifyObservers(this);
  57741. this.onDisposeObservable.clear();
  57742. };
  57743. return SpriteManager;
  57744. }());
  57745. BABYLON.SpriteManager = SpriteManager;
  57746. })(BABYLON || (BABYLON = {}));
  57747. //# sourceMappingURL=babylon.spriteManager.js.map
  57748. var BABYLON;
  57749. (function (BABYLON) {
  57750. /**
  57751. * Class used to represent a sprite
  57752. * @see http://doc.babylonjs.com/babylon101/sprites
  57753. */
  57754. var Sprite = /** @class */ (function () {
  57755. /**
  57756. * Creates a new Sprite
  57757. * @param name defines the name
  57758. * @param manager defines the manager
  57759. */
  57760. function Sprite(
  57761. /** defines the name */
  57762. name, manager) {
  57763. this.name = name;
  57764. /** Gets or sets the main color */
  57765. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  57766. /** Gets or sets the width */
  57767. this.width = 1.0;
  57768. /** Gets or sets the height */
  57769. this.height = 1.0;
  57770. /** Gets or sets rotation angle */
  57771. this.angle = 0;
  57772. /** Gets or sets the cell index in the sprite sheet */
  57773. this.cellIndex = 0;
  57774. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  57775. this.invertU = 0;
  57776. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  57777. this.invertV = 0;
  57778. /** Gets the list of attached animations */
  57779. this.animations = new Array();
  57780. /** Gets or sets a boolean indicating if the sprite can be picked */
  57781. this.isPickable = false;
  57782. this._animationStarted = false;
  57783. this._loopAnimation = false;
  57784. this._fromIndex = 0;
  57785. this._toIndex = 0;
  57786. this._delay = 0;
  57787. this._direction = 1;
  57788. this._time = 0;
  57789. /**
  57790. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  57791. */
  57792. this.isVisible = true;
  57793. this._manager = manager;
  57794. this._manager.sprites.push(this);
  57795. this.position = BABYLON.Vector3.Zero();
  57796. }
  57797. Object.defineProperty(Sprite.prototype, "size", {
  57798. /**
  57799. * Gets or sets the sprite size
  57800. */
  57801. get: function () {
  57802. return this.width;
  57803. },
  57804. set: function (value) {
  57805. this.width = value;
  57806. this.height = value;
  57807. },
  57808. enumerable: true,
  57809. configurable: true
  57810. });
  57811. /**
  57812. * Starts an animation
  57813. * @param from defines the initial key
  57814. * @param to defines the end key
  57815. * @param loop defines if the animation must loop
  57816. * @param delay defines the start delay (in ms)
  57817. * @param onAnimationEnd defines a callback to call when animation ends
  57818. */
  57819. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  57820. this._fromIndex = from;
  57821. this._toIndex = to;
  57822. this._loopAnimation = loop;
  57823. this._delay = delay;
  57824. this._animationStarted = true;
  57825. this._direction = from < to ? 1 : -1;
  57826. this.cellIndex = from;
  57827. this._time = 0;
  57828. this._onAnimationEnd = onAnimationEnd;
  57829. };
  57830. /** Stops current animation (if any) */
  57831. Sprite.prototype.stopAnimation = function () {
  57832. this._animationStarted = false;
  57833. };
  57834. /** @hidden */
  57835. Sprite.prototype._animate = function (deltaTime) {
  57836. if (!this._animationStarted) {
  57837. return;
  57838. }
  57839. this._time += deltaTime;
  57840. if (this._time > this._delay) {
  57841. this._time = this._time % this._delay;
  57842. this.cellIndex += this._direction;
  57843. if (this.cellIndex > this._toIndex) {
  57844. if (this._loopAnimation) {
  57845. this.cellIndex = this._fromIndex;
  57846. }
  57847. else {
  57848. this.cellIndex = this._toIndex;
  57849. this._animationStarted = false;
  57850. if (this._onAnimationEnd) {
  57851. this._onAnimationEnd();
  57852. }
  57853. if (this.disposeWhenFinishedAnimating) {
  57854. this.dispose();
  57855. }
  57856. }
  57857. }
  57858. }
  57859. };
  57860. /** Release associated resources */
  57861. Sprite.prototype.dispose = function () {
  57862. for (var i = 0; i < this._manager.sprites.length; i++) {
  57863. if (this._manager.sprites[i] == this) {
  57864. this._manager.sprites.splice(i, 1);
  57865. }
  57866. }
  57867. };
  57868. return Sprite;
  57869. }());
  57870. BABYLON.Sprite = Sprite;
  57871. })(BABYLON || (BABYLON = {}));
  57872. //# sourceMappingURL=babylon.sprite.js.map
  57873. var BABYLON;
  57874. (function (BABYLON) {
  57875. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  57876. if (!BABYLON.PickingInfo) {
  57877. return null;
  57878. }
  57879. var pickingInfo = null;
  57880. if (!camera) {
  57881. if (!this.activeCamera) {
  57882. return null;
  57883. }
  57884. camera = this.activeCamera;
  57885. }
  57886. if (this.spriteManagers.length > 0) {
  57887. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  57888. var spriteManager = this.spriteManagers[spriteIndex];
  57889. if (!spriteManager.isPickable) {
  57890. continue;
  57891. }
  57892. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  57893. if (!result || !result.hit) {
  57894. continue;
  57895. }
  57896. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  57897. continue;
  57898. }
  57899. pickingInfo = result;
  57900. if (fastCheck) {
  57901. break;
  57902. }
  57903. }
  57904. }
  57905. return pickingInfo || new BABYLON.PickingInfo();
  57906. };
  57907. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  57908. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  57909. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  57910. };
  57911. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  57912. if (!this._tempSpritePickingRay) {
  57913. return null;
  57914. }
  57915. if (!camera) {
  57916. if (!this.activeCamera) {
  57917. return null;
  57918. }
  57919. camera = this.activeCamera;
  57920. }
  57921. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  57922. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  57923. };
  57924. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  57925. if (this._pointerOverSprite === sprite) {
  57926. return;
  57927. }
  57928. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  57929. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  57930. }
  57931. this._pointerOverSprite = sprite;
  57932. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  57933. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  57934. }
  57935. };
  57936. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  57937. return this._pointerOverSprite;
  57938. };
  57939. /**
  57940. * Defines the sprite scene component responsible to manage sprites
  57941. * in a given scene.
  57942. */
  57943. var SpriteSceneComponent = /** @class */ (function () {
  57944. /**
  57945. * Creates a new instance of the component for the given scene
  57946. * @param scene Defines the scene to register the component in
  57947. */
  57948. function SpriteSceneComponent(scene) {
  57949. /**
  57950. * The component name helpfull to identify the component in the list of scene components.
  57951. */
  57952. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  57953. this.scene = scene;
  57954. this.scene.spriteManagers = new Array();
  57955. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  57956. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  57957. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  57958. this._spritePredicate = function (sprite) {
  57959. if (!sprite.actionManager) {
  57960. return false;
  57961. }
  57962. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  57963. };
  57964. }
  57965. /**
  57966. * Registers the component in a given scene
  57967. */
  57968. SpriteSceneComponent.prototype.register = function () {
  57969. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  57970. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  57971. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  57972. };
  57973. /**
  57974. * Rebuilds the elements related to this component in case of
  57975. * context lost for instance.
  57976. */
  57977. SpriteSceneComponent.prototype.rebuild = function () {
  57978. /** Nothing to do for sprites */
  57979. };
  57980. /**
  57981. * Disposes the component and the associated ressources.
  57982. */
  57983. SpriteSceneComponent.prototype.dispose = function () {
  57984. this.scene.onBeforeSpritesRenderingObservable.clear();
  57985. this.scene.onAfterSpritesRenderingObservable.clear();
  57986. var spriteManagers = this.scene.spriteManagers;
  57987. while (spriteManagers.length) {
  57988. spriteManagers[0].dispose();
  57989. }
  57990. };
  57991. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  57992. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  57993. if (result) {
  57994. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  57995. }
  57996. return result;
  57997. };
  57998. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  57999. var scene = this.scene;
  58000. if (isMeshPicked) {
  58001. scene.setPointerOverSprite(null);
  58002. }
  58003. else {
  58004. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58005. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58006. scene.setPointerOverSprite(pickResult.pickedSprite);
  58007. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58008. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58009. }
  58010. else {
  58011. canvas.style.cursor = scene.hoverCursor;
  58012. }
  58013. }
  58014. else {
  58015. scene.setPointerOverSprite(null);
  58016. }
  58017. }
  58018. return pickResult;
  58019. };
  58020. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58021. var scene = this.scene;
  58022. scene._pickedDownSprite = null;
  58023. if (scene.spriteManagers.length > 0) {
  58024. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58025. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58026. if (pickResult.pickedSprite.actionManager) {
  58027. scene._pickedDownSprite = pickResult.pickedSprite;
  58028. switch (evt.button) {
  58029. case 0:
  58030. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58031. break;
  58032. case 1:
  58033. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58034. break;
  58035. case 2:
  58036. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58037. break;
  58038. }
  58039. if (pickResult.pickedSprite.actionManager) {
  58040. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58041. }
  58042. }
  58043. }
  58044. }
  58045. return pickResult;
  58046. };
  58047. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58048. var scene = this.scene;
  58049. if (scene.spriteManagers.length > 0) {
  58050. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58051. if (spritePickResult) {
  58052. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58053. if (spritePickResult.pickedSprite.actionManager) {
  58054. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58055. if (spritePickResult.pickedSprite.actionManager) {
  58056. if (!this.scene._isPointerSwiping()) {
  58057. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58058. }
  58059. }
  58060. }
  58061. }
  58062. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58063. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58064. }
  58065. }
  58066. }
  58067. return pickResult;
  58068. };
  58069. return SpriteSceneComponent;
  58070. }());
  58071. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58072. })(BABYLON || (BABYLON = {}));
  58073. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58074. var BABYLON;
  58075. (function (BABYLON) {
  58076. /**
  58077. * @hidden
  58078. */
  58079. var IntersectionInfo = /** @class */ (function () {
  58080. function IntersectionInfo(bu, bv, distance) {
  58081. this.bu = bu;
  58082. this.bv = bv;
  58083. this.distance = distance;
  58084. this.faceId = 0;
  58085. this.subMeshId = 0;
  58086. }
  58087. return IntersectionInfo;
  58088. }());
  58089. BABYLON.IntersectionInfo = IntersectionInfo;
  58090. /**
  58091. * Information about the result of picking within a scene
  58092. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58093. */
  58094. var PickingInfo = /** @class */ (function () {
  58095. function PickingInfo() {
  58096. /**
  58097. * If the pick collided with an object
  58098. */
  58099. this.hit = false;
  58100. /**
  58101. * Distance away where the pick collided
  58102. */
  58103. this.distance = 0;
  58104. /**
  58105. * The location of pick collision
  58106. */
  58107. this.pickedPoint = null;
  58108. /**
  58109. * The mesh corresponding the the pick collision
  58110. */
  58111. this.pickedMesh = null;
  58112. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58113. this.bu = 0;
  58114. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58115. this.bv = 0;
  58116. /** The id of the face on the mesh that was picked */
  58117. this.faceId = -1;
  58118. /** Id of the the submesh that was picked */
  58119. this.subMeshId = 0;
  58120. /** If a sprite was picked, this will be the sprite the pick collided with */
  58121. this.pickedSprite = null;
  58122. /**
  58123. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58124. */
  58125. this.originMesh = null;
  58126. /**
  58127. * The ray that was used to perform the picking.
  58128. */
  58129. this.ray = null;
  58130. }
  58131. /**
  58132. * Gets the normal correspodning to the face the pick collided with
  58133. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58134. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58135. * @returns The normal correspodning to the face the pick collided with
  58136. */
  58137. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58138. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58139. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58140. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58141. return null;
  58142. }
  58143. var indices = this.pickedMesh.getIndices();
  58144. if (!indices) {
  58145. return null;
  58146. }
  58147. var result;
  58148. if (useVerticesNormals) {
  58149. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58150. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58151. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58152. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58153. normal0 = normal0.scale(this.bu);
  58154. normal1 = normal1.scale(this.bv);
  58155. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58156. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58157. }
  58158. else {
  58159. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58160. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58161. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58162. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58163. var p1p2 = vertex1.subtract(vertex2);
  58164. var p3p2 = vertex3.subtract(vertex2);
  58165. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58166. }
  58167. if (useWorldCoordinates) {
  58168. var wm = this.pickedMesh.getWorldMatrix();
  58169. if (this.pickedMesh.nonUniformScaling) {
  58170. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58171. wm = BABYLON.Tmp.Matrix[0];
  58172. wm.setTranslationFromFloats(0, 0, 0);
  58173. wm.invert();
  58174. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58175. wm = BABYLON.Tmp.Matrix[1];
  58176. }
  58177. result = BABYLON.Vector3.TransformNormal(result, wm);
  58178. }
  58179. result.normalize();
  58180. return result;
  58181. };
  58182. /**
  58183. * Gets the texture coordinates of where the pick occured
  58184. * @returns the vector containing the coordnates of the texture
  58185. */
  58186. PickingInfo.prototype.getTextureCoordinates = function () {
  58187. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58188. return null;
  58189. }
  58190. var indices = this.pickedMesh.getIndices();
  58191. if (!indices) {
  58192. return null;
  58193. }
  58194. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58195. if (!uvs) {
  58196. return null;
  58197. }
  58198. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58199. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58200. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58201. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58202. uv1 = uv1.scale(this.bu);
  58203. uv2 = uv2.scale(this.bv);
  58204. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58205. };
  58206. return PickingInfo;
  58207. }());
  58208. BABYLON.PickingInfo = PickingInfo;
  58209. })(BABYLON || (BABYLON = {}));
  58210. //# sourceMappingURL=babylon.pickingInfo.js.map
  58211. var BABYLON;
  58212. (function (BABYLON) {
  58213. /**
  58214. * Class representing a ray with position and direction
  58215. */
  58216. var Ray = /** @class */ (function () {
  58217. /**
  58218. * Creates a new ray
  58219. * @param origin origin point
  58220. * @param direction direction
  58221. * @param length length of the ray
  58222. */
  58223. function Ray(
  58224. /** origin point */
  58225. origin,
  58226. /** direction */
  58227. direction,
  58228. /** length of the ray */
  58229. length) {
  58230. if (length === void 0) { length = Number.MAX_VALUE; }
  58231. this.origin = origin;
  58232. this.direction = direction;
  58233. this.length = length;
  58234. }
  58235. // Methods
  58236. /**
  58237. * Checks if the ray intersects a box
  58238. * @param minimum bound of the box
  58239. * @param maximum bound of the box
  58240. * @returns if the box was hit
  58241. */
  58242. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  58243. var d = 0.0;
  58244. var maxValue = Number.MAX_VALUE;
  58245. var inv;
  58246. var min;
  58247. var max;
  58248. var temp;
  58249. if (Math.abs(this.direction.x) < 0.0000001) {
  58250. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  58251. return false;
  58252. }
  58253. }
  58254. else {
  58255. inv = 1.0 / this.direction.x;
  58256. min = (minimum.x - this.origin.x) * inv;
  58257. max = (maximum.x - this.origin.x) * inv;
  58258. if (max === -Infinity) {
  58259. max = Infinity;
  58260. }
  58261. if (min > max) {
  58262. temp = min;
  58263. min = max;
  58264. max = temp;
  58265. }
  58266. d = Math.max(min, d);
  58267. maxValue = Math.min(max, maxValue);
  58268. if (d > maxValue) {
  58269. return false;
  58270. }
  58271. }
  58272. if (Math.abs(this.direction.y) < 0.0000001) {
  58273. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  58274. return false;
  58275. }
  58276. }
  58277. else {
  58278. inv = 1.0 / this.direction.y;
  58279. min = (minimum.y - this.origin.y) * inv;
  58280. max = (maximum.y - this.origin.y) * inv;
  58281. if (max === -Infinity) {
  58282. max = Infinity;
  58283. }
  58284. if (min > max) {
  58285. temp = min;
  58286. min = max;
  58287. max = temp;
  58288. }
  58289. d = Math.max(min, d);
  58290. maxValue = Math.min(max, maxValue);
  58291. if (d > maxValue) {
  58292. return false;
  58293. }
  58294. }
  58295. if (Math.abs(this.direction.z) < 0.0000001) {
  58296. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  58297. return false;
  58298. }
  58299. }
  58300. else {
  58301. inv = 1.0 / this.direction.z;
  58302. min = (minimum.z - this.origin.z) * inv;
  58303. max = (maximum.z - this.origin.z) * inv;
  58304. if (max === -Infinity) {
  58305. max = Infinity;
  58306. }
  58307. if (min > max) {
  58308. temp = min;
  58309. min = max;
  58310. max = temp;
  58311. }
  58312. d = Math.max(min, d);
  58313. maxValue = Math.min(max, maxValue);
  58314. if (d > maxValue) {
  58315. return false;
  58316. }
  58317. }
  58318. return true;
  58319. };
  58320. /**
  58321. * Checks if the ray intersects a box
  58322. * @param box the bounding box to check
  58323. * @returns if the box was hit
  58324. */
  58325. Ray.prototype.intersectsBox = function (box) {
  58326. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  58327. };
  58328. /**
  58329. * If the ray hits a sphere
  58330. * @param sphere the bounding sphere to check
  58331. * @returns true if it hits the sphere
  58332. */
  58333. Ray.prototype.intersectsSphere = function (sphere) {
  58334. var x = sphere.center.x - this.origin.x;
  58335. var y = sphere.center.y - this.origin.y;
  58336. var z = sphere.center.z - this.origin.z;
  58337. var pyth = (x * x) + (y * y) + (z * z);
  58338. var rr = sphere.radius * sphere.radius;
  58339. if (pyth <= rr) {
  58340. return true;
  58341. }
  58342. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58343. if (dot < 0.0) {
  58344. return false;
  58345. }
  58346. var temp = pyth - (dot * dot);
  58347. return temp <= rr;
  58348. };
  58349. /**
  58350. * If the ray hits a triange
  58351. * @param vertex0 triangle vertex
  58352. * @param vertex1 triangle vertex
  58353. * @param vertex2 triangle vertex
  58354. * @returns intersection information if hit
  58355. */
  58356. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58357. if (!this._edge1) {
  58358. this._edge1 = BABYLON.Vector3.Zero();
  58359. this._edge2 = BABYLON.Vector3.Zero();
  58360. this._pvec = BABYLON.Vector3.Zero();
  58361. this._tvec = BABYLON.Vector3.Zero();
  58362. this._qvec = BABYLON.Vector3.Zero();
  58363. }
  58364. vertex1.subtractToRef(vertex0, this._edge1);
  58365. vertex2.subtractToRef(vertex0, this._edge2);
  58366. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  58367. var det = BABYLON.Vector3.Dot(this._edge1, this._pvec);
  58368. if (det === 0) {
  58369. return null;
  58370. }
  58371. var invdet = 1 / det;
  58372. this.origin.subtractToRef(vertex0, this._tvec);
  58373. var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet;
  58374. if (bu < 0 || bu > 1.0) {
  58375. return null;
  58376. }
  58377. BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  58378. var bv = BABYLON.Vector3.Dot(this.direction, this._qvec) * invdet;
  58379. if (bv < 0 || bu + bv > 1.0) {
  58380. return null;
  58381. }
  58382. //check if the distance is longer than the predefined length.
  58383. var distance = BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet;
  58384. if (distance > this.length) {
  58385. return null;
  58386. }
  58387. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58388. };
  58389. /**
  58390. * Checks if ray intersects a plane
  58391. * @param plane the plane to check
  58392. * @returns the distance away it was hit
  58393. */
  58394. Ray.prototype.intersectsPlane = function (plane) {
  58395. var distance;
  58396. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  58397. if (Math.abs(result1) < 9.99999997475243E-07) {
  58398. return null;
  58399. }
  58400. else {
  58401. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  58402. distance = (-plane.d - result2) / result1;
  58403. if (distance < 0.0) {
  58404. if (distance < -9.99999997475243E-07) {
  58405. return null;
  58406. }
  58407. else {
  58408. return 0;
  58409. }
  58410. }
  58411. return distance;
  58412. }
  58413. };
  58414. /**
  58415. * Checks if ray intersects a mesh
  58416. * @param mesh the mesh to check
  58417. * @param fastCheck if only the bounding box should checked
  58418. * @returns picking info of the intersecton
  58419. */
  58420. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  58421. var tm = BABYLON.Tmp.Matrix[0];
  58422. mesh.getWorldMatrix().invertToRef(tm);
  58423. if (this._tmpRay) {
  58424. Ray.TransformToRef(this, tm, this._tmpRay);
  58425. }
  58426. else {
  58427. this._tmpRay = Ray.Transform(this, tm);
  58428. }
  58429. return mesh.intersects(this._tmpRay, fastCheck);
  58430. };
  58431. /**
  58432. * Checks if ray intersects a mesh
  58433. * @param meshes the meshes to check
  58434. * @param fastCheck if only the bounding box should checked
  58435. * @param results array to store result in
  58436. * @returns Array of picking infos
  58437. */
  58438. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  58439. if (results) {
  58440. results.length = 0;
  58441. }
  58442. else {
  58443. results = [];
  58444. }
  58445. for (var i = 0; i < meshes.length; i++) {
  58446. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  58447. if (pickInfo.hit) {
  58448. results.push(pickInfo);
  58449. }
  58450. }
  58451. results.sort(this._comparePickingInfo);
  58452. return results;
  58453. };
  58454. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  58455. if (pickingInfoA.distance < pickingInfoB.distance) {
  58456. return -1;
  58457. }
  58458. else if (pickingInfoA.distance > pickingInfoB.distance) {
  58459. return 1;
  58460. }
  58461. else {
  58462. return 0;
  58463. }
  58464. };
  58465. /**
  58466. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  58467. * @param sega the first point of the segment to test the intersection against
  58468. * @param segb the second point of the segment to test the intersection against
  58469. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  58470. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  58471. */
  58472. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  58473. var rsegb = this.origin.add(this.direction.multiplyByFloats(Ray.rayl, Ray.rayl, Ray.rayl));
  58474. var u = segb.subtract(sega);
  58475. var v = rsegb.subtract(this.origin);
  58476. var w = sega.subtract(this.origin);
  58477. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  58478. var b = BABYLON.Vector3.Dot(u, v);
  58479. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  58480. var d = BABYLON.Vector3.Dot(u, w);
  58481. var e = BABYLON.Vector3.Dot(v, w);
  58482. var D = a * c - b * b; // always >= 0
  58483. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  58484. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  58485. // compute the line parameters of the two closest points
  58486. if (D < Ray.smallnum) { // the lines are almost parallel
  58487. sN = 0.0; // force using point P0 on segment S1
  58488. sD = 1.0; // to prevent possible division by 0.0 later
  58489. tN = e;
  58490. tD = c;
  58491. }
  58492. else { // get the closest points on the infinite lines
  58493. sN = (b * e - c * d);
  58494. tN = (a * e - b * d);
  58495. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  58496. sN = 0.0;
  58497. tN = e;
  58498. tD = c;
  58499. }
  58500. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  58501. sN = sD;
  58502. tN = e + b;
  58503. tD = c;
  58504. }
  58505. }
  58506. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  58507. tN = 0.0;
  58508. // recompute sc for this edge
  58509. if (-d < 0.0) {
  58510. sN = 0.0;
  58511. }
  58512. else if (-d > a) {
  58513. sN = sD;
  58514. }
  58515. else {
  58516. sN = -d;
  58517. sD = a;
  58518. }
  58519. }
  58520. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  58521. tN = tD;
  58522. // recompute sc for this edge
  58523. if ((-d + b) < 0.0) {
  58524. sN = 0;
  58525. }
  58526. else if ((-d + b) > a) {
  58527. sN = sD;
  58528. }
  58529. else {
  58530. sN = (-d + b);
  58531. sD = a;
  58532. }
  58533. }
  58534. // finally do the division to get sc and tc
  58535. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  58536. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  58537. // get the difference of the two closest points
  58538. var qtc = v.multiplyByFloats(tc, tc, tc);
  58539. var dP = w.add(u.multiplyByFloats(sc, sc, sc)).subtract(qtc); // = S1(sc) - S2(tc)
  58540. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  58541. if (isIntersected) {
  58542. return qtc.length();
  58543. }
  58544. return -1;
  58545. };
  58546. /**
  58547. * Update the ray from viewport position
  58548. * @param x position
  58549. * @param y y position
  58550. * @param viewportWidth viewport width
  58551. * @param viewportHeight viewport height
  58552. * @param world world matrix
  58553. * @param view view matrix
  58554. * @param projection projection matrix
  58555. * @returns this ray updated
  58556. */
  58557. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58558. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 0, viewportWidth, viewportHeight, world, view, projection, this.origin);
  58559. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 1, viewportWidth, viewportHeight, world, view, projection, BABYLON.Tmp.Vector3[0]);
  58560. BABYLON.Tmp.Vector3[0].subtractToRef(this.origin, this.direction);
  58561. this.direction.normalize();
  58562. return this;
  58563. };
  58564. // Statics
  58565. /**
  58566. * Creates a ray with origin and direction of 0,0,0
  58567. * @returns the new ray
  58568. */
  58569. Ray.Zero = function () {
  58570. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  58571. };
  58572. /**
  58573. * Creates a new ray from screen space and viewport
  58574. * @param x position
  58575. * @param y y position
  58576. * @param viewportWidth viewport width
  58577. * @param viewportHeight viewport height
  58578. * @param world world matrix
  58579. * @param view view matrix
  58580. * @param projection projection matrix
  58581. * @returns new ray
  58582. */
  58583. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58584. var result = Ray.Zero();
  58585. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  58586. };
  58587. /**
  58588. * 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
  58589. * transformed to the given world matrix.
  58590. * @param origin The origin point
  58591. * @param end The end point
  58592. * @param world a matrix to transform the ray to. Default is the identity matrix.
  58593. * @returns the new ray
  58594. */
  58595. Ray.CreateNewFromTo = function (origin, end, world) {
  58596. if (world === void 0) { world = BABYLON.Matrix.Identity(); }
  58597. var direction = end.subtract(origin);
  58598. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  58599. direction.normalize();
  58600. return Ray.Transform(new Ray(origin, direction, length), world);
  58601. };
  58602. /**
  58603. * Transforms a ray by a matrix
  58604. * @param ray ray to transform
  58605. * @param matrix matrix to apply
  58606. * @returns the resulting new ray
  58607. */
  58608. Ray.Transform = function (ray, matrix) {
  58609. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  58610. Ray.TransformToRef(ray, matrix, result);
  58611. return result;
  58612. };
  58613. /**
  58614. * Transforms a ray by a matrix
  58615. * @param ray ray to transform
  58616. * @param matrix matrix to apply
  58617. * @param result ray to store result in
  58618. */
  58619. Ray.TransformToRef = function (ray, matrix, result) {
  58620. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  58621. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  58622. result.length = ray.length;
  58623. var dir = result.direction;
  58624. var len = dir.length();
  58625. if (!(len === 0 || len === 1)) {
  58626. var num = 1.0 / len;
  58627. dir.x *= num;
  58628. dir.y *= num;
  58629. dir.z *= num;
  58630. result.length *= len;
  58631. }
  58632. };
  58633. Ray.smallnum = 0.00000001;
  58634. Ray.rayl = 10e8;
  58635. return Ray;
  58636. }());
  58637. BABYLON.Ray = Ray;
  58638. })(BABYLON || (BABYLON = {}));
  58639. //# sourceMappingURL=babylon.ray.js.map
  58640. var BABYLON;
  58641. (function (BABYLON) {
  58642. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  58643. if (boxMin.x > sphereCenter.x + sphereRadius) {
  58644. return false;
  58645. }
  58646. if (sphereCenter.x - sphereRadius > boxMax.x) {
  58647. return false;
  58648. }
  58649. if (boxMin.y > sphereCenter.y + sphereRadius) {
  58650. return false;
  58651. }
  58652. if (sphereCenter.y - sphereRadius > boxMax.y) {
  58653. return false;
  58654. }
  58655. if (boxMin.z > sphereCenter.z + sphereRadius) {
  58656. return false;
  58657. }
  58658. if (sphereCenter.z - sphereRadius > boxMax.z) {
  58659. return false;
  58660. }
  58661. return true;
  58662. };
  58663. var getLowestRoot = (function () {
  58664. var result = { root: 0, found: false };
  58665. return function (a, b, c, maxR) {
  58666. result.root = 0;
  58667. result.found = false;
  58668. var determinant = b * b - 4.0 * a * c;
  58669. if (determinant < 0) {
  58670. return result;
  58671. }
  58672. var sqrtD = Math.sqrt(determinant);
  58673. var r1 = (-b - sqrtD) / (2.0 * a);
  58674. var r2 = (-b + sqrtD) / (2.0 * a);
  58675. if (r1 > r2) {
  58676. var temp = r2;
  58677. r2 = r1;
  58678. r1 = temp;
  58679. }
  58680. if (r1 > 0 && r1 < maxR) {
  58681. result.root = r1;
  58682. result.found = true;
  58683. return result;
  58684. }
  58685. if (r2 > 0 && r2 < maxR) {
  58686. result.root = r2;
  58687. result.found = true;
  58688. return result;
  58689. }
  58690. return result;
  58691. };
  58692. })();
  58693. /** @hidden */
  58694. var Collider = /** @class */ (function () {
  58695. function Collider() {
  58696. this._collisionPoint = BABYLON.Vector3.Zero();
  58697. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  58698. this._tempVector = BABYLON.Vector3.Zero();
  58699. this._tempVector2 = BABYLON.Vector3.Zero();
  58700. this._tempVector3 = BABYLON.Vector3.Zero();
  58701. this._tempVector4 = BABYLON.Vector3.Zero();
  58702. this._edge = BABYLON.Vector3.Zero();
  58703. this._baseToVertex = BABYLON.Vector3.Zero();
  58704. this._destinationPoint = BABYLON.Vector3.Zero();
  58705. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  58706. this._displacementVector = BABYLON.Vector3.Zero();
  58707. /** @hidden */
  58708. this._radius = BABYLON.Vector3.One();
  58709. /** @hidden */
  58710. this._retry = 0;
  58711. /** @hidden */
  58712. this._basePointWorld = BABYLON.Vector3.Zero();
  58713. this._velocityWorld = BABYLON.Vector3.Zero();
  58714. this._normalizedVelocity = BABYLON.Vector3.Zero();
  58715. this._collisionMask = -1;
  58716. }
  58717. Object.defineProperty(Collider.prototype, "collisionMask", {
  58718. get: function () {
  58719. return this._collisionMask;
  58720. },
  58721. set: function (mask) {
  58722. this._collisionMask = !isNaN(mask) ? mask : -1;
  58723. },
  58724. enumerable: true,
  58725. configurable: true
  58726. });
  58727. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  58728. /**
  58729. * Gets the plane normal used to compute the sliding response (in local space)
  58730. */
  58731. get: function () {
  58732. return this._slidePlaneNormal;
  58733. },
  58734. enumerable: true,
  58735. configurable: true
  58736. });
  58737. // Methods
  58738. /** @hidden */
  58739. Collider.prototype._initialize = function (source, dir, e) {
  58740. this._velocity = dir;
  58741. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  58742. this._basePoint = source;
  58743. source.multiplyToRef(this._radius, this._basePointWorld);
  58744. dir.multiplyToRef(this._radius, this._velocityWorld);
  58745. this._velocityWorldLength = this._velocityWorld.length();
  58746. this._epsilon = e;
  58747. this.collisionFound = false;
  58748. };
  58749. /** @hidden */
  58750. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  58751. pa.subtractToRef(point, this._tempVector);
  58752. pb.subtractToRef(point, this._tempVector2);
  58753. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  58754. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58755. if (d < 0) {
  58756. return false;
  58757. }
  58758. pc.subtractToRef(point, this._tempVector3);
  58759. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  58760. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58761. if (d < 0) {
  58762. return false;
  58763. }
  58764. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  58765. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58766. return d >= 0;
  58767. };
  58768. /** @hidden */
  58769. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  58770. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  58771. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  58772. if (distance > this._velocityWorldLength + max + sphereRadius) {
  58773. return false;
  58774. }
  58775. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  58776. return false;
  58777. }
  58778. return true;
  58779. };
  58780. /** @hidden */
  58781. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  58782. var t0;
  58783. var embeddedInPlane = false;
  58784. //defensive programming, actually not needed.
  58785. if (!trianglePlaneArray) {
  58786. trianglePlaneArray = [];
  58787. }
  58788. if (!trianglePlaneArray[faceIndex]) {
  58789. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  58790. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  58791. }
  58792. var trianglePlane = trianglePlaneArray[faceIndex];
  58793. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  58794. return;
  58795. }
  58796. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  58797. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  58798. if (normalDotVelocity == 0) {
  58799. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  58800. return;
  58801. }
  58802. embeddedInPlane = true;
  58803. t0 = 0;
  58804. }
  58805. else {
  58806. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  58807. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  58808. if (t0 > t1) {
  58809. var temp = t1;
  58810. t1 = t0;
  58811. t0 = temp;
  58812. }
  58813. if (t0 > 1.0 || t1 < 0.0) {
  58814. return;
  58815. }
  58816. if (t0 < 0) {
  58817. t0 = 0;
  58818. }
  58819. if (t0 > 1.0) {
  58820. t0 = 1.0;
  58821. }
  58822. }
  58823. this._collisionPoint.copyFromFloats(0, 0, 0);
  58824. var found = false;
  58825. var t = 1.0;
  58826. if (!embeddedInPlane) {
  58827. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  58828. this._velocity.scaleToRef(t0, this._tempVector);
  58829. this._planeIntersectionPoint.addInPlace(this._tempVector);
  58830. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  58831. found = true;
  58832. t = t0;
  58833. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  58834. }
  58835. }
  58836. if (!found) {
  58837. var velocitySquaredLength = this._velocity.lengthSquared();
  58838. var a = velocitySquaredLength;
  58839. this._basePoint.subtractToRef(p1, this._tempVector);
  58840. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58841. var c = this._tempVector.lengthSquared() - 1.0;
  58842. var lowestRoot = getLowestRoot(a, b, c, t);
  58843. if (lowestRoot.found) {
  58844. t = lowestRoot.root;
  58845. found = true;
  58846. this._collisionPoint.copyFrom(p1);
  58847. }
  58848. this._basePoint.subtractToRef(p2, this._tempVector);
  58849. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58850. c = this._tempVector.lengthSquared() - 1.0;
  58851. lowestRoot = getLowestRoot(a, b, c, t);
  58852. if (lowestRoot.found) {
  58853. t = lowestRoot.root;
  58854. found = true;
  58855. this._collisionPoint.copyFrom(p2);
  58856. }
  58857. this._basePoint.subtractToRef(p3, this._tempVector);
  58858. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58859. c = this._tempVector.lengthSquared() - 1.0;
  58860. lowestRoot = getLowestRoot(a, b, c, t);
  58861. if (lowestRoot.found) {
  58862. t = lowestRoot.root;
  58863. found = true;
  58864. this._collisionPoint.copyFrom(p3);
  58865. }
  58866. p2.subtractToRef(p1, this._edge);
  58867. p1.subtractToRef(this._basePoint, this._baseToVertex);
  58868. var edgeSquaredLength = this._edge.lengthSquared();
  58869. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58870. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58871. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58872. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58873. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58874. lowestRoot = getLowestRoot(a, b, c, t);
  58875. if (lowestRoot.found) {
  58876. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58877. if (f >= 0.0 && f <= 1.0) {
  58878. t = lowestRoot.root;
  58879. found = true;
  58880. this._edge.scaleInPlace(f);
  58881. p1.addToRef(this._edge, this._collisionPoint);
  58882. }
  58883. }
  58884. p3.subtractToRef(p2, this._edge);
  58885. p2.subtractToRef(this._basePoint, this._baseToVertex);
  58886. edgeSquaredLength = this._edge.lengthSquared();
  58887. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58888. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58889. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58890. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58891. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58892. lowestRoot = getLowestRoot(a, b, c, t);
  58893. if (lowestRoot.found) {
  58894. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58895. if (f >= 0.0 && f <= 1.0) {
  58896. t = lowestRoot.root;
  58897. found = true;
  58898. this._edge.scaleInPlace(f);
  58899. p2.addToRef(this._edge, this._collisionPoint);
  58900. }
  58901. }
  58902. p1.subtractToRef(p3, this._edge);
  58903. p3.subtractToRef(this._basePoint, this._baseToVertex);
  58904. edgeSquaredLength = this._edge.lengthSquared();
  58905. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58906. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58907. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58908. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58909. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58910. lowestRoot = getLowestRoot(a, b, c, t);
  58911. if (lowestRoot.found) {
  58912. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58913. if (f >= 0.0 && f <= 1.0) {
  58914. t = lowestRoot.root;
  58915. found = true;
  58916. this._edge.scaleInPlace(f);
  58917. p3.addToRef(this._edge, this._collisionPoint);
  58918. }
  58919. }
  58920. }
  58921. if (found) {
  58922. var distToCollision = t * this._velocity.length();
  58923. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  58924. if (!this.intersectionPoint) {
  58925. this.intersectionPoint = this._collisionPoint.clone();
  58926. }
  58927. else {
  58928. this.intersectionPoint.copyFrom(this._collisionPoint);
  58929. }
  58930. this._nearestDistance = distToCollision;
  58931. this.collisionFound = true;
  58932. }
  58933. }
  58934. };
  58935. /** @hidden */
  58936. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  58937. for (var i = indexStart; i < indexEnd; i += 3) {
  58938. var p1 = pts[indices[i] - decal];
  58939. var p2 = pts[indices[i + 1] - decal];
  58940. var p3 = pts[indices[i + 2] - decal];
  58941. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  58942. }
  58943. };
  58944. /** @hidden */
  58945. Collider.prototype._getResponse = function (pos, vel) {
  58946. pos.addToRef(vel, this._destinationPoint);
  58947. vel.scaleInPlace((this._nearestDistance / vel.length()));
  58948. this._basePoint.addToRef(vel, pos);
  58949. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  58950. this._slidePlaneNormal.normalize();
  58951. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  58952. pos.addInPlace(this._displacementVector);
  58953. this.intersectionPoint.addInPlace(this._displacementVector);
  58954. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  58955. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  58956. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  58957. };
  58958. return Collider;
  58959. }());
  58960. BABYLON.Collider = Collider;
  58961. })(BABYLON || (BABYLON = {}));
  58962. //# sourceMappingURL=babylon.collider.js.map
  58963. var BABYLON;
  58964. (function (BABYLON) {
  58965. //WebWorker code will be inserted to this variable.
  58966. /** @hidden */
  58967. BABYLON.CollisionWorker = "";
  58968. /** Defines supported task for worker process */
  58969. var WorkerTaskType;
  58970. (function (WorkerTaskType) {
  58971. /** Initialization */
  58972. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  58973. /** Update of geometry */
  58974. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  58975. /** Evaluate collision */
  58976. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  58977. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  58978. /** Defines kind of replies returned by worker */
  58979. var WorkerReplyType;
  58980. (function (WorkerReplyType) {
  58981. /** Success */
  58982. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  58983. /** Unkown error */
  58984. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  58985. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  58986. /** @hidden */
  58987. var CollisionCoordinatorWorker = /** @class */ (function () {
  58988. function CollisionCoordinatorWorker() {
  58989. var _this = this;
  58990. this._scaledPosition = BABYLON.Vector3.Zero();
  58991. this._scaledVelocity = BABYLON.Vector3.Zero();
  58992. this.onMeshUpdated = function (transformNode) {
  58993. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  58994. };
  58995. this.onGeometryUpdated = function (geometry) {
  58996. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  58997. };
  58998. this._afterRender = function () {
  58999. if (!_this._init) {
  59000. return;
  59001. }
  59002. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59003. return;
  59004. }
  59005. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59006. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59007. if (_this._runningUpdated > 4) {
  59008. return;
  59009. }
  59010. ++_this._runningUpdated;
  59011. var payload = {
  59012. updatedMeshes: _this._addUpdateMeshesList,
  59013. updatedGeometries: _this._addUpdateGeometriesList,
  59014. removedGeometries: _this._toRemoveGeometryArray,
  59015. removedMeshes: _this._toRemoveMeshesArray
  59016. };
  59017. var message = {
  59018. payload: payload,
  59019. taskType: WorkerTaskType.UPDATE
  59020. };
  59021. var serializable = [];
  59022. for (var id in payload.updatedGeometries) {
  59023. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59024. //prepare transferables
  59025. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59026. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59027. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59028. }
  59029. }
  59030. _this._worker.postMessage(message, serializable);
  59031. _this._addUpdateMeshesList = {};
  59032. _this._addUpdateGeometriesList = {};
  59033. _this._toRemoveGeometryArray = [];
  59034. _this._toRemoveMeshesArray = [];
  59035. };
  59036. this._onMessageFromWorker = function (e) {
  59037. var returnData = e.data;
  59038. if (returnData.error != WorkerReplyType.SUCCESS) {
  59039. //TODO what errors can be returned from the worker?
  59040. BABYLON.Tools.Warn("error returned from worker!");
  59041. return;
  59042. }
  59043. switch (returnData.taskType) {
  59044. case WorkerTaskType.INIT:
  59045. _this._init = true;
  59046. //Update the worked with ALL of the scene's current state
  59047. _this._scene.meshes.forEach(function (mesh) {
  59048. _this.onMeshAdded(mesh);
  59049. });
  59050. _this._scene.getGeometries().forEach(function (geometry) {
  59051. _this.onGeometryAdded(geometry);
  59052. });
  59053. break;
  59054. case WorkerTaskType.UPDATE:
  59055. _this._runningUpdated--;
  59056. break;
  59057. case WorkerTaskType.COLLIDE:
  59058. var returnPayload = returnData.payload;
  59059. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59060. return;
  59061. }
  59062. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59063. if (callback) {
  59064. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59065. if (mesh) {
  59066. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59067. }
  59068. }
  59069. //cleanup
  59070. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59071. break;
  59072. }
  59073. };
  59074. this._collisionsCallbackArray = [];
  59075. this._init = false;
  59076. this._runningUpdated = 0;
  59077. this._addUpdateMeshesList = {};
  59078. this._addUpdateGeometriesList = {};
  59079. this._toRemoveGeometryArray = [];
  59080. this._toRemoveMeshesArray = [];
  59081. }
  59082. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59083. if (!this._init) {
  59084. return;
  59085. }
  59086. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59087. return;
  59088. }
  59089. position.divideToRef(collider._radius, this._scaledPosition);
  59090. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59091. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59092. var payload = {
  59093. collider: {
  59094. position: this._scaledPosition.asArray(),
  59095. velocity: this._scaledVelocity.asArray(),
  59096. radius: collider._radius.asArray()
  59097. },
  59098. collisionId: collisionIndex,
  59099. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59100. maximumRetry: maximumRetry
  59101. };
  59102. var message = {
  59103. payload: payload,
  59104. taskType: WorkerTaskType.COLLIDE
  59105. };
  59106. this._worker.postMessage(message);
  59107. };
  59108. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59109. this._scene = scene;
  59110. this._scene.registerAfterRender(this._afterRender);
  59111. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59112. this._worker = new Worker(workerUrl);
  59113. this._worker.onmessage = this._onMessageFromWorker;
  59114. var message = {
  59115. payload: {},
  59116. taskType: WorkerTaskType.INIT
  59117. };
  59118. this._worker.postMessage(message);
  59119. };
  59120. CollisionCoordinatorWorker.prototype.destroy = function () {
  59121. this._scene.unregisterAfterRender(this._afterRender);
  59122. this._worker.terminate();
  59123. };
  59124. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59125. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59126. this.onMeshUpdated(mesh);
  59127. };
  59128. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59129. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59130. };
  59131. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59132. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59133. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59134. this.onGeometryUpdated(geometry);
  59135. };
  59136. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59137. this._toRemoveGeometryArray.push(geometry.id);
  59138. };
  59139. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59140. var submeshes = [];
  59141. if (mesh.subMeshes) {
  59142. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59143. var boundingInfo = sm.getBoundingInfo();
  59144. return {
  59145. position: idx,
  59146. verticesStart: sm.verticesStart,
  59147. verticesCount: sm.verticesCount,
  59148. indexStart: sm.indexStart,
  59149. indexCount: sm.indexCount,
  59150. hasMaterial: !!sm.getMaterial(),
  59151. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59152. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59153. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59154. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59155. };
  59156. });
  59157. }
  59158. var geometryId = null;
  59159. if (mesh instanceof BABYLON.Mesh) {
  59160. var geometry = mesh.geometry;
  59161. geometryId = geometry ? geometry.id : null;
  59162. }
  59163. else if (mesh instanceof BABYLON.InstancedMesh) {
  59164. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59165. geometryId = geometry ? geometry.id : null;
  59166. }
  59167. var boundingInfo = mesh.getBoundingInfo();
  59168. return {
  59169. uniqueId: mesh.uniqueId,
  59170. id: mesh.id,
  59171. name: mesh.name,
  59172. geometryId: geometryId,
  59173. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59174. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59175. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59176. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59177. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59178. subMeshes: submeshes,
  59179. checkCollisions: mesh.checkCollisions
  59180. };
  59181. };
  59182. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59183. return {
  59184. id: geometry.id,
  59185. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59186. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59187. indices: new Uint32Array(geometry.getIndices() || []),
  59188. };
  59189. };
  59190. return CollisionCoordinatorWorker;
  59191. }());
  59192. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59193. /** @hidden */
  59194. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59195. function CollisionCoordinatorLegacy() {
  59196. this._scaledPosition = BABYLON.Vector3.Zero();
  59197. this._scaledVelocity = BABYLON.Vector3.Zero();
  59198. this._finalPosition = BABYLON.Vector3.Zero();
  59199. }
  59200. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59201. position.divideToRef(collider._radius, this._scaledPosition);
  59202. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59203. collider.collidedMesh = null;
  59204. collider._retry = 0;
  59205. collider._initialVelocity = this._scaledVelocity;
  59206. collider._initialPosition = this._scaledPosition;
  59207. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59208. this._finalPosition.multiplyInPlace(collider._radius);
  59209. //run the callback
  59210. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59211. };
  59212. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59213. this._scene = scene;
  59214. };
  59215. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59216. //Legacy need no destruction method.
  59217. };
  59218. //No update in legacy mode
  59219. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59220. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59221. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59222. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59223. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59224. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59225. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59226. if (excludedMesh === void 0) { excludedMesh = null; }
  59227. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59228. if (collider._retry >= maximumRetry) {
  59229. finalPosition.copyFrom(position);
  59230. return;
  59231. }
  59232. // Check if this is a mesh else camera or -1
  59233. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59234. collider._initialize(position, velocity, closeDistance);
  59235. // Check all meshes
  59236. for (var index = 0; index < this._scene.meshes.length; index++) {
  59237. var mesh = this._scene.meshes[index];
  59238. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59239. mesh._checkCollision(collider);
  59240. }
  59241. }
  59242. if (!collider.collisionFound) {
  59243. position.addToRef(velocity, finalPosition);
  59244. return;
  59245. }
  59246. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59247. collider._getResponse(position, velocity);
  59248. }
  59249. if (velocity.length() <= closeDistance) {
  59250. finalPosition.copyFrom(position);
  59251. return;
  59252. }
  59253. collider._retry++;
  59254. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59255. };
  59256. return CollisionCoordinatorLegacy;
  59257. }());
  59258. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59259. })(BABYLON || (BABYLON = {}));
  59260. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59261. var BABYLON;
  59262. (function (BABYLON) {
  59263. /**
  59264. * A particle represents one of the element emitted by a particle system.
  59265. * This is mainly define by its coordinates, direction, velocity and age.
  59266. */
  59267. var Particle = /** @class */ (function () {
  59268. /**
  59269. * Creates a new instance Particle
  59270. * @param particleSystem the particle system the particle belongs to
  59271. */
  59272. function Particle(
  59273. /**
  59274. * The particle system the particle belongs to.
  59275. */
  59276. particleSystem) {
  59277. this.particleSystem = particleSystem;
  59278. /**
  59279. * The world position of the particle in the scene.
  59280. */
  59281. this.position = BABYLON.Vector3.Zero();
  59282. /**
  59283. * The world direction of the particle in the scene.
  59284. */
  59285. this.direction = BABYLON.Vector3.Zero();
  59286. /**
  59287. * The color of the particle.
  59288. */
  59289. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59290. /**
  59291. * The color change of the particle per step.
  59292. */
  59293. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59294. /**
  59295. * Defines how long will the life of the particle be.
  59296. */
  59297. this.lifeTime = 1.0;
  59298. /**
  59299. * The current age of the particle.
  59300. */
  59301. this.age = 0;
  59302. /**
  59303. * The current size of the particle.
  59304. */
  59305. this.size = 0;
  59306. /**
  59307. * The current scale of the particle.
  59308. */
  59309. this.scale = new BABYLON.Vector2(1, 1);
  59310. /**
  59311. * The current angle of the particle.
  59312. */
  59313. this.angle = 0;
  59314. /**
  59315. * Defines how fast is the angle changing.
  59316. */
  59317. this.angularSpeed = 0;
  59318. /**
  59319. * Defines the cell index used by the particle to be rendered from a sprite.
  59320. */
  59321. this.cellIndex = 0;
  59322. /** @hidden */
  59323. this._attachedSubEmitters = null;
  59324. /** @hidden */
  59325. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59326. /** @hidden */
  59327. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59328. /** @hidden */
  59329. this._currentSize1 = 0;
  59330. /** @hidden */
  59331. this._currentSize2 = 0;
  59332. /** @hidden */
  59333. this._currentAngularSpeed1 = 0;
  59334. /** @hidden */
  59335. this._currentAngularSpeed2 = 0;
  59336. /** @hidden */
  59337. this._currentVelocity1 = 0;
  59338. /** @hidden */
  59339. this._currentVelocity2 = 0;
  59340. /** @hidden */
  59341. this._currentLimitVelocity1 = 0;
  59342. /** @hidden */
  59343. this._currentLimitVelocity2 = 0;
  59344. /** @hidden */
  59345. this._currentDrag1 = 0;
  59346. /** @hidden */
  59347. this._currentDrag2 = 0;
  59348. this.id = Particle._Count++;
  59349. if (!this.particleSystem.isAnimationSheetEnabled) {
  59350. return;
  59351. }
  59352. this.updateCellInfoFromSystem();
  59353. }
  59354. Particle.prototype.updateCellInfoFromSystem = function () {
  59355. this.cellIndex = this.particleSystem.startSpriteCellID;
  59356. };
  59357. /**
  59358. * Defines how the sprite cell index is updated for the particle
  59359. */
  59360. Particle.prototype.updateCellIndex = function () {
  59361. var offsetAge = this.age;
  59362. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59363. if (this.particleSystem.spriteRandomStartCell) {
  59364. if (this._randomCellOffset === undefined) {
  59365. this._randomCellOffset = Math.random() * this.lifeTime;
  59366. }
  59367. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59368. changeSpeed = 1;
  59369. offsetAge = this._randomCellOffset;
  59370. }
  59371. else {
  59372. offsetAge += this._randomCellOffset;
  59373. }
  59374. }
  59375. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59376. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59377. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59378. };
  59379. /** @hidden */
  59380. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59381. if (subEmitter.particleSystem.emitter.position) {
  59382. var emitterMesh = subEmitter.particleSystem.emitter;
  59383. emitterMesh.position.copyFrom(this.position);
  59384. if (subEmitter.inheritDirection) {
  59385. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  59386. // Look at using Y as forward
  59387. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  59388. }
  59389. }
  59390. else {
  59391. var emitterPosition = subEmitter.particleSystem.emitter;
  59392. emitterPosition.copyFrom(this.position);
  59393. }
  59394. // Set inheritedVelocityOffset to be used when new particles are created
  59395. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  59396. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  59397. };
  59398. /** @hidden */
  59399. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  59400. var _this = this;
  59401. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  59402. this._attachedSubEmitters.forEach(function (subEmitter) {
  59403. _this._inheritParticleInfoToSubEmitter(subEmitter);
  59404. });
  59405. }
  59406. };
  59407. /** @hidden */
  59408. Particle.prototype._reset = function () {
  59409. this.age = 0;
  59410. this._currentColorGradient = null;
  59411. this._currentSizeGradient = null;
  59412. this._currentAngularSpeedGradient = null;
  59413. this._currentVelocityGradient = null;
  59414. this._currentLimitVelocityGradient = null;
  59415. this._currentDragGradient = null;
  59416. this.cellIndex = this.particleSystem.startSpriteCellID;
  59417. this._randomCellOffset = undefined;
  59418. };
  59419. /**
  59420. * Copy the properties of particle to another one.
  59421. * @param other the particle to copy the information to.
  59422. */
  59423. Particle.prototype.copyTo = function (other) {
  59424. other.position.copyFrom(this.position);
  59425. if (this._initialDirection) {
  59426. if (other._initialDirection) {
  59427. other._initialDirection.copyFrom(this._initialDirection);
  59428. }
  59429. else {
  59430. other._initialDirection = this._initialDirection.clone();
  59431. }
  59432. }
  59433. else {
  59434. other._initialDirection = null;
  59435. }
  59436. other.direction.copyFrom(this.direction);
  59437. other.color.copyFrom(this.color);
  59438. other.colorStep.copyFrom(this.colorStep);
  59439. other.lifeTime = this.lifeTime;
  59440. other.age = this.age;
  59441. other._randomCellOffset = this._randomCellOffset;
  59442. other.size = this.size;
  59443. other.scale.copyFrom(this.scale);
  59444. other.angle = this.angle;
  59445. other.angularSpeed = this.angularSpeed;
  59446. other.particleSystem = this.particleSystem;
  59447. other.cellIndex = this.cellIndex;
  59448. other.id = this.id;
  59449. other._attachedSubEmitters = this._attachedSubEmitters;
  59450. if (this._currentColorGradient) {
  59451. other._currentColorGradient = this._currentColorGradient;
  59452. other._currentColor1.copyFrom(this._currentColor1);
  59453. other._currentColor2.copyFrom(this._currentColor2);
  59454. }
  59455. if (this._currentSizeGradient) {
  59456. other._currentSizeGradient = this._currentSizeGradient;
  59457. other._currentSize1 = this._currentSize1;
  59458. other._currentSize2 = this._currentSize2;
  59459. }
  59460. if (this._currentAngularSpeedGradient) {
  59461. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  59462. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  59463. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  59464. }
  59465. if (this._currentVelocityGradient) {
  59466. other._currentVelocityGradient = this._currentVelocityGradient;
  59467. other._currentVelocity1 = this._currentVelocity1;
  59468. other._currentVelocity2 = this._currentVelocity2;
  59469. }
  59470. if (this._currentLimitVelocityGradient) {
  59471. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  59472. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  59473. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  59474. }
  59475. if (this._currentDragGradient) {
  59476. other._currentDragGradient = this._currentDragGradient;
  59477. other._currentDrag1 = this._currentDrag1;
  59478. other._currentDrag2 = this._currentDrag2;
  59479. }
  59480. if (this.particleSystem.isAnimationSheetEnabled) {
  59481. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  59482. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  59483. }
  59484. if (this.particleSystem.useRampGradients) {
  59485. other.remapData.copyFrom(this.remapData);
  59486. }
  59487. if (this._randomNoiseCoordinates1) {
  59488. if (other._randomNoiseCoordinates1) {
  59489. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  59490. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  59491. }
  59492. else {
  59493. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  59494. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  59495. }
  59496. }
  59497. };
  59498. Particle._Count = 0;
  59499. return Particle;
  59500. }());
  59501. BABYLON.Particle = Particle;
  59502. })(BABYLON || (BABYLON = {}));
  59503. //# sourceMappingURL=babylon.particle.js.map
  59504. var BABYLON;
  59505. (function (BABYLON) {
  59506. /**
  59507. * This represents the base class for particle system in Babylon.
  59508. * 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.
  59509. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  59510. * @example https://doc.babylonjs.com/babylon101/particles
  59511. */
  59512. var BaseParticleSystem = /** @class */ (function () {
  59513. /**
  59514. * Instantiates a particle system.
  59515. * 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.
  59516. * @param name The name of the particle system
  59517. */
  59518. function BaseParticleSystem(name) {
  59519. /**
  59520. * List of animations used by the particle system.
  59521. */
  59522. this.animations = [];
  59523. /**
  59524. * The rendering group used by the Particle system to chose when to render.
  59525. */
  59526. this.renderingGroupId = 0;
  59527. /**
  59528. * The emitter represents the Mesh or position we are attaching the particle system to.
  59529. */
  59530. this.emitter = null;
  59531. /**
  59532. * The maximum number of particles to emit per frame
  59533. */
  59534. this.emitRate = 10;
  59535. /**
  59536. * If you want to launch only a few particles at once, that can be done, as well.
  59537. */
  59538. this.manualEmitCount = -1;
  59539. /**
  59540. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  59541. */
  59542. this.updateSpeed = 0.01;
  59543. /**
  59544. * The amount of time the particle system is running (depends of the overall update speed).
  59545. */
  59546. this.targetStopDuration = 0;
  59547. /**
  59548. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  59549. */
  59550. this.disposeOnStop = false;
  59551. /**
  59552. * Minimum power of emitting particles.
  59553. */
  59554. this.minEmitPower = 1;
  59555. /**
  59556. * Maximum power of emitting particles.
  59557. */
  59558. this.maxEmitPower = 1;
  59559. /**
  59560. * Minimum life time of emitting particles.
  59561. */
  59562. this.minLifeTime = 1;
  59563. /**
  59564. * Maximum life time of emitting particles.
  59565. */
  59566. this.maxLifeTime = 1;
  59567. /**
  59568. * Minimum Size of emitting particles.
  59569. */
  59570. this.minSize = 1;
  59571. /**
  59572. * Maximum Size of emitting particles.
  59573. */
  59574. this.maxSize = 1;
  59575. /**
  59576. * Minimum scale of emitting particles on X axis.
  59577. */
  59578. this.minScaleX = 1;
  59579. /**
  59580. * Maximum scale of emitting particles on X axis.
  59581. */
  59582. this.maxScaleX = 1;
  59583. /**
  59584. * Minimum scale of emitting particles on Y axis.
  59585. */
  59586. this.minScaleY = 1;
  59587. /**
  59588. * Maximum scale of emitting particles on Y axis.
  59589. */
  59590. this.maxScaleY = 1;
  59591. /**
  59592. * Gets or sets the minimal initial rotation in radians.
  59593. */
  59594. this.minInitialRotation = 0;
  59595. /**
  59596. * Gets or sets the maximal initial rotation in radians.
  59597. */
  59598. this.maxInitialRotation = 0;
  59599. /**
  59600. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  59601. */
  59602. this.minAngularSpeed = 0;
  59603. /**
  59604. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  59605. */
  59606. this.maxAngularSpeed = 0;
  59607. /**
  59608. * The layer mask we are rendering the particles through.
  59609. */
  59610. this.layerMask = 0x0FFFFFFF;
  59611. /**
  59612. * This can help using your own shader to render the particle system.
  59613. * The according effect will be created
  59614. */
  59615. this.customShader = null;
  59616. /**
  59617. * By default particle system starts as soon as they are created. This prevents the
  59618. * automatic start to happen and let you decide when to start emitting particles.
  59619. */
  59620. this.preventAutoStart = false;
  59621. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  59622. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  59623. /**
  59624. * Callback triggered when the particle animation is ending.
  59625. */
  59626. this.onAnimationEnd = null;
  59627. /**
  59628. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  59629. */
  59630. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  59631. /**
  59632. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59633. * to override the particles.
  59634. */
  59635. this.forceDepthWrite = false;
  59636. /** 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 */
  59637. this.preWarmCycles = 0;
  59638. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  59639. this.preWarmStepOffset = 1;
  59640. /**
  59641. * 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)
  59642. */
  59643. this.spriteCellChangeSpeed = 1;
  59644. /**
  59645. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  59646. */
  59647. this.startSpriteCellID = 0;
  59648. /**
  59649. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  59650. */
  59651. this.endSpriteCellID = 0;
  59652. /**
  59653. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  59654. */
  59655. this.spriteCellWidth = 0;
  59656. /**
  59657. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  59658. */
  59659. this.spriteCellHeight = 0;
  59660. /**
  59661. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  59662. */
  59663. this.spriteRandomStartCell = false;
  59664. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  59665. this.translationPivot = new BABYLON.Vector2(0, 0);
  59666. /**
  59667. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  59668. */
  59669. this.beginAnimationOnStart = false;
  59670. /**
  59671. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  59672. */
  59673. this.beginAnimationFrom = 0;
  59674. /**
  59675. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  59676. */
  59677. this.beginAnimationTo = 60;
  59678. /**
  59679. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  59680. */
  59681. this.beginAnimationLoop = false;
  59682. /**
  59683. * You can use gravity if you want to give an orientation to your particles.
  59684. */
  59685. this.gravity = BABYLON.Vector3.Zero();
  59686. this._colorGradients = null;
  59687. this._sizeGradients = null;
  59688. this._lifeTimeGradients = null;
  59689. this._angularSpeedGradients = null;
  59690. this._velocityGradients = null;
  59691. this._limitVelocityGradients = null;
  59692. this._dragGradients = null;
  59693. this._emitRateGradients = null;
  59694. this._startSizeGradients = null;
  59695. this._rampGradients = null;
  59696. this._colorRemapGradients = null;
  59697. this._alphaRemapGradients = null;
  59698. /**
  59699. * Defines the delay in milliseconds before starting the system (0 by default)
  59700. */
  59701. this.startDelay = 0;
  59702. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  59703. this.limitVelocityDamping = 0.4;
  59704. /**
  59705. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59706. */
  59707. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59708. /**
  59709. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59710. */
  59711. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59712. /**
  59713. * Color the particle will have at the end of its lifetime
  59714. */
  59715. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  59716. /**
  59717. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  59718. */
  59719. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59720. /** @hidden */
  59721. this._isSubEmitter = false;
  59722. /**
  59723. * Gets or sets the billboard mode to use when isBillboardBased = true.
  59724. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  59725. */
  59726. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  59727. this._isBillboardBased = true;
  59728. /**
  59729. * Local cache of defines for image processing.
  59730. */
  59731. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  59732. this.id = name;
  59733. this.name = name;
  59734. }
  59735. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  59736. /**
  59737. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  59738. */
  59739. get: function () {
  59740. return this._isAnimationSheetEnabled;
  59741. },
  59742. set: function (value) {
  59743. if (this._isAnimationSheetEnabled == value) {
  59744. return;
  59745. }
  59746. this._isAnimationSheetEnabled = value;
  59747. this._reset();
  59748. },
  59749. enumerable: true,
  59750. configurable: true
  59751. });
  59752. /**
  59753. * Get hosting scene
  59754. * @returns the scene
  59755. */
  59756. BaseParticleSystem.prototype.getScene = function () {
  59757. return this._scene;
  59758. };
  59759. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  59760. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  59761. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  59762. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  59763. };
  59764. /**
  59765. * Gets the current list of drag gradients.
  59766. * You must use addDragGradient and removeDragGradient to udpate this list
  59767. * @returns the list of drag gradients
  59768. */
  59769. BaseParticleSystem.prototype.getDragGradients = function () {
  59770. return this._dragGradients;
  59771. };
  59772. /**
  59773. * Gets the current list of limit velocity gradients.
  59774. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  59775. * @returns the list of limit velocity gradients
  59776. */
  59777. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  59778. return this._limitVelocityGradients;
  59779. };
  59780. /**
  59781. * Gets the current list of color gradients.
  59782. * You must use addColorGradient and removeColorGradient to udpate this list
  59783. * @returns the list of color gradients
  59784. */
  59785. BaseParticleSystem.prototype.getColorGradients = function () {
  59786. return this._colorGradients;
  59787. };
  59788. /**
  59789. * Gets the current list of size gradients.
  59790. * You must use addSizeGradient and removeSizeGradient to udpate this list
  59791. * @returns the list of size gradients
  59792. */
  59793. BaseParticleSystem.prototype.getSizeGradients = function () {
  59794. return this._sizeGradients;
  59795. };
  59796. /**
  59797. * Gets the current list of color remap gradients.
  59798. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  59799. * @returns the list of color remap gradients
  59800. */
  59801. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  59802. return this._colorRemapGradients;
  59803. };
  59804. /**
  59805. * Gets the current list of alpha remap gradients.
  59806. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  59807. * @returns the list of alpha remap gradients
  59808. */
  59809. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  59810. return this._alphaRemapGradients;
  59811. };
  59812. /**
  59813. * Gets the current list of life time gradients.
  59814. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  59815. * @returns the list of life time gradients
  59816. */
  59817. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  59818. return this._lifeTimeGradients;
  59819. };
  59820. /**
  59821. * Gets the current list of angular speed gradients.
  59822. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  59823. * @returns the list of angular speed gradients
  59824. */
  59825. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  59826. return this._angularSpeedGradients;
  59827. };
  59828. /**
  59829. * Gets the current list of velocity gradients.
  59830. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  59831. * @returns the list of velocity gradients
  59832. */
  59833. BaseParticleSystem.prototype.getVelocityGradients = function () {
  59834. return this._velocityGradients;
  59835. };
  59836. /**
  59837. * Gets the current list of start size gradients.
  59838. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  59839. * @returns the list of start size gradients
  59840. */
  59841. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  59842. return this._startSizeGradients;
  59843. };
  59844. /**
  59845. * Gets the current list of emit rate gradients.
  59846. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  59847. * @returns the list of emit rate gradients
  59848. */
  59849. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  59850. return this._emitRateGradients;
  59851. };
  59852. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  59853. /**
  59854. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59855. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59856. */
  59857. get: function () {
  59858. if (this.particleEmitterType.direction1) {
  59859. return this.particleEmitterType.direction1;
  59860. }
  59861. return BABYLON.Vector3.Zero();
  59862. },
  59863. set: function (value) {
  59864. if (this.particleEmitterType.direction1) {
  59865. this.particleEmitterType.direction1 = value;
  59866. }
  59867. },
  59868. enumerable: true,
  59869. configurable: true
  59870. });
  59871. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  59872. /**
  59873. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59874. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59875. */
  59876. get: function () {
  59877. if (this.particleEmitterType.direction2) {
  59878. return this.particleEmitterType.direction2;
  59879. }
  59880. return BABYLON.Vector3.Zero();
  59881. },
  59882. set: function (value) {
  59883. if (this.particleEmitterType.direction2) {
  59884. this.particleEmitterType.direction2 = value;
  59885. }
  59886. },
  59887. enumerable: true,
  59888. configurable: true
  59889. });
  59890. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  59891. /**
  59892. * 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.
  59893. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59894. */
  59895. get: function () {
  59896. if (this.particleEmitterType.minEmitBox) {
  59897. return this.particleEmitterType.minEmitBox;
  59898. }
  59899. return BABYLON.Vector3.Zero();
  59900. },
  59901. set: function (value) {
  59902. if (this.particleEmitterType.minEmitBox) {
  59903. this.particleEmitterType.minEmitBox = value;
  59904. }
  59905. },
  59906. enumerable: true,
  59907. configurable: true
  59908. });
  59909. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  59910. /**
  59911. * 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.
  59912. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59913. */
  59914. get: function () {
  59915. if (this.particleEmitterType.maxEmitBox) {
  59916. return this.particleEmitterType.maxEmitBox;
  59917. }
  59918. return BABYLON.Vector3.Zero();
  59919. },
  59920. set: function (value) {
  59921. if (this.particleEmitterType.maxEmitBox) {
  59922. this.particleEmitterType.maxEmitBox = value;
  59923. }
  59924. },
  59925. enumerable: true,
  59926. configurable: true
  59927. });
  59928. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  59929. /**
  59930. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  59931. */
  59932. get: function () {
  59933. return this._isBillboardBased;
  59934. },
  59935. set: function (value) {
  59936. if (this._isBillboardBased === value) {
  59937. return;
  59938. }
  59939. this._isBillboardBased = value;
  59940. this._reset();
  59941. },
  59942. enumerable: true,
  59943. configurable: true
  59944. });
  59945. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  59946. /**
  59947. * Gets the image processing configuration used either in this material.
  59948. */
  59949. get: function () {
  59950. return this._imageProcessingConfiguration;
  59951. },
  59952. /**
  59953. * Sets the Default image processing configuration used either in the this material.
  59954. *
  59955. * If sets to null, the scene one is in use.
  59956. */
  59957. set: function (value) {
  59958. this._attachImageProcessingConfiguration(value);
  59959. },
  59960. enumerable: true,
  59961. configurable: true
  59962. });
  59963. /**
  59964. * Attaches a new image processing configuration to the Standard Material.
  59965. * @param configuration
  59966. */
  59967. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  59968. if (configuration === this._imageProcessingConfiguration) {
  59969. return;
  59970. }
  59971. // Pick the scene configuration if needed.
  59972. if (!configuration) {
  59973. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  59974. }
  59975. else {
  59976. this._imageProcessingConfiguration = configuration;
  59977. }
  59978. };
  59979. /** @hidden */
  59980. BaseParticleSystem.prototype._reset = function () {
  59981. };
  59982. /** @hidden */
  59983. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  59984. if (!gradients) {
  59985. return this;
  59986. }
  59987. var index = 0;
  59988. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  59989. var valueGradient = gradients_1[_i];
  59990. if (valueGradient.gradient === gradient) {
  59991. gradients.splice(index, 1);
  59992. break;
  59993. }
  59994. index++;
  59995. }
  59996. if (texture) {
  59997. texture.dispose();
  59998. }
  59999. return this;
  60000. };
  60001. /**
  60002. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60003. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60004. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60005. * @returns the emitter
  60006. */
  60007. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60008. var particleEmitter = new BABYLON.PointParticleEmitter();
  60009. particleEmitter.direction1 = direction1;
  60010. particleEmitter.direction2 = direction2;
  60011. this.particleEmitterType = particleEmitter;
  60012. return particleEmitter;
  60013. };
  60014. /**
  60015. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60016. * @param radius The radius of the hemisphere to emit from
  60017. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60018. * @returns the emitter
  60019. */
  60020. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60021. if (radius === void 0) { radius = 1; }
  60022. if (radiusRange === void 0) { radiusRange = 1; }
  60023. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60024. this.particleEmitterType = particleEmitter;
  60025. return particleEmitter;
  60026. };
  60027. /**
  60028. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60029. * @param radius The radius of the sphere to emit from
  60030. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60031. * @returns the emitter
  60032. */
  60033. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60034. if (radius === void 0) { radius = 1; }
  60035. if (radiusRange === void 0) { radiusRange = 1; }
  60036. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60037. this.particleEmitterType = particleEmitter;
  60038. return particleEmitter;
  60039. };
  60040. /**
  60041. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60042. * @param radius The radius of the sphere to emit from
  60043. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60044. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60045. * @returns the emitter
  60046. */
  60047. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60048. if (radius === void 0) { radius = 1; }
  60049. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60050. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60051. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60052. this.particleEmitterType = particleEmitter;
  60053. return particleEmitter;
  60054. };
  60055. /**
  60056. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60057. * @param radius The radius of the emission cylinder
  60058. * @param height The height of the emission cylinder
  60059. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60060. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60061. * @returns the emitter
  60062. */
  60063. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60064. if (radius === void 0) { radius = 1; }
  60065. if (height === void 0) { height = 1; }
  60066. if (radiusRange === void 0) { radiusRange = 1; }
  60067. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60068. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60069. this.particleEmitterType = particleEmitter;
  60070. return particleEmitter;
  60071. };
  60072. /**
  60073. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60074. * @param radius The radius of the cylinder to emit from
  60075. * @param height The height of the emission cylinder
  60076. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60077. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60078. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60079. * @returns the emitter
  60080. */
  60081. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60082. if (radius === void 0) { radius = 1; }
  60083. if (height === void 0) { height = 1; }
  60084. if (radiusRange === void 0) { radiusRange = 1; }
  60085. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60086. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60087. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60088. this.particleEmitterType = particleEmitter;
  60089. return particleEmitter;
  60090. };
  60091. /**
  60092. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60093. * @param radius The radius of the cone to emit from
  60094. * @param angle The base angle of the cone
  60095. * @returns the emitter
  60096. */
  60097. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60098. if (radius === void 0) { radius = 1; }
  60099. if (angle === void 0) { angle = Math.PI / 4; }
  60100. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60101. this.particleEmitterType = particleEmitter;
  60102. return particleEmitter;
  60103. };
  60104. /**
  60105. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60106. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60107. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60108. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60109. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60110. * @returns the emitter
  60111. */
  60112. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60113. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60114. this.particleEmitterType = particleEmitter;
  60115. this.direction1 = direction1;
  60116. this.direction2 = direction2;
  60117. this.minEmitBox = minEmitBox;
  60118. this.maxEmitBox = maxEmitBox;
  60119. return particleEmitter;
  60120. };
  60121. /**
  60122. * Source color is added to the destination color without alpha affecting the result
  60123. */
  60124. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60125. /**
  60126. * Blend current color and particle color using particle’s alpha
  60127. */
  60128. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60129. /**
  60130. * Add current color and particle color multiplied by particle’s alpha
  60131. */
  60132. BaseParticleSystem.BLENDMODE_ADD = 2;
  60133. /**
  60134. * Multiply current color with particle color
  60135. */
  60136. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60137. /**
  60138. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60139. */
  60140. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60141. return BaseParticleSystem;
  60142. }());
  60143. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60144. })(BABYLON || (BABYLON = {}));
  60145. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60146. var BABYLON;
  60147. (function (BABYLON) {
  60148. /**
  60149. * This represents a particle system in Babylon.
  60150. * 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.
  60151. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60152. * @example https://doc.babylonjs.com/babylon101/particles
  60153. */
  60154. var ParticleSystem = /** @class */ (function (_super) {
  60155. __extends(ParticleSystem, _super);
  60156. /**
  60157. * Instantiates a particle system.
  60158. * 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.
  60159. * @param name The name of the particle system
  60160. * @param capacity The max number of particles alive at the same time
  60161. * @param scene The scene the particle system belongs to
  60162. * @param customEffect a custom effect used to change the way particles are rendered by default
  60163. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60164. * @param epsilon Offset used to render the particles
  60165. */
  60166. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60167. if (customEffect === void 0) { customEffect = null; }
  60168. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60169. if (epsilon === void 0) { epsilon = 0.01; }
  60170. var _this = _super.call(this, name) || this;
  60171. /**
  60172. * @hidden
  60173. */
  60174. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60175. /**
  60176. * An event triggered when the system is disposed
  60177. */
  60178. _this.onDisposeObservable = new BABYLON.Observable();
  60179. _this._particles = new Array();
  60180. _this._stockParticles = new Array();
  60181. _this._newPartsExcess = 0;
  60182. _this._vertexBuffers = {};
  60183. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60184. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60185. _this._scaledDirection = BABYLON.Vector3.Zero();
  60186. _this._scaledGravity = BABYLON.Vector3.Zero();
  60187. _this._currentRenderId = -1;
  60188. _this._useInstancing = false;
  60189. _this._started = false;
  60190. _this._stopped = false;
  60191. _this._actualFrame = 0;
  60192. /** @hidden */
  60193. _this._currentEmitRate1 = 0;
  60194. /** @hidden */
  60195. _this._currentEmitRate2 = 0;
  60196. /** @hidden */
  60197. _this._currentStartSize1 = 0;
  60198. /** @hidden */
  60199. _this._currentStartSize2 = 0;
  60200. _this._rawTextureWidth = 256;
  60201. _this._useRampGradients = false;
  60202. /**
  60203. * @hidden
  60204. * If the particle systems emitter should be disposed when the particle system is disposed
  60205. */
  60206. _this._disposeEmitterOnDispose = false;
  60207. // start of sub system methods
  60208. /**
  60209. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60210. * Its lifetime will start back at 0.
  60211. */
  60212. _this.recycleParticle = function (particle) {
  60213. // move particle from activeParticle list to stock particles
  60214. var lastParticle = _this._particles.pop();
  60215. if (lastParticle !== particle) {
  60216. lastParticle.copyTo(particle);
  60217. }
  60218. _this._stockParticles.push(lastParticle);
  60219. };
  60220. _this._createParticle = function () {
  60221. var particle;
  60222. if (_this._stockParticles.length !== 0) {
  60223. particle = _this._stockParticles.pop();
  60224. particle._reset();
  60225. }
  60226. else {
  60227. particle = new BABYLON.Particle(_this);
  60228. }
  60229. // Attach emitters
  60230. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60231. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60232. particle._attachedSubEmitters = [];
  60233. subEmitters.forEach(function (subEmitter) {
  60234. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60235. var newEmitter = subEmitter.clone();
  60236. particle._attachedSubEmitters.push(newEmitter);
  60237. newEmitter.particleSystem.start();
  60238. }
  60239. });
  60240. }
  60241. return particle;
  60242. };
  60243. _this._emitFromParticle = function (particle) {
  60244. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60245. return;
  60246. }
  60247. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60248. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60249. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60250. var subSystem = subEmitter.clone();
  60251. particle._inheritParticleInfoToSubEmitter(subSystem);
  60252. subSystem.particleSystem._rootParticleSystem = _this;
  60253. _this.activeSubSystems.push(subSystem.particleSystem);
  60254. subSystem.particleSystem.start();
  60255. }
  60256. });
  60257. };
  60258. _this._capacity = capacity;
  60259. _this._epsilon = epsilon;
  60260. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60261. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60262. // Setup the default processing configuration to the scene.
  60263. _this._attachImageProcessingConfiguration(null);
  60264. _this._customEffect = customEffect;
  60265. _this._scene.particleSystems.push(_this);
  60266. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60267. _this._createIndexBuffer();
  60268. _this._createVertexBuffers();
  60269. // Default emitter type
  60270. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60271. // Update
  60272. _this.updateFunction = function (particles) {
  60273. var noiseTextureSize = null;
  60274. var noiseTextureData = null;
  60275. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60276. noiseTextureSize = _this.noiseTexture.getSize();
  60277. noiseTextureData = (_this.noiseTexture.getContent());
  60278. }
  60279. var _loop_1 = function () {
  60280. particle = particles[index];
  60281. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60282. var previousAge = particle.age;
  60283. particle.age += scaledUpdateSpeed;
  60284. // Evaluate step to death
  60285. if (particle.age > particle.lifeTime) {
  60286. var diff = particle.age - previousAge;
  60287. var oldDiff = particle.lifeTime - previousAge;
  60288. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60289. particle.age = particle.lifeTime;
  60290. }
  60291. var ratio = particle.age / particle.lifeTime;
  60292. // Color
  60293. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60294. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60295. if (currentGradient !== particle._currentColorGradient) {
  60296. particle._currentColor1.copyFrom(particle._currentColor2);
  60297. nextGradient.getColorToRef(particle._currentColor2);
  60298. particle._currentColorGradient = currentGradient;
  60299. }
  60300. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60301. });
  60302. }
  60303. else {
  60304. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60305. particle.color.addInPlace(_this._scaledColorStep);
  60306. if (particle.color.a < 0) {
  60307. particle.color.a = 0;
  60308. }
  60309. }
  60310. // Angular speed
  60311. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60312. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60313. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60314. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60315. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60316. particle._currentAngularSpeedGradient = currentGradient;
  60317. }
  60318. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60319. });
  60320. }
  60321. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60322. // Direction
  60323. var directionScale = scaledUpdateSpeed;
  60324. /// Velocity
  60325. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60326. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60327. if (currentGradient !== particle._currentVelocityGradient) {
  60328. particle._currentVelocity1 = particle._currentVelocity2;
  60329. particle._currentVelocity2 = nextGradient.getFactor();
  60330. particle._currentVelocityGradient = currentGradient;
  60331. }
  60332. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60333. });
  60334. }
  60335. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60336. /// Limit velocity
  60337. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60338. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60339. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60340. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60341. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60342. particle._currentLimitVelocityGradient = currentGradient;
  60343. }
  60344. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60345. var currentVelocity = particle.direction.length();
  60346. if (currentVelocity > limitVelocity) {
  60347. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60348. }
  60349. });
  60350. }
  60351. /// Drag
  60352. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60353. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60354. if (currentGradient !== particle._currentDragGradient) {
  60355. particle._currentDrag1 = particle._currentDrag2;
  60356. particle._currentDrag2 = nextGradient.getFactor();
  60357. particle._currentDragGradient = currentGradient;
  60358. }
  60359. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60360. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60361. });
  60362. }
  60363. particle.position.addInPlace(_this._scaledDirection);
  60364. // Noise
  60365. if (noiseTextureData && noiseTextureSize) {
  60366. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60367. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60368. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60369. var force = BABYLON.Tmp.Vector3[0];
  60370. var scaledForce = BABYLON.Tmp.Vector3[1];
  60371. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60372. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60373. particle.direction.addInPlace(scaledForce);
  60374. }
  60375. // Gravity
  60376. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60377. particle.direction.addInPlace(_this._scaledGravity);
  60378. // Size
  60379. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60380. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60381. if (currentGradient !== particle._currentSizeGradient) {
  60382. particle._currentSize1 = particle._currentSize2;
  60383. particle._currentSize2 = nextGradient.getFactor();
  60384. particle._currentSizeGradient = currentGradient;
  60385. }
  60386. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  60387. });
  60388. }
  60389. // Remap data
  60390. if (_this._useRampGradients) {
  60391. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  60392. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  60393. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60394. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60395. particle.remapData.x = min;
  60396. particle.remapData.y = max - min;
  60397. });
  60398. }
  60399. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  60400. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  60401. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60402. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60403. particle.remapData.z = min;
  60404. particle.remapData.w = max - min;
  60405. });
  60406. }
  60407. }
  60408. if (_this._isAnimationSheetEnabled) {
  60409. particle.updateCellIndex();
  60410. }
  60411. // Update the position of the attached sub-emitters to match their attached particle
  60412. particle._inheritParticleInfoToSubEmitters();
  60413. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  60414. _this._emitFromParticle(particle);
  60415. if (particle._attachedSubEmitters) {
  60416. particle._attachedSubEmitters.forEach(function (subEmitter) {
  60417. subEmitter.particleSystem.disposeOnStop = true;
  60418. subEmitter.particleSystem.stop();
  60419. });
  60420. particle._attachedSubEmitters = null;
  60421. }
  60422. _this.recycleParticle(particle);
  60423. index--;
  60424. return "continue";
  60425. }
  60426. };
  60427. var particle;
  60428. for (var index = 0; index < particles.length; index++) {
  60429. _loop_1();
  60430. }
  60431. };
  60432. return _this;
  60433. }
  60434. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  60435. /**
  60436. * Sets a callback that will be triggered when the system is disposed
  60437. */
  60438. set: function (callback) {
  60439. if (this._onDisposeObserver) {
  60440. this.onDisposeObservable.remove(this._onDisposeObserver);
  60441. }
  60442. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  60443. },
  60444. enumerable: true,
  60445. configurable: true
  60446. });
  60447. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  60448. /** Gets or sets a boolean indicating that ramp gradients must be used
  60449. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  60450. */
  60451. get: function () {
  60452. return this._useRampGradients;
  60453. },
  60454. set: function (value) {
  60455. if (this._useRampGradients === value) {
  60456. return;
  60457. }
  60458. this._useRampGradients = value;
  60459. this._resetEffect();
  60460. },
  60461. enumerable: true,
  60462. configurable: true
  60463. });
  60464. Object.defineProperty(ParticleSystem.prototype, "particles", {
  60465. //end of Sub-emitter
  60466. /**
  60467. * Gets the current list of active particles
  60468. */
  60469. get: function () {
  60470. return this._particles;
  60471. },
  60472. enumerable: true,
  60473. configurable: true
  60474. });
  60475. /**
  60476. * Returns the string "ParticleSystem"
  60477. * @returns a string containing the class name
  60478. */
  60479. ParticleSystem.prototype.getClassName = function () {
  60480. return "ParticleSystem";
  60481. };
  60482. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  60483. var newGradient = new BABYLON.FactorGradient();
  60484. newGradient.gradient = gradient;
  60485. newGradient.factor1 = factor;
  60486. newGradient.factor2 = factor2;
  60487. factorGradients.push(newGradient);
  60488. factorGradients.sort(function (a, b) {
  60489. if (a.gradient < b.gradient) {
  60490. return -1;
  60491. }
  60492. else if (a.gradient > b.gradient) {
  60493. return 1;
  60494. }
  60495. return 0;
  60496. });
  60497. };
  60498. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  60499. if (!factorGradients) {
  60500. return;
  60501. }
  60502. var index = 0;
  60503. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  60504. var factorGradient = factorGradients_1[_i];
  60505. if (factorGradient.gradient === gradient) {
  60506. factorGradients.splice(index, 1);
  60507. break;
  60508. }
  60509. index++;
  60510. }
  60511. };
  60512. /**
  60513. * Adds a new life time gradient
  60514. * @param gradient defines the gradient to use (between 0 and 1)
  60515. * @param factor defines the life time factor to affect to the specified gradient
  60516. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60517. * @returns the current particle system
  60518. */
  60519. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  60520. if (!this._lifeTimeGradients) {
  60521. this._lifeTimeGradients = [];
  60522. }
  60523. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  60524. return this;
  60525. };
  60526. /**
  60527. * Remove a specific life time gradient
  60528. * @param gradient defines the gradient to remove
  60529. * @returns the current particle system
  60530. */
  60531. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  60532. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  60533. return this;
  60534. };
  60535. /**
  60536. * Adds a new size gradient
  60537. * @param gradient defines the gradient to use (between 0 and 1)
  60538. * @param factor defines the size factor to affect to the specified gradient
  60539. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60540. * @returns the current particle system
  60541. */
  60542. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  60543. if (!this._sizeGradients) {
  60544. this._sizeGradients = [];
  60545. }
  60546. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  60547. return this;
  60548. };
  60549. /**
  60550. * Remove a specific size gradient
  60551. * @param gradient defines the gradient to remove
  60552. * @returns the current particle system
  60553. */
  60554. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  60555. this._removeFactorGradient(this._sizeGradients, gradient);
  60556. return this;
  60557. };
  60558. /**
  60559. * Adds a new color remap gradient
  60560. * @param gradient defines the gradient to use (between 0 and 1)
  60561. * @param min defines the color remap minimal range
  60562. * @param max defines the color remap maximal range
  60563. * @returns the current particle system
  60564. */
  60565. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  60566. if (!this._colorRemapGradients) {
  60567. this._colorRemapGradients = [];
  60568. }
  60569. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  60570. return this;
  60571. };
  60572. /**
  60573. * Remove a specific color remap gradient
  60574. * @param gradient defines the gradient to remove
  60575. * @returns the current particle system
  60576. */
  60577. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  60578. this._removeFactorGradient(this._colorRemapGradients, gradient);
  60579. return this;
  60580. };
  60581. /**
  60582. * Adds a new alpha remap gradient
  60583. * @param gradient defines the gradient to use (between 0 and 1)
  60584. * @param min defines the alpha remap minimal range
  60585. * @param max defines the alpha remap maximal range
  60586. * @returns the current particle system
  60587. */
  60588. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  60589. if (!this._alphaRemapGradients) {
  60590. this._alphaRemapGradients = [];
  60591. }
  60592. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  60593. return this;
  60594. };
  60595. /**
  60596. * Remove a specific alpha remap gradient
  60597. * @param gradient defines the gradient to remove
  60598. * @returns the current particle system
  60599. */
  60600. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  60601. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  60602. return this;
  60603. };
  60604. /**
  60605. * Adds a new angular speed gradient
  60606. * @param gradient defines the gradient to use (between 0 and 1)
  60607. * @param factor defines the angular speed to affect to the specified gradient
  60608. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60609. * @returns the current particle system
  60610. */
  60611. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  60612. if (!this._angularSpeedGradients) {
  60613. this._angularSpeedGradients = [];
  60614. }
  60615. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  60616. return this;
  60617. };
  60618. /**
  60619. * Remove a specific angular speed gradient
  60620. * @param gradient defines the gradient to remove
  60621. * @returns the current particle system
  60622. */
  60623. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  60624. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  60625. return this;
  60626. };
  60627. /**
  60628. * Adds a new velocity gradient
  60629. * @param gradient defines the gradient to use (between 0 and 1)
  60630. * @param factor defines the velocity to affect to the specified gradient
  60631. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60632. * @returns the current particle system
  60633. */
  60634. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  60635. if (!this._velocityGradients) {
  60636. this._velocityGradients = [];
  60637. }
  60638. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  60639. return this;
  60640. };
  60641. /**
  60642. * Remove a specific velocity gradient
  60643. * @param gradient defines the gradient to remove
  60644. * @returns the current particle system
  60645. */
  60646. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  60647. this._removeFactorGradient(this._velocityGradients, gradient);
  60648. return this;
  60649. };
  60650. /**
  60651. * Adds a new limit velocity gradient
  60652. * @param gradient defines the gradient to use (between 0 and 1)
  60653. * @param factor defines the limit velocity value to affect to the specified gradient
  60654. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60655. * @returns the current particle system
  60656. */
  60657. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  60658. if (!this._limitVelocityGradients) {
  60659. this._limitVelocityGradients = [];
  60660. }
  60661. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  60662. return this;
  60663. };
  60664. /**
  60665. * Remove a specific limit velocity gradient
  60666. * @param gradient defines the gradient to remove
  60667. * @returns the current particle system
  60668. */
  60669. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  60670. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  60671. return this;
  60672. };
  60673. /**
  60674. * Adds a new drag gradient
  60675. * @param gradient defines the gradient to use (between 0 and 1)
  60676. * @param factor defines the drag value to affect to the specified gradient
  60677. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60678. * @returns the current particle system
  60679. */
  60680. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  60681. if (!this._dragGradients) {
  60682. this._dragGradients = [];
  60683. }
  60684. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  60685. return this;
  60686. };
  60687. /**
  60688. * Remove a specific drag gradient
  60689. * @param gradient defines the gradient to remove
  60690. * @returns the current particle system
  60691. */
  60692. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  60693. this._removeFactorGradient(this._dragGradients, gradient);
  60694. return this;
  60695. };
  60696. /**
  60697. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  60698. * @param gradient defines the gradient to use (between 0 and 1)
  60699. * @param factor defines the emit rate value to affect to the specified gradient
  60700. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60701. * @returns the current particle system
  60702. */
  60703. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  60704. if (!this._emitRateGradients) {
  60705. this._emitRateGradients = [];
  60706. }
  60707. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  60708. return this;
  60709. };
  60710. /**
  60711. * Remove a specific emit rate gradient
  60712. * @param gradient defines the gradient to remove
  60713. * @returns the current particle system
  60714. */
  60715. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  60716. this._removeFactorGradient(this._emitRateGradients, gradient);
  60717. return this;
  60718. };
  60719. /**
  60720. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  60721. * @param gradient defines the gradient to use (between 0 and 1)
  60722. * @param factor defines the start size value to affect to the specified gradient
  60723. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60724. * @returns the current particle system
  60725. */
  60726. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  60727. if (!this._startSizeGradients) {
  60728. this._startSizeGradients = [];
  60729. }
  60730. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  60731. return this;
  60732. };
  60733. /**
  60734. * Remove a specific start size gradient
  60735. * @param gradient defines the gradient to remove
  60736. * @returns the current particle system
  60737. */
  60738. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  60739. this._removeFactorGradient(this._emitRateGradients, gradient);
  60740. return this;
  60741. };
  60742. ParticleSystem.prototype._createRampGradientTexture = function () {
  60743. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  60744. return;
  60745. }
  60746. var data = new Uint8Array(this._rawTextureWidth * 4);
  60747. var tmpColor = BABYLON.Tmp.Color3[0];
  60748. for (var x = 0; x < this._rawTextureWidth; x++) {
  60749. var ratio = x / this._rawTextureWidth;
  60750. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  60751. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  60752. data[x * 4] = tmpColor.r * 255;
  60753. data[x * 4 + 1] = tmpColor.g * 255;
  60754. data[x * 4 + 2] = tmpColor.b * 255;
  60755. data[x * 4 + 3] = 255;
  60756. });
  60757. }
  60758. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  60759. };
  60760. /**
  60761. * Gets the current list of ramp gradients.
  60762. * You must use addRampGradient and removeRampGradient to udpate this list
  60763. * @returns the list of ramp gradients
  60764. */
  60765. ParticleSystem.prototype.getRampGradients = function () {
  60766. return this._rampGradients;
  60767. };
  60768. /**
  60769. * Adds a new ramp gradient used to remap particle colors
  60770. * @param gradient defines the gradient to use (between 0 and 1)
  60771. * @param color defines the color to affect to the specified gradient
  60772. * @returns the current particle system
  60773. */
  60774. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  60775. if (!this._rampGradients) {
  60776. this._rampGradients = [];
  60777. }
  60778. var rampGradient = new BABYLON.Color3Gradient();
  60779. rampGradient.gradient = gradient;
  60780. rampGradient.color = color;
  60781. this._rampGradients.push(rampGradient);
  60782. this._rampGradients.sort(function (a, b) {
  60783. if (a.gradient < b.gradient) {
  60784. return -1;
  60785. }
  60786. else if (a.gradient > b.gradient) {
  60787. return 1;
  60788. }
  60789. return 0;
  60790. });
  60791. if (this._rampGradientsTexture) {
  60792. this._rampGradientsTexture.dispose();
  60793. this._rampGradientsTexture = null;
  60794. }
  60795. this._createRampGradientTexture();
  60796. return this;
  60797. };
  60798. /**
  60799. * Remove a specific ramp gradient
  60800. * @param gradient defines the gradient to remove
  60801. * @returns the current particle system
  60802. */
  60803. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  60804. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  60805. this._rampGradientsTexture = null;
  60806. if (this._rampGradients && this._rampGradients.length > 0) {
  60807. this._createRampGradientTexture();
  60808. }
  60809. return this;
  60810. };
  60811. /**
  60812. * Adds a new color gradient
  60813. * @param gradient defines the gradient to use (between 0 and 1)
  60814. * @param color1 defines the color to affect to the specified gradient
  60815. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  60816. * @returns this particle system
  60817. */
  60818. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  60819. if (!this._colorGradients) {
  60820. this._colorGradients = [];
  60821. }
  60822. var colorGradient = new BABYLON.ColorGradient();
  60823. colorGradient.gradient = gradient;
  60824. colorGradient.color1 = color1;
  60825. colorGradient.color2 = color2;
  60826. this._colorGradients.push(colorGradient);
  60827. this._colorGradients.sort(function (a, b) {
  60828. if (a.gradient < b.gradient) {
  60829. return -1;
  60830. }
  60831. else if (a.gradient > b.gradient) {
  60832. return 1;
  60833. }
  60834. return 0;
  60835. });
  60836. return this;
  60837. };
  60838. /**
  60839. * Remove a specific color gradient
  60840. * @param gradient defines the gradient to remove
  60841. * @returns this particle system
  60842. */
  60843. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  60844. if (!this._colorGradients) {
  60845. return this;
  60846. }
  60847. var index = 0;
  60848. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  60849. var colorGradient = _a[_i];
  60850. if (colorGradient.gradient === gradient) {
  60851. this._colorGradients.splice(index, 1);
  60852. break;
  60853. }
  60854. index++;
  60855. }
  60856. return this;
  60857. };
  60858. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  60859. u = Math.abs(u) * 0.5 + 0.5;
  60860. v = Math.abs(v) * 0.5 + 0.5;
  60861. var wrappedU = ((u * width) % width) | 0;
  60862. var wrappedV = ((v * height) % height) | 0;
  60863. var position = (wrappedU + wrappedV * width) * 4;
  60864. return pixels[position] / 255;
  60865. };
  60866. ParticleSystem.prototype._reset = function () {
  60867. this._resetEffect();
  60868. };
  60869. ParticleSystem.prototype._resetEffect = function () {
  60870. if (this._vertexBuffer) {
  60871. this._vertexBuffer.dispose();
  60872. this._vertexBuffer = null;
  60873. }
  60874. if (this._spriteBuffer) {
  60875. this._spriteBuffer.dispose();
  60876. this._spriteBuffer = null;
  60877. }
  60878. this._createVertexBuffers();
  60879. };
  60880. ParticleSystem.prototype._createVertexBuffers = function () {
  60881. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  60882. if (this._isAnimationSheetEnabled) {
  60883. this._vertexBufferSize += 1;
  60884. }
  60885. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  60886. this._vertexBufferSize += 3;
  60887. }
  60888. if (this._useRampGradients) {
  60889. this._vertexBufferSize += 4;
  60890. }
  60891. var engine = this._scene.getEngine();
  60892. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  60893. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  60894. var dataOffset = 0;
  60895. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  60896. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  60897. dataOffset += 3;
  60898. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  60899. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  60900. dataOffset += 4;
  60901. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  60902. this._vertexBuffers["angle"] = options;
  60903. dataOffset += 1;
  60904. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  60905. this._vertexBuffers["size"] = size;
  60906. dataOffset += 2;
  60907. if (this._isAnimationSheetEnabled) {
  60908. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  60909. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  60910. dataOffset += 1;
  60911. }
  60912. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  60913. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  60914. this._vertexBuffers["direction"] = directionBuffer;
  60915. dataOffset += 3;
  60916. }
  60917. if (this._useRampGradients) {
  60918. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  60919. this._vertexBuffers["remapData"] = rampDataBuffer;
  60920. dataOffset += 4;
  60921. }
  60922. var offsets;
  60923. if (this._useInstancing) {
  60924. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  60925. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  60926. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  60927. }
  60928. else {
  60929. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  60930. dataOffset += 2;
  60931. }
  60932. this._vertexBuffers["offset"] = offsets;
  60933. };
  60934. ParticleSystem.prototype._createIndexBuffer = function () {
  60935. if (this._useInstancing) {
  60936. return;
  60937. }
  60938. var indices = [];
  60939. var index = 0;
  60940. for (var count = 0; count < this._capacity; count++) {
  60941. indices.push(index);
  60942. indices.push(index + 1);
  60943. indices.push(index + 2);
  60944. indices.push(index);
  60945. indices.push(index + 2);
  60946. indices.push(index + 3);
  60947. index += 4;
  60948. }
  60949. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  60950. };
  60951. /**
  60952. * Gets the maximum number of particles active at the same time.
  60953. * @returns The max number of active particles.
  60954. */
  60955. ParticleSystem.prototype.getCapacity = function () {
  60956. return this._capacity;
  60957. };
  60958. /**
  60959. * Gets whether there are still active particles in the system.
  60960. * @returns True if it is alive, otherwise false.
  60961. */
  60962. ParticleSystem.prototype.isAlive = function () {
  60963. return this._alive;
  60964. };
  60965. /**
  60966. * Gets if the system has been started. (Note: this will still be true after stop is called)
  60967. * @returns True if it has been started, otherwise false.
  60968. */
  60969. ParticleSystem.prototype.isStarted = function () {
  60970. return this._started;
  60971. };
  60972. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  60973. var _this = this;
  60974. this._subEmitters = new Array();
  60975. if (this.subEmitters) {
  60976. this.subEmitters.forEach(function (subEmitter) {
  60977. if (subEmitter instanceof ParticleSystem) {
  60978. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  60979. }
  60980. else if (subEmitter instanceof BABYLON.SubEmitter) {
  60981. _this._subEmitters.push([subEmitter]);
  60982. }
  60983. else if (subEmitter instanceof Array) {
  60984. _this._subEmitters.push(subEmitter);
  60985. }
  60986. });
  60987. }
  60988. };
  60989. /**
  60990. * Starts the particle system and begins to emit
  60991. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  60992. */
  60993. ParticleSystem.prototype.start = function (delay) {
  60994. var _this = this;
  60995. if (delay === void 0) { delay = this.startDelay; }
  60996. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  60997. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  60998. }
  60999. if (delay) {
  61000. setTimeout(function () {
  61001. _this.start(0);
  61002. }, delay);
  61003. return;
  61004. }
  61005. // Convert the subEmitters field to the constant type field _subEmitters
  61006. this._prepareSubEmitterInternalArray();
  61007. this._started = true;
  61008. this._stopped = false;
  61009. this._actualFrame = 0;
  61010. if (this._subEmitters && this._subEmitters.length != 0) {
  61011. this.activeSubSystems = new Array();
  61012. }
  61013. // Reset emit gradient so it acts the same on every start
  61014. if (this._emitRateGradients) {
  61015. if (this._emitRateGradients.length > 0) {
  61016. this._currentEmitRateGradient = this._emitRateGradients[0];
  61017. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61018. this._currentEmitRate2 = this._currentEmitRate1;
  61019. }
  61020. if (this._emitRateGradients.length > 1) {
  61021. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61022. }
  61023. }
  61024. // Reset start size gradient so it acts the same on every start
  61025. if (this._startSizeGradients) {
  61026. if (this._startSizeGradients.length > 0) {
  61027. this._currentStartSizeGradient = this._startSizeGradients[0];
  61028. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61029. this._currentStartSize2 = this._currentStartSize1;
  61030. }
  61031. if (this._startSizeGradients.length > 1) {
  61032. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61033. }
  61034. }
  61035. if (this.preWarmCycles) {
  61036. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61037. this.emitter.computeWorldMatrix(true);
  61038. }
  61039. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61040. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61041. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61042. setTimeout(function () {
  61043. for (var index = 0; index < _this.preWarmCycles; index++) {
  61044. _this.animate(true);
  61045. noiseTextureAsProcedural_1.render();
  61046. }
  61047. });
  61048. });
  61049. }
  61050. else {
  61051. for (var index = 0; index < this.preWarmCycles; index++) {
  61052. this.animate(true);
  61053. }
  61054. }
  61055. }
  61056. // Animations
  61057. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61058. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61059. }
  61060. };
  61061. /**
  61062. * Stops the particle system.
  61063. * @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.
  61064. */
  61065. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61066. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61067. this._stopped = true;
  61068. if (stopSubEmitters) {
  61069. this._stopSubEmitters();
  61070. }
  61071. };
  61072. // animation sheet
  61073. /**
  61074. * Remove all active particles
  61075. */
  61076. ParticleSystem.prototype.reset = function () {
  61077. this._stockParticles = [];
  61078. this._particles = [];
  61079. };
  61080. /**
  61081. * @hidden (for internal use only)
  61082. */
  61083. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61084. var offset = index * this._vertexBufferSize;
  61085. this._vertexData[offset++] = particle.position.x;
  61086. this._vertexData[offset++] = particle.position.y;
  61087. this._vertexData[offset++] = particle.position.z;
  61088. this._vertexData[offset++] = particle.color.r;
  61089. this._vertexData[offset++] = particle.color.g;
  61090. this._vertexData[offset++] = particle.color.b;
  61091. this._vertexData[offset++] = particle.color.a;
  61092. this._vertexData[offset++] = particle.angle;
  61093. this._vertexData[offset++] = particle.scale.x * particle.size;
  61094. this._vertexData[offset++] = particle.scale.y * particle.size;
  61095. if (this._isAnimationSheetEnabled) {
  61096. this._vertexData[offset++] = particle.cellIndex;
  61097. }
  61098. if (!this._isBillboardBased) {
  61099. if (particle._initialDirection) {
  61100. this._vertexData[offset++] = particle._initialDirection.x;
  61101. this._vertexData[offset++] = particle._initialDirection.y;
  61102. this._vertexData[offset++] = particle._initialDirection.z;
  61103. }
  61104. else {
  61105. this._vertexData[offset++] = particle.direction.x;
  61106. this._vertexData[offset++] = particle.direction.y;
  61107. this._vertexData[offset++] = particle.direction.z;
  61108. }
  61109. }
  61110. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61111. this._vertexData[offset++] = particle.direction.x;
  61112. this._vertexData[offset++] = particle.direction.y;
  61113. this._vertexData[offset++] = particle.direction.z;
  61114. }
  61115. if (this._useRampGradients) {
  61116. this._vertexData[offset++] = particle.remapData.x;
  61117. this._vertexData[offset++] = particle.remapData.y;
  61118. this._vertexData[offset++] = particle.remapData.z;
  61119. this._vertexData[offset++] = particle.remapData.w;
  61120. }
  61121. if (!this._useInstancing) {
  61122. if (this._isAnimationSheetEnabled) {
  61123. if (offsetX === 0) {
  61124. offsetX = this._epsilon;
  61125. }
  61126. else if (offsetX === 1) {
  61127. offsetX = 1 - this._epsilon;
  61128. }
  61129. if (offsetY === 0) {
  61130. offsetY = this._epsilon;
  61131. }
  61132. else if (offsetY === 1) {
  61133. offsetY = 1 - this._epsilon;
  61134. }
  61135. }
  61136. this._vertexData[offset++] = offsetX;
  61137. this._vertexData[offset++] = offsetY;
  61138. }
  61139. };
  61140. ParticleSystem.prototype._stopSubEmitters = function () {
  61141. if (!this.activeSubSystems) {
  61142. return;
  61143. }
  61144. this.activeSubSystems.forEach(function (subSystem) {
  61145. subSystem.stop(true);
  61146. });
  61147. this.activeSubSystems = new Array();
  61148. };
  61149. ParticleSystem.prototype._removeFromRoot = function () {
  61150. if (!this._rootParticleSystem) {
  61151. return;
  61152. }
  61153. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61154. if (index !== -1) {
  61155. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61156. }
  61157. this._rootParticleSystem = null;
  61158. };
  61159. // End of sub system methods
  61160. ParticleSystem.prototype._update = function (newParticles) {
  61161. var _this = this;
  61162. // Update current
  61163. this._alive = this._particles.length > 0;
  61164. if (this.emitter.position) {
  61165. var emitterMesh = this.emitter;
  61166. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61167. }
  61168. else {
  61169. var emitterPosition = this.emitter;
  61170. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61171. }
  61172. this.updateFunction(this._particles);
  61173. // Add new ones
  61174. var particle;
  61175. var _loop_2 = function () {
  61176. if (this_1._particles.length === this_1._capacity) {
  61177. return "break";
  61178. }
  61179. particle = this_1._createParticle();
  61180. this_1._particles.push(particle);
  61181. // Emitter
  61182. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61183. if (this_1.startPositionFunction) {
  61184. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61185. }
  61186. else {
  61187. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61188. }
  61189. if (this_1.startDirectionFunction) {
  61190. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61191. }
  61192. else {
  61193. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61194. }
  61195. if (emitPower === 0) {
  61196. if (!particle._initialDirection) {
  61197. particle._initialDirection = particle.direction.clone();
  61198. }
  61199. else {
  61200. particle._initialDirection.copyFrom(particle.direction);
  61201. }
  61202. }
  61203. else {
  61204. particle._initialDirection = null;
  61205. }
  61206. particle.direction.scaleInPlace(emitPower);
  61207. // Life time
  61208. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61209. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61210. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61211. var factorGradient1 = currentGradient;
  61212. var factorGradient2 = nextGradient;
  61213. var lifeTime1 = factorGradient1.getFactor();
  61214. var lifeTime2 = factorGradient2.getFactor();
  61215. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61216. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61217. });
  61218. }
  61219. else {
  61220. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61221. }
  61222. // Size
  61223. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61224. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61225. }
  61226. else {
  61227. particle._currentSizeGradient = this_1._sizeGradients[0];
  61228. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61229. particle.size = particle._currentSize1;
  61230. if (this_1._sizeGradients.length > 1) {
  61231. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61232. }
  61233. else {
  61234. particle._currentSize2 = particle._currentSize1;
  61235. }
  61236. }
  61237. // Size and scale
  61238. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61239. // Adjust scale by start size
  61240. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61241. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61242. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61243. if (currentGradient !== _this._currentStartSizeGradient) {
  61244. _this._currentStartSize1 = _this._currentStartSize2;
  61245. _this._currentStartSize2 = nextGradient.getFactor();
  61246. _this._currentStartSizeGradient = currentGradient;
  61247. }
  61248. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61249. particle.scale.scaleInPlace(value);
  61250. });
  61251. }
  61252. // Angle
  61253. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61254. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61255. }
  61256. else {
  61257. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61258. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61259. particle._currentAngularSpeed1 = particle.angularSpeed;
  61260. if (this_1._angularSpeedGradients.length > 1) {
  61261. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61262. }
  61263. else {
  61264. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61265. }
  61266. }
  61267. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61268. // Velocity
  61269. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61270. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61271. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61272. if (this_1._velocityGradients.length > 1) {
  61273. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61274. }
  61275. else {
  61276. particle._currentVelocity2 = particle._currentVelocity1;
  61277. }
  61278. }
  61279. // Limit velocity
  61280. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61281. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61282. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61283. if (this_1._limitVelocityGradients.length > 1) {
  61284. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61285. }
  61286. else {
  61287. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61288. }
  61289. }
  61290. // Drag
  61291. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61292. particle._currentDragGradient = this_1._dragGradients[0];
  61293. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61294. if (this_1._dragGradients.length > 1) {
  61295. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61296. }
  61297. else {
  61298. particle._currentDrag2 = particle._currentDrag1;
  61299. }
  61300. }
  61301. // Color
  61302. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61303. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61304. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61305. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61306. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61307. }
  61308. else {
  61309. particle._currentColorGradient = this_1._colorGradients[0];
  61310. particle._currentColorGradient.getColorToRef(particle.color);
  61311. particle._currentColor1.copyFrom(particle.color);
  61312. if (this_1._colorGradients.length > 1) {
  61313. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61314. }
  61315. else {
  61316. particle._currentColor2.copyFrom(particle.color);
  61317. }
  61318. }
  61319. // Sheet
  61320. if (this_1._isAnimationSheetEnabled) {
  61321. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61322. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61323. }
  61324. // Inherited Velocity
  61325. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61326. // Ramp
  61327. if (this_1._useRampGradients) {
  61328. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61329. }
  61330. // Noise texture coordinates
  61331. if (this_1.noiseTexture) {
  61332. if (particle._randomNoiseCoordinates1) {
  61333. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61334. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61335. }
  61336. else {
  61337. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61338. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61339. }
  61340. }
  61341. // Update the position of the attached sub-emitters to match their attached particle
  61342. particle._inheritParticleInfoToSubEmitters();
  61343. };
  61344. var this_1 = this, step;
  61345. for (var index = 0; index < newParticles; index++) {
  61346. var state_1 = _loop_2();
  61347. if (state_1 === "break")
  61348. break;
  61349. }
  61350. };
  61351. /** @hidden */
  61352. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61353. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61354. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61355. if (useRampGradients === void 0) { useRampGradients = false; }
  61356. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61357. if (isAnimationSheetEnabled) {
  61358. attributeNamesOrOptions.push("cellIndex");
  61359. }
  61360. if (!isBillboardBased) {
  61361. attributeNamesOrOptions.push("direction");
  61362. }
  61363. if (useRampGradients) {
  61364. attributeNamesOrOptions.push("remapData");
  61365. }
  61366. return attributeNamesOrOptions;
  61367. };
  61368. /** @hidden */
  61369. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61370. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61371. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61372. if (isAnimationSheetEnabled) {
  61373. effectCreationOption.push("particlesInfos");
  61374. }
  61375. return effectCreationOption;
  61376. };
  61377. /** @hidden */
  61378. ParticleSystem.prototype._getEffect = function (blendMode) {
  61379. if (this._customEffect) {
  61380. return this._customEffect;
  61381. }
  61382. var defines = [];
  61383. if (this._scene.clipPlane) {
  61384. defines.push("#define CLIPPLANE");
  61385. }
  61386. if (this._scene.clipPlane2) {
  61387. defines.push("#define CLIPPLANE2");
  61388. }
  61389. if (this._scene.clipPlane3) {
  61390. defines.push("#define CLIPPLANE3");
  61391. }
  61392. if (this._scene.clipPlane4) {
  61393. defines.push("#define CLIPPLANE4");
  61394. }
  61395. if (this._isAnimationSheetEnabled) {
  61396. defines.push("#define ANIMATESHEET");
  61397. }
  61398. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  61399. defines.push("#define BLENDMULTIPLYMODE");
  61400. }
  61401. if (this._useRampGradients) {
  61402. defines.push("#define RAMPGRADIENT");
  61403. }
  61404. if (this._isBillboardBased) {
  61405. defines.push("#define BILLBOARD");
  61406. switch (this.billboardMode) {
  61407. case ParticleSystem.BILLBOARDMODE_Y:
  61408. defines.push("#define BILLBOARDY");
  61409. break;
  61410. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  61411. defines.push("#define BILLBOARDSTRETCHED");
  61412. break;
  61413. case ParticleSystem.BILLBOARDMODE_ALL:
  61414. default:
  61415. break;
  61416. }
  61417. }
  61418. if (this._imageProcessingConfiguration) {
  61419. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  61420. defines.push(this._imageProcessingConfigurationDefines.toString());
  61421. }
  61422. // Effect
  61423. var join = defines.join("\n");
  61424. if (this._cachedDefines !== join) {
  61425. this._cachedDefines = join;
  61426. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  61427. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  61428. var samplers = ["diffuseSampler", "rampSampler"];
  61429. if (BABYLON.ImageProcessingConfiguration) {
  61430. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  61431. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  61432. }
  61433. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  61434. }
  61435. return this._effect;
  61436. };
  61437. /**
  61438. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61439. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  61440. */
  61441. ParticleSystem.prototype.animate = function (preWarmOnly) {
  61442. var _this = this;
  61443. if (preWarmOnly === void 0) { preWarmOnly = false; }
  61444. if (!this._started) {
  61445. return;
  61446. }
  61447. if (!preWarmOnly) {
  61448. // Check
  61449. if (!this.isReady()) {
  61450. return;
  61451. }
  61452. if (this._currentRenderId === this._scene.getRenderId()) {
  61453. return;
  61454. }
  61455. this._currentRenderId = this._scene.getRenderId();
  61456. }
  61457. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  61458. // Determine the number of particles we need to create
  61459. var newParticles;
  61460. if (this.manualEmitCount > -1) {
  61461. newParticles = this.manualEmitCount;
  61462. this._newPartsExcess = 0;
  61463. this.manualEmitCount = 0;
  61464. }
  61465. else {
  61466. var rate_1 = this.emitRate;
  61467. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  61468. var ratio = this._actualFrame / this.targetStopDuration;
  61469. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  61470. if (currentGradient !== _this._currentEmitRateGradient) {
  61471. _this._currentEmitRate1 = _this._currentEmitRate2;
  61472. _this._currentEmitRate2 = nextGradient.getFactor();
  61473. _this._currentEmitRateGradient = currentGradient;
  61474. }
  61475. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  61476. });
  61477. }
  61478. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  61479. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  61480. }
  61481. if (this._newPartsExcess > 1.0) {
  61482. newParticles += this._newPartsExcess >> 0;
  61483. this._newPartsExcess -= this._newPartsExcess >> 0;
  61484. }
  61485. this._alive = false;
  61486. if (!this._stopped) {
  61487. this._actualFrame += this._scaledUpdateSpeed;
  61488. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  61489. this.stop();
  61490. }
  61491. }
  61492. else {
  61493. newParticles = 0;
  61494. }
  61495. this._update(newParticles);
  61496. // Stopped?
  61497. if (this._stopped) {
  61498. if (!this._alive) {
  61499. this._started = false;
  61500. if (this.onAnimationEnd) {
  61501. this.onAnimationEnd();
  61502. }
  61503. if (this.disposeOnStop) {
  61504. this._scene._toBeDisposed.push(this);
  61505. }
  61506. }
  61507. }
  61508. if (!preWarmOnly) {
  61509. // Update VBO
  61510. var offset = 0;
  61511. for (var index = 0; index < this._particles.length; index++) {
  61512. var particle = this._particles[index];
  61513. this._appendParticleVertices(offset, particle);
  61514. offset += this._useInstancing ? 1 : 4;
  61515. }
  61516. if (this._vertexBuffer) {
  61517. this._vertexBuffer.update(this._vertexData);
  61518. }
  61519. }
  61520. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  61521. this.stop();
  61522. }
  61523. };
  61524. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  61525. this._appendParticleVertex(offset++, particle, 0, 0);
  61526. if (!this._useInstancing) {
  61527. this._appendParticleVertex(offset++, particle, 1, 0);
  61528. this._appendParticleVertex(offset++, particle, 1, 1);
  61529. this._appendParticleVertex(offset++, particle, 0, 1);
  61530. }
  61531. };
  61532. /**
  61533. * Rebuilds the particle system.
  61534. */
  61535. ParticleSystem.prototype.rebuild = function () {
  61536. this._createIndexBuffer();
  61537. if (this._vertexBuffer) {
  61538. this._vertexBuffer._rebuild();
  61539. }
  61540. };
  61541. /**
  61542. * Is this system ready to be used/rendered
  61543. * @return true if the system is ready
  61544. */
  61545. ParticleSystem.prototype.isReady = function () {
  61546. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  61547. return false;
  61548. }
  61549. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61550. if (!this._getEffect(this.blendMode).isReady()) {
  61551. return false;
  61552. }
  61553. }
  61554. else {
  61555. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  61556. return false;
  61557. }
  61558. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  61559. return false;
  61560. }
  61561. }
  61562. return true;
  61563. };
  61564. ParticleSystem.prototype._render = function (blendMode) {
  61565. var effect = this._getEffect(blendMode);
  61566. var engine = this._scene.getEngine();
  61567. // Render
  61568. engine.enableEffect(effect);
  61569. var viewMatrix = this._scene.getViewMatrix();
  61570. effect.setTexture("diffuseSampler", this.particleTexture);
  61571. effect.setMatrix("view", viewMatrix);
  61572. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  61573. if (this._isAnimationSheetEnabled && this.particleTexture) {
  61574. var baseSize = this.particleTexture.getBaseSize();
  61575. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  61576. }
  61577. effect.setVector2("translationPivot", this.translationPivot);
  61578. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  61579. if (this._isBillboardBased) {
  61580. var camera = this._scene.activeCamera;
  61581. effect.setVector3("eyePosition", camera.globalPosition);
  61582. }
  61583. if (this._rampGradientsTexture) {
  61584. effect.setTexture("rampSampler", this._rampGradientsTexture);
  61585. }
  61586. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  61587. var invView = viewMatrix.clone();
  61588. invView.invert();
  61589. effect.setMatrix("invView", invView);
  61590. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  61591. }
  61592. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  61593. // image processing
  61594. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  61595. this._imageProcessingConfiguration.bind(effect);
  61596. }
  61597. // Draw order
  61598. switch (blendMode) {
  61599. case ParticleSystem.BLENDMODE_ADD:
  61600. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  61601. break;
  61602. case ParticleSystem.BLENDMODE_ONEONE:
  61603. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  61604. break;
  61605. case ParticleSystem.BLENDMODE_STANDARD:
  61606. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  61607. break;
  61608. case ParticleSystem.BLENDMODE_MULTIPLY:
  61609. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  61610. break;
  61611. }
  61612. if (this._useInstancing) {
  61613. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  61614. }
  61615. else {
  61616. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  61617. }
  61618. return this._particles.length;
  61619. };
  61620. /**
  61621. * Renders the particle system in its current state.
  61622. * @returns the current number of particles
  61623. */
  61624. ParticleSystem.prototype.render = function () {
  61625. // Check
  61626. if (!this.isReady() || !this._particles.length) {
  61627. return 0;
  61628. }
  61629. var engine = this._scene.getEngine();
  61630. engine.setState(false);
  61631. if (this.forceDepthWrite) {
  61632. engine.setDepthWrite(true);
  61633. }
  61634. var outparticles = 0;
  61635. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61636. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  61637. }
  61638. outparticles = this._render(this.blendMode);
  61639. engine.unbindInstanceAttributes();
  61640. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  61641. return outparticles;
  61642. };
  61643. /**
  61644. * Disposes the particle system and free the associated resources
  61645. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61646. */
  61647. ParticleSystem.prototype.dispose = function (disposeTexture) {
  61648. if (disposeTexture === void 0) { disposeTexture = true; }
  61649. if (this._vertexBuffer) {
  61650. this._vertexBuffer.dispose();
  61651. this._vertexBuffer = null;
  61652. }
  61653. if (this._spriteBuffer) {
  61654. this._spriteBuffer.dispose();
  61655. this._spriteBuffer = null;
  61656. }
  61657. if (this._indexBuffer) {
  61658. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  61659. this._indexBuffer = null;
  61660. }
  61661. if (disposeTexture && this.particleTexture) {
  61662. this.particleTexture.dispose();
  61663. this.particleTexture = null;
  61664. }
  61665. if (disposeTexture && this.noiseTexture) {
  61666. this.noiseTexture.dispose();
  61667. this.noiseTexture = null;
  61668. }
  61669. if (this._rampGradientsTexture) {
  61670. this._rampGradientsTexture.dispose();
  61671. this._rampGradientsTexture = null;
  61672. }
  61673. this._removeFromRoot();
  61674. if (this._subEmitters && this._subEmitters.length) {
  61675. for (var index = 0; index < this._subEmitters.length; index++) {
  61676. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  61677. var subEmitter = _a[_i];
  61678. subEmitter.dispose();
  61679. }
  61680. }
  61681. this._subEmitters = [];
  61682. this.subEmitters = [];
  61683. }
  61684. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  61685. this.emitter.dispose(true);
  61686. }
  61687. // Remove from scene
  61688. var index = this._scene.particleSystems.indexOf(this);
  61689. if (index > -1) {
  61690. this._scene.particleSystems.splice(index, 1);
  61691. }
  61692. this._scene._activeParticleSystems.dispose();
  61693. // Callback
  61694. this.onDisposeObservable.notifyObservers(this);
  61695. this.onDisposeObservable.clear();
  61696. this.reset();
  61697. };
  61698. // Clone
  61699. /**
  61700. * Clones the particle system.
  61701. * @param name The name of the cloned object
  61702. * @param newEmitter The new emitter to use
  61703. * @returns the cloned particle system
  61704. */
  61705. ParticleSystem.prototype.clone = function (name, newEmitter) {
  61706. var custom = null;
  61707. var program = null;
  61708. if (this.customShader != null) {
  61709. program = this.customShader;
  61710. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  61711. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  61712. }
  61713. else if (this._customEffect) {
  61714. custom = this._customEffect;
  61715. }
  61716. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  61717. result.customShader = program;
  61718. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  61719. if (newEmitter === undefined) {
  61720. newEmitter = this.emitter;
  61721. }
  61722. result.noiseTexture = this.noiseTexture;
  61723. result.emitter = newEmitter;
  61724. if (this.particleTexture) {
  61725. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  61726. }
  61727. // Clone gradients
  61728. if (this._colorGradients) {
  61729. this._colorGradients.forEach(function (v) {
  61730. result.addColorGradient(v.gradient, v.color1, v.color2);
  61731. });
  61732. }
  61733. if (this._dragGradients) {
  61734. this._dragGradients.forEach(function (v) {
  61735. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  61736. });
  61737. }
  61738. if (this._angularSpeedGradients) {
  61739. this._angularSpeedGradients.forEach(function (v) {
  61740. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  61741. });
  61742. }
  61743. if (this._emitRateGradients) {
  61744. this._emitRateGradients.forEach(function (v) {
  61745. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  61746. });
  61747. }
  61748. if (this._lifeTimeGradients) {
  61749. this._lifeTimeGradients.forEach(function (v) {
  61750. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  61751. });
  61752. }
  61753. if (this._limitVelocityGradients) {
  61754. this._limitVelocityGradients.forEach(function (v) {
  61755. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  61756. });
  61757. }
  61758. if (this._sizeGradients) {
  61759. this._sizeGradients.forEach(function (v) {
  61760. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  61761. });
  61762. }
  61763. if (this._startSizeGradients) {
  61764. this._startSizeGradients.forEach(function (v) {
  61765. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  61766. });
  61767. }
  61768. if (this._velocityGradients) {
  61769. this._velocityGradients.forEach(function (v) {
  61770. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  61771. });
  61772. }
  61773. if (this._rampGradients) {
  61774. this._rampGradients.forEach(function (v) {
  61775. result.addRampGradient(v.gradient, v.color);
  61776. });
  61777. }
  61778. if (this._colorRemapGradients) {
  61779. this._colorRemapGradients.forEach(function (v) {
  61780. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  61781. });
  61782. }
  61783. if (this._alphaRemapGradients) {
  61784. this._alphaRemapGradients.forEach(function (v) {
  61785. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  61786. });
  61787. }
  61788. if (!this.preventAutoStart) {
  61789. result.start();
  61790. }
  61791. return result;
  61792. };
  61793. /**
  61794. * Serializes the particle system to a JSON object.
  61795. * @returns the JSON object
  61796. */
  61797. ParticleSystem.prototype.serialize = function () {
  61798. var serializationObject = {};
  61799. ParticleSystem._Serialize(serializationObject, this);
  61800. serializationObject.textureMask = this.textureMask.asArray();
  61801. serializationObject.customShader = this.customShader;
  61802. serializationObject.preventAutoStart = this.preventAutoStart;
  61803. // SubEmitters
  61804. if (this.subEmitters) {
  61805. serializationObject.subEmitters = [];
  61806. if (!this._subEmitters) {
  61807. this._prepareSubEmitterInternalArray();
  61808. }
  61809. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  61810. var subs = _a[_i];
  61811. var cell = [];
  61812. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  61813. var sub = subs_1[_b];
  61814. cell.push(sub.serialize());
  61815. }
  61816. serializationObject.subEmitters.push(cell);
  61817. }
  61818. }
  61819. return serializationObject;
  61820. };
  61821. /** @hidden */
  61822. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  61823. serializationObject.name = particleSystem.name;
  61824. serializationObject.id = particleSystem.id;
  61825. serializationObject.capacity = particleSystem.getCapacity();
  61826. // Emitter
  61827. if (particleSystem.emitter.position) {
  61828. var emitterMesh = particleSystem.emitter;
  61829. serializationObject.emitterId = emitterMesh.id;
  61830. }
  61831. else {
  61832. var emitterPosition = particleSystem.emitter;
  61833. serializationObject.emitter = emitterPosition.asArray();
  61834. }
  61835. // Emitter
  61836. if (particleSystem.particleEmitterType) {
  61837. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  61838. }
  61839. if (particleSystem.particleTexture) {
  61840. serializationObject.textureName = particleSystem.particleTexture.name;
  61841. serializationObject.invertY = particleSystem.particleTexture._invertY;
  61842. }
  61843. // Animations
  61844. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  61845. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  61846. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  61847. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  61848. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  61849. // Particle system
  61850. serializationObject.startDelay = particleSystem.startDelay;
  61851. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  61852. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  61853. serializationObject.billboardMode = particleSystem.billboardMode;
  61854. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  61855. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  61856. serializationObject.minSize = particleSystem.minSize;
  61857. serializationObject.maxSize = particleSystem.maxSize;
  61858. serializationObject.minScaleX = particleSystem.minScaleX;
  61859. serializationObject.maxScaleX = particleSystem.maxScaleX;
  61860. serializationObject.minScaleY = particleSystem.minScaleY;
  61861. serializationObject.maxScaleY = particleSystem.maxScaleY;
  61862. serializationObject.minEmitPower = particleSystem.minEmitPower;
  61863. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  61864. serializationObject.minLifeTime = particleSystem.minLifeTime;
  61865. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  61866. serializationObject.emitRate = particleSystem.emitRate;
  61867. serializationObject.gravity = particleSystem.gravity.asArray();
  61868. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  61869. serializationObject.color1 = particleSystem.color1.asArray();
  61870. serializationObject.color2 = particleSystem.color2.asArray();
  61871. serializationObject.colorDead = particleSystem.colorDead.asArray();
  61872. serializationObject.updateSpeed = particleSystem.updateSpeed;
  61873. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  61874. serializationObject.blendMode = particleSystem.blendMode;
  61875. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  61876. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  61877. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  61878. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  61879. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  61880. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  61881. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  61882. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  61883. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  61884. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  61885. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  61886. var colorGradients = particleSystem.getColorGradients();
  61887. if (colorGradients) {
  61888. serializationObject.colorGradients = [];
  61889. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  61890. var colorGradient = colorGradients_1[_i];
  61891. var serializedGradient = {
  61892. gradient: colorGradient.gradient,
  61893. color1: colorGradient.color1.asArray()
  61894. };
  61895. if (colorGradient.color2) {
  61896. serializedGradient.color2 = colorGradient.color2.asArray();
  61897. }
  61898. serializationObject.colorGradients.push(serializedGradient);
  61899. }
  61900. }
  61901. var rampGradients = particleSystem.getRampGradients();
  61902. if (rampGradients) {
  61903. serializationObject.rampGradients = [];
  61904. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  61905. var rampGradient = rampGradients_1[_a];
  61906. var serializedGradient = {
  61907. gradient: rampGradient.gradient,
  61908. color: rampGradient.color.asArray()
  61909. };
  61910. serializationObject.rampGradients.push(serializedGradient);
  61911. }
  61912. serializationObject.useRampGradients = particleSystem.useRampGradients;
  61913. }
  61914. var colorRemapGradients = particleSystem.getColorRemapGradients();
  61915. if (colorRemapGradients) {
  61916. serializationObject.colorRemapGradients = [];
  61917. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  61918. var colorRemapGradient = colorRemapGradients_1[_b];
  61919. var serializedGradient = {
  61920. gradient: colorRemapGradient.gradient,
  61921. factor1: colorRemapGradient.factor1
  61922. };
  61923. if (colorRemapGradient.factor2 !== undefined) {
  61924. serializedGradient.factor2 = colorRemapGradient.factor2;
  61925. }
  61926. serializationObject.colorRemapGradients.push(serializedGradient);
  61927. }
  61928. }
  61929. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  61930. if (alphaRemapGradients) {
  61931. serializationObject.alphaRemapGradients = [];
  61932. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  61933. var alphaRemapGradient = alphaRemapGradients_1[_c];
  61934. var serializedGradient = {
  61935. gradient: alphaRemapGradient.gradient,
  61936. factor1: alphaRemapGradient.factor1
  61937. };
  61938. if (alphaRemapGradient.factor2 !== undefined) {
  61939. serializedGradient.factor2 = alphaRemapGradient.factor2;
  61940. }
  61941. serializationObject.alphaRemapGradients.push(serializedGradient);
  61942. }
  61943. }
  61944. var sizeGradients = particleSystem.getSizeGradients();
  61945. if (sizeGradients) {
  61946. serializationObject.sizeGradients = [];
  61947. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  61948. var sizeGradient = sizeGradients_1[_d];
  61949. var serializedGradient = {
  61950. gradient: sizeGradient.gradient,
  61951. factor1: sizeGradient.factor1
  61952. };
  61953. if (sizeGradient.factor2 !== undefined) {
  61954. serializedGradient.factor2 = sizeGradient.factor2;
  61955. }
  61956. serializationObject.sizeGradients.push(serializedGradient);
  61957. }
  61958. }
  61959. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  61960. if (angularSpeedGradients) {
  61961. serializationObject.angularSpeedGradients = [];
  61962. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  61963. var angularSpeedGradient = angularSpeedGradients_1[_e];
  61964. var serializedGradient = {
  61965. gradient: angularSpeedGradient.gradient,
  61966. factor1: angularSpeedGradient.factor1
  61967. };
  61968. if (angularSpeedGradient.factor2 !== undefined) {
  61969. serializedGradient.factor2 = angularSpeedGradient.factor2;
  61970. }
  61971. serializationObject.angularSpeedGradients.push(serializedGradient);
  61972. }
  61973. }
  61974. var velocityGradients = particleSystem.getVelocityGradients();
  61975. if (velocityGradients) {
  61976. serializationObject.velocityGradients = [];
  61977. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  61978. var velocityGradient = velocityGradients_1[_f];
  61979. var serializedGradient = {
  61980. gradient: velocityGradient.gradient,
  61981. factor1: velocityGradient.factor1
  61982. };
  61983. if (velocityGradient.factor2 !== undefined) {
  61984. serializedGradient.factor2 = velocityGradient.factor2;
  61985. }
  61986. serializationObject.velocityGradients.push(serializedGradient);
  61987. }
  61988. }
  61989. var dragGradients = particleSystem.getDragGradients();
  61990. if (dragGradients) {
  61991. serializationObject.dragyGradients = [];
  61992. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  61993. var dragGradient = dragGradients_1[_g];
  61994. var serializedGradient = {
  61995. gradient: dragGradient.gradient,
  61996. factor1: dragGradient.factor1
  61997. };
  61998. if (dragGradient.factor2 !== undefined) {
  61999. serializedGradient.factor2 = dragGradient.factor2;
  62000. }
  62001. serializationObject.dragGradients.push(serializedGradient);
  62002. }
  62003. }
  62004. var emitRateGradients = particleSystem.getEmitRateGradients();
  62005. if (emitRateGradients) {
  62006. serializationObject.emitRateGradients = [];
  62007. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62008. var emitRateGradient = emitRateGradients_1[_h];
  62009. var serializedGradient = {
  62010. gradient: emitRateGradient.gradient,
  62011. factor1: emitRateGradient.factor1
  62012. };
  62013. if (emitRateGradient.factor2 !== undefined) {
  62014. serializedGradient.factor2 = emitRateGradient.factor2;
  62015. }
  62016. serializationObject.emitRateGradients.push(serializedGradient);
  62017. }
  62018. }
  62019. var startSizeGradients = particleSystem.getStartSizeGradients();
  62020. if (startSizeGradients) {
  62021. serializationObject.startSizeGradients = [];
  62022. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62023. var startSizeGradient = startSizeGradients_1[_j];
  62024. var serializedGradient = {
  62025. gradient: startSizeGradient.gradient,
  62026. factor1: startSizeGradient.factor1
  62027. };
  62028. if (startSizeGradient.factor2 !== undefined) {
  62029. serializedGradient.factor2 = startSizeGradient.factor2;
  62030. }
  62031. serializationObject.startSizeGradients.push(serializedGradient);
  62032. }
  62033. }
  62034. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62035. if (lifeTimeGradients) {
  62036. serializationObject.lifeTimeGradients = [];
  62037. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62038. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62039. var serializedGradient = {
  62040. gradient: lifeTimeGradient.gradient,
  62041. factor1: lifeTimeGradient.factor1
  62042. };
  62043. if (lifeTimeGradient.factor2 !== undefined) {
  62044. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62045. }
  62046. serializationObject.lifeTimeGradients.push(serializedGradient);
  62047. }
  62048. }
  62049. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62050. if (limitVelocityGradients) {
  62051. serializationObject.limitVelocityGradients = [];
  62052. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62053. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62054. var serializedGradient = {
  62055. gradient: limitVelocityGradient.gradient,
  62056. factor1: limitVelocityGradient.factor1
  62057. };
  62058. if (limitVelocityGradient.factor2 !== undefined) {
  62059. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62060. }
  62061. serializationObject.limitVelocityGradients.push(serializedGradient);
  62062. }
  62063. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62064. }
  62065. if (particleSystem.noiseTexture) {
  62066. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62067. }
  62068. };
  62069. /** @hidden */
  62070. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62071. // Texture
  62072. if (parsedParticleSystem.textureName) {
  62073. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62074. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62075. }
  62076. // Emitter
  62077. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62078. particleSystem.emitter = BABYLON.Vector3.Zero();
  62079. }
  62080. else if (parsedParticleSystem.emitterId) {
  62081. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62082. }
  62083. else {
  62084. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62085. }
  62086. // Misc.
  62087. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62088. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62089. }
  62090. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62091. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62092. }
  62093. if (parsedParticleSystem.billboardMode !== undefined) {
  62094. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62095. }
  62096. // Animations
  62097. if (parsedParticleSystem.animations) {
  62098. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62099. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62100. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62101. }
  62102. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62103. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62104. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62105. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62106. }
  62107. if (parsedParticleSystem.autoAnimate) {
  62108. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62109. }
  62110. // Particle system
  62111. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62112. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62113. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62114. particleSystem.minSize = parsedParticleSystem.minSize;
  62115. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62116. if (parsedParticleSystem.minScaleX) {
  62117. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62118. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62119. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62120. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62121. }
  62122. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62123. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62124. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62125. }
  62126. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62127. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62128. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62129. }
  62130. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62131. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62132. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62133. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62134. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62135. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62136. if (parsedParticleSystem.noiseStrength) {
  62137. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62138. }
  62139. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62140. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62141. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62142. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62143. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62144. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62145. if (parsedParticleSystem.colorGradients) {
  62146. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62147. var colorGradient = _a[_i];
  62148. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62149. }
  62150. }
  62151. if (parsedParticleSystem.rampGradients) {
  62152. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62153. var rampGradient = _c[_b];
  62154. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62155. }
  62156. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62157. }
  62158. if (parsedParticleSystem.colorRemapGradients) {
  62159. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62160. var colorRemapGradient = _e[_d];
  62161. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62162. }
  62163. }
  62164. if (parsedParticleSystem.alphaRemapGradients) {
  62165. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62166. var alphaRemapGradient = _g[_f];
  62167. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62168. }
  62169. }
  62170. if (parsedParticleSystem.sizeGradients) {
  62171. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62172. var sizeGradient = _j[_h];
  62173. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62174. }
  62175. }
  62176. if (parsedParticleSystem.sizeGradients) {
  62177. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62178. var sizeGradient = _l[_k];
  62179. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62180. }
  62181. }
  62182. if (parsedParticleSystem.angularSpeedGradients) {
  62183. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62184. var angularSpeedGradient = _o[_m];
  62185. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62186. }
  62187. }
  62188. if (parsedParticleSystem.velocityGradients) {
  62189. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62190. var velocityGradient = _q[_p];
  62191. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62192. }
  62193. }
  62194. if (parsedParticleSystem.dragGradients) {
  62195. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62196. var dragGradient = _s[_r];
  62197. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62198. }
  62199. }
  62200. if (parsedParticleSystem.emitRateGradients) {
  62201. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62202. var emitRateGradient = _u[_t];
  62203. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62204. }
  62205. }
  62206. if (parsedParticleSystem.startSizeGradients) {
  62207. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62208. var startSizeGradient = _w[_v];
  62209. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62210. }
  62211. }
  62212. if (parsedParticleSystem.lifeTimeGradients) {
  62213. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62214. var lifeTimeGradient = _y[_x];
  62215. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62216. }
  62217. }
  62218. if (parsedParticleSystem.limitVelocityGradients) {
  62219. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62220. var limitVelocityGradient = _0[_z];
  62221. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62222. }
  62223. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62224. }
  62225. if (parsedParticleSystem.noiseTexture) {
  62226. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62227. }
  62228. // Emitter
  62229. var emitterType;
  62230. if (parsedParticleSystem.particleEmitterType) {
  62231. switch (parsedParticleSystem.particleEmitterType.type) {
  62232. case "SphereParticleEmitter":
  62233. emitterType = new BABYLON.SphereParticleEmitter();
  62234. break;
  62235. case "SphereDirectedParticleEmitter":
  62236. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62237. break;
  62238. case "ConeEmitter":
  62239. case "ConeParticleEmitter":
  62240. emitterType = new BABYLON.ConeParticleEmitter();
  62241. break;
  62242. case "CylinderParticleEmitter":
  62243. emitterType = new BABYLON.CylinderParticleEmitter();
  62244. break;
  62245. case "HemisphericParticleEmitter":
  62246. emitterType = new BABYLON.HemisphericParticleEmitter();
  62247. break;
  62248. case "BoxEmitter":
  62249. case "BoxParticleEmitter":
  62250. default:
  62251. emitterType = new BABYLON.BoxParticleEmitter();
  62252. break;
  62253. }
  62254. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62255. }
  62256. else {
  62257. emitterType = new BABYLON.BoxParticleEmitter();
  62258. emitterType.parse(parsedParticleSystem);
  62259. }
  62260. particleSystem.particleEmitterType = emitterType;
  62261. // Animation sheet
  62262. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62263. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62264. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62265. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62266. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62267. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62268. };
  62269. /**
  62270. * Parses a JSON object to create a particle system.
  62271. * @param parsedParticleSystem The JSON object to parse
  62272. * @param scene The scene to create the particle system in
  62273. * @param rootUrl The root url to use to load external dependencies like texture
  62274. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62275. * @returns the Parsed particle system
  62276. */
  62277. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62278. if (doNotStart === void 0) { doNotStart = false; }
  62279. var name = parsedParticleSystem.name;
  62280. var custom = null;
  62281. var program = null;
  62282. if (parsedParticleSystem.customShader) {
  62283. program = parsedParticleSystem.customShader;
  62284. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62285. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62286. }
  62287. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62288. particleSystem.customShader = program;
  62289. if (parsedParticleSystem.id) {
  62290. particleSystem.id = parsedParticleSystem.id;
  62291. }
  62292. // SubEmitters
  62293. if (parsedParticleSystem.subEmitters) {
  62294. particleSystem.subEmitters = [];
  62295. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62296. var cell = _a[_i];
  62297. var cellArray = [];
  62298. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62299. var sub = cell_1[_b];
  62300. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62301. }
  62302. particleSystem.subEmitters.push(cellArray);
  62303. }
  62304. }
  62305. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62306. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62307. // Auto start
  62308. if (parsedParticleSystem.preventAutoStart) {
  62309. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62310. }
  62311. if (!doNotStart && !particleSystem.preventAutoStart) {
  62312. particleSystem.start();
  62313. }
  62314. return particleSystem;
  62315. };
  62316. /**
  62317. * Billboard mode will only apply to Y axis
  62318. */
  62319. ParticleSystem.BILLBOARDMODE_Y = 2;
  62320. /**
  62321. * Billboard mode will apply to all axes
  62322. */
  62323. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62324. /**
  62325. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62326. */
  62327. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62328. return ParticleSystem;
  62329. }(BABYLON.BaseParticleSystem));
  62330. BABYLON.ParticleSystem = ParticleSystem;
  62331. })(BABYLON || (BABYLON = {}));
  62332. //# sourceMappingURL=babylon.particleSystem.js.map
  62333. var BABYLON;
  62334. (function (BABYLON) {
  62335. /**
  62336. * Particle emitter emitting particles from the inside of a box.
  62337. * It emits the particles randomly between 2 given directions.
  62338. */
  62339. var BoxParticleEmitter = /** @class */ (function () {
  62340. /**
  62341. * Creates a new instance BoxParticleEmitter
  62342. */
  62343. function BoxParticleEmitter() {
  62344. /**
  62345. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62346. */
  62347. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62348. /**
  62349. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62350. */
  62351. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62352. /**
  62353. * 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.
  62354. */
  62355. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62356. /**
  62357. * 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.
  62358. */
  62359. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62360. }
  62361. /**
  62362. * Called by the particle System when the direction is computed for the created particle.
  62363. * @param worldMatrix is the world matrix of the particle system
  62364. * @param directionToUpdate is the direction vector to update with the result
  62365. * @param particle is the particle we are computed the direction for
  62366. */
  62367. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62368. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62369. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62370. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62371. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62372. };
  62373. /**
  62374. * Called by the particle System when the position is computed for the created particle.
  62375. * @param worldMatrix is the world matrix of the particle system
  62376. * @param positionToUpdate is the position vector to update with the result
  62377. * @param particle is the particle we are computed the position for
  62378. */
  62379. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62380. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62381. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62382. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  62383. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62384. };
  62385. /**
  62386. * Clones the current emitter and returns a copy of it
  62387. * @returns the new emitter
  62388. */
  62389. BoxParticleEmitter.prototype.clone = function () {
  62390. var newOne = new BoxParticleEmitter();
  62391. BABYLON.Tools.DeepCopy(this, newOne);
  62392. return newOne;
  62393. };
  62394. /**
  62395. * Called by the GPUParticleSystem to setup the update shader
  62396. * @param effect defines the update shader
  62397. */
  62398. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  62399. effect.setVector3("direction1", this.direction1);
  62400. effect.setVector3("direction2", this.direction2);
  62401. effect.setVector3("minEmitBox", this.minEmitBox);
  62402. effect.setVector3("maxEmitBox", this.maxEmitBox);
  62403. };
  62404. /**
  62405. * Returns a string to use to update the GPU particles update shader
  62406. * @returns a string containng the defines string
  62407. */
  62408. BoxParticleEmitter.prototype.getEffectDefines = function () {
  62409. return "#define BOXEMITTER";
  62410. };
  62411. /**
  62412. * Returns the string "BoxParticleEmitter"
  62413. * @returns a string containing the class name
  62414. */
  62415. BoxParticleEmitter.prototype.getClassName = function () {
  62416. return "BoxParticleEmitter";
  62417. };
  62418. /**
  62419. * Serializes the particle system to a JSON object.
  62420. * @returns the JSON object
  62421. */
  62422. BoxParticleEmitter.prototype.serialize = function () {
  62423. var serializationObject = {};
  62424. serializationObject.type = this.getClassName();
  62425. serializationObject.direction1 = this.direction1.asArray();
  62426. serializationObject.direction2 = this.direction2.asArray();
  62427. serializationObject.minEmitBox = this.minEmitBox.asArray();
  62428. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  62429. return serializationObject;
  62430. };
  62431. /**
  62432. * Parse properties from a JSON object
  62433. * @param serializationObject defines the JSON object
  62434. */
  62435. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  62436. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  62437. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  62438. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  62439. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  62440. };
  62441. return BoxParticleEmitter;
  62442. }());
  62443. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  62444. })(BABYLON || (BABYLON = {}));
  62445. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  62446. var BABYLON;
  62447. (function (BABYLON) {
  62448. /**
  62449. * Particle emitter emitting particles from the inside of a cylinder.
  62450. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  62451. */
  62452. var CylinderParticleEmitter = /** @class */ (function () {
  62453. /**
  62454. * Creates a new instance CylinderParticleEmitter
  62455. * @param radius the radius of the emission cylinder (1 by default)
  62456. * @param height the height of the emission cylinder (1 by default)
  62457. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62458. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62459. */
  62460. function CylinderParticleEmitter(
  62461. /**
  62462. * The radius of the emission cylinder.
  62463. */
  62464. radius,
  62465. /**
  62466. * The height of the emission cylinder.
  62467. */
  62468. height,
  62469. /**
  62470. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62471. */
  62472. radiusRange,
  62473. /**
  62474. * How much to randomize the particle direction [0-1].
  62475. */
  62476. directionRandomizer) {
  62477. if (radius === void 0) { radius = 1; }
  62478. if (height === void 0) { height = 1; }
  62479. if (radiusRange === void 0) { radiusRange = 1; }
  62480. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62481. this.radius = radius;
  62482. this.height = height;
  62483. this.radiusRange = radiusRange;
  62484. this.directionRandomizer = directionRandomizer;
  62485. }
  62486. /**
  62487. * Called by the particle System when the direction is computed for the created particle.
  62488. * @param worldMatrix is the world matrix of the particle system
  62489. * @param directionToUpdate is the direction vector to update with the result
  62490. * @param particle is the particle we are computed the direction for
  62491. */
  62492. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62493. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62494. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  62495. var angle = Math.atan2(direction.x, direction.z);
  62496. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  62497. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  62498. direction.x = Math.sin(angle);
  62499. direction.z = Math.cos(angle);
  62500. direction.normalize();
  62501. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62502. };
  62503. /**
  62504. * Called by the particle System when the position is computed for the created particle.
  62505. * @param worldMatrix is the world matrix of the particle system
  62506. * @param positionToUpdate is the position vector to update with the result
  62507. * @param particle is the particle we are computed the position for
  62508. */
  62509. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62510. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  62511. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62512. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  62513. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  62514. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  62515. var xPos = positionRadius * Math.cos(angle);
  62516. var zPos = positionRadius * Math.sin(angle);
  62517. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  62518. };
  62519. /**
  62520. * Clones the current emitter and returns a copy of it
  62521. * @returns the new emitter
  62522. */
  62523. CylinderParticleEmitter.prototype.clone = function () {
  62524. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  62525. BABYLON.Tools.DeepCopy(this, newOne);
  62526. return newOne;
  62527. };
  62528. /**
  62529. * Called by the GPUParticleSystem to setup the update shader
  62530. * @param effect defines the update shader
  62531. */
  62532. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  62533. effect.setFloat("radius", this.radius);
  62534. effect.setFloat("height", this.height);
  62535. effect.setFloat("radiusRange", this.radiusRange);
  62536. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62537. };
  62538. /**
  62539. * Returns a string to use to update the GPU particles update shader
  62540. * @returns a string containng the defines string
  62541. */
  62542. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  62543. return "#define CYLINDEREMITTER";
  62544. };
  62545. /**
  62546. * Returns the string "CylinderParticleEmitter"
  62547. * @returns a string containing the class name
  62548. */
  62549. CylinderParticleEmitter.prototype.getClassName = function () {
  62550. return "CylinderParticleEmitter";
  62551. };
  62552. /**
  62553. * Serializes the particle system to a JSON object.
  62554. * @returns the JSON object
  62555. */
  62556. CylinderParticleEmitter.prototype.serialize = function () {
  62557. var serializationObject = {};
  62558. serializationObject.type = this.getClassName();
  62559. serializationObject.radius = this.radius;
  62560. serializationObject.height = this.height;
  62561. serializationObject.radiusRange = this.radiusRange;
  62562. serializationObject.directionRandomizer = this.directionRandomizer;
  62563. return serializationObject;
  62564. };
  62565. /**
  62566. * Parse properties from a JSON object
  62567. * @param serializationObject defines the JSON object
  62568. */
  62569. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  62570. this.radius = serializationObject.radius;
  62571. this.height = serializationObject.height;
  62572. this.radiusRange = serializationObject.radiusRange;
  62573. this.directionRandomizer = serializationObject.directionRandomizer;
  62574. };
  62575. return CylinderParticleEmitter;
  62576. }());
  62577. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  62578. /**
  62579. * Particle emitter emitting particles from the inside of a cylinder.
  62580. * It emits the particles randomly between two vectors.
  62581. */
  62582. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  62583. __extends(CylinderDirectedParticleEmitter, _super);
  62584. /**
  62585. * Creates a new instance CylinderDirectedParticleEmitter
  62586. * @param radius the radius of the emission cylinder (1 by default)
  62587. * @param height the height of the emission cylinder (1 by default)
  62588. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62589. * @param direction1 the min limit of the emission direction (up vector by default)
  62590. * @param direction2 the max limit of the emission direction (up vector by default)
  62591. */
  62592. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  62593. /**
  62594. * The min limit of the emission direction.
  62595. */
  62596. direction1,
  62597. /**
  62598. * The max limit of the emission direction.
  62599. */
  62600. direction2) {
  62601. if (radius === void 0) { radius = 1; }
  62602. if (height === void 0) { height = 1; }
  62603. if (radiusRange === void 0) { radiusRange = 1; }
  62604. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  62605. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  62606. var _this = _super.call(this, radius, height, radiusRange) || this;
  62607. _this.direction1 = direction1;
  62608. _this.direction2 = direction2;
  62609. return _this;
  62610. }
  62611. /**
  62612. * Called by the particle System when the direction is computed for the created particle.
  62613. * @param worldMatrix is the world matrix of the particle system
  62614. * @param directionToUpdate is the direction vector to update with the result
  62615. * @param particle is the particle we are computed the direction for
  62616. */
  62617. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62618. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62619. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62620. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62621. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62622. };
  62623. /**
  62624. * Clones the current emitter and returns a copy of it
  62625. * @returns the new emitter
  62626. */
  62627. CylinderDirectedParticleEmitter.prototype.clone = function () {
  62628. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  62629. BABYLON.Tools.DeepCopy(this, newOne);
  62630. return newOne;
  62631. };
  62632. /**
  62633. * Called by the GPUParticleSystem to setup the update shader
  62634. * @param effect defines the update shader
  62635. */
  62636. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  62637. effect.setFloat("radius", this.radius);
  62638. effect.setFloat("height", this.height);
  62639. effect.setFloat("radiusRange", this.radiusRange);
  62640. effect.setVector3("direction1", this.direction1);
  62641. effect.setVector3("direction2", this.direction2);
  62642. };
  62643. /**
  62644. * Returns a string to use to update the GPU particles update shader
  62645. * @returns a string containng the defines string
  62646. */
  62647. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  62648. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  62649. };
  62650. /**
  62651. * Returns the string "CylinderDirectedParticleEmitter"
  62652. * @returns a string containing the class name
  62653. */
  62654. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  62655. return "CylinderDirectedParticleEmitter";
  62656. };
  62657. /**
  62658. * Serializes the particle system to a JSON object.
  62659. * @returns the JSON object
  62660. */
  62661. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  62662. var serializationObject = _super.prototype.serialize.call(this);
  62663. serializationObject.direction1 = this.direction1.asArray();
  62664. serializationObject.direction2 = this.direction2.asArray();
  62665. return serializationObject;
  62666. };
  62667. /**
  62668. * Parse properties from a JSON object
  62669. * @param serializationObject defines the JSON object
  62670. */
  62671. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  62672. _super.prototype.parse.call(this, serializationObject);
  62673. this.direction1.copyFrom(serializationObject.direction1);
  62674. this.direction2.copyFrom(serializationObject.direction2);
  62675. };
  62676. return CylinderDirectedParticleEmitter;
  62677. }(CylinderParticleEmitter));
  62678. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  62679. })(BABYLON || (BABYLON = {}));
  62680. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  62681. var BABYLON;
  62682. (function (BABYLON) {
  62683. /**
  62684. * Particle emitter emitting particles from the inside of a cone.
  62685. * It emits the particles alongside the cone volume from the base to the particle.
  62686. * The emission direction might be randomized.
  62687. */
  62688. var ConeParticleEmitter = /** @class */ (function () {
  62689. /**
  62690. * Creates a new instance ConeParticleEmitter
  62691. * @param radius the radius of the emission cone (1 by default)
  62692. * @param angles the cone base angle (PI by default)
  62693. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  62694. */
  62695. function ConeParticleEmitter(radius, angle,
  62696. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  62697. directionRandomizer) {
  62698. if (radius === void 0) { radius = 1; }
  62699. if (angle === void 0) { angle = Math.PI; }
  62700. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62701. this.directionRandomizer = directionRandomizer;
  62702. /**
  62703. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  62704. */
  62705. this.radiusRange = 1;
  62706. /**
  62707. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  62708. */
  62709. this.heightRange = 1;
  62710. /**
  62711. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  62712. */
  62713. this.emitFromSpawnPointOnly = false;
  62714. this.angle = angle;
  62715. this.radius = radius;
  62716. }
  62717. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  62718. /**
  62719. * Gets or sets the radius of the emission cone
  62720. */
  62721. get: function () {
  62722. return this._radius;
  62723. },
  62724. set: function (value) {
  62725. this._radius = value;
  62726. this._buildHeight();
  62727. },
  62728. enumerable: true,
  62729. configurable: true
  62730. });
  62731. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  62732. /**
  62733. * Gets or sets the angle of the emission cone
  62734. */
  62735. get: function () {
  62736. return this._angle;
  62737. },
  62738. set: function (value) {
  62739. this._angle = value;
  62740. this._buildHeight();
  62741. },
  62742. enumerable: true,
  62743. configurable: true
  62744. });
  62745. ConeParticleEmitter.prototype._buildHeight = function () {
  62746. if (this._angle !== 0) {
  62747. this._height = this._radius / Math.tan(this._angle / 2);
  62748. }
  62749. else {
  62750. this._height = 1;
  62751. }
  62752. };
  62753. /**
  62754. * Called by the particle System when the direction is computed for the created particle.
  62755. * @param worldMatrix is the world matrix of the particle system
  62756. * @param directionToUpdate is the direction vector to update with the result
  62757. * @param particle is the particle we are computed the direction for
  62758. */
  62759. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62760. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  62761. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  62762. }
  62763. else {
  62764. // measure the direction Vector from the emitter to the particle.
  62765. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62766. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62767. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62768. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62769. direction.x += randX;
  62770. direction.y += randY;
  62771. direction.z += randZ;
  62772. direction.normalize();
  62773. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62774. }
  62775. };
  62776. /**
  62777. * Called by the particle System when the position is computed for the created particle.
  62778. * @param worldMatrix is the world matrix of the particle system
  62779. * @param positionToUpdate is the position vector to update with the result
  62780. * @param particle is the particle we are computed the position for
  62781. */
  62782. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62783. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  62784. var h;
  62785. if (!this.emitFromSpawnPointOnly) {
  62786. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  62787. // Better distribution in a cone at normal angles.
  62788. h = 1 - h * h;
  62789. }
  62790. else {
  62791. h = 0.0001;
  62792. }
  62793. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  62794. radius = radius * h;
  62795. var randX = radius * Math.sin(s);
  62796. var randZ = radius * Math.cos(s);
  62797. var randY = h * this._height;
  62798. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62799. };
  62800. /**
  62801. * Clones the current emitter and returns a copy of it
  62802. * @returns the new emitter
  62803. */
  62804. ConeParticleEmitter.prototype.clone = function () {
  62805. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  62806. BABYLON.Tools.DeepCopy(this, newOne);
  62807. return newOne;
  62808. };
  62809. /**
  62810. * Called by the GPUParticleSystem to setup the update shader
  62811. * @param effect defines the update shader
  62812. */
  62813. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  62814. effect.setFloat2("radius", this._radius, this.radiusRange);
  62815. effect.setFloat("coneAngle", this._angle);
  62816. effect.setFloat2("height", this._height, this.heightRange);
  62817. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62818. };
  62819. /**
  62820. * Returns a string to use to update the GPU particles update shader
  62821. * @returns a string containng the defines string
  62822. */
  62823. ConeParticleEmitter.prototype.getEffectDefines = function () {
  62824. var defines = "#define CONEEMITTER";
  62825. if (this.emitFromSpawnPointOnly) {
  62826. defines += "\n#define CONEEMITTERSPAWNPOINT";
  62827. }
  62828. return defines;
  62829. };
  62830. /**
  62831. * Returns the string "ConeParticleEmitter"
  62832. * @returns a string containing the class name
  62833. */
  62834. ConeParticleEmitter.prototype.getClassName = function () {
  62835. return "ConeParticleEmitter";
  62836. };
  62837. /**
  62838. * Serializes the particle system to a JSON object.
  62839. * @returns the JSON object
  62840. */
  62841. ConeParticleEmitter.prototype.serialize = function () {
  62842. var serializationObject = {};
  62843. serializationObject.type = this.getClassName();
  62844. serializationObject.radius = this._radius;
  62845. serializationObject.angle = this._angle;
  62846. serializationObject.directionRandomizer = this.directionRandomizer;
  62847. return serializationObject;
  62848. };
  62849. /**
  62850. * Parse properties from a JSON object
  62851. * @param serializationObject defines the JSON object
  62852. */
  62853. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  62854. this.radius = serializationObject.radius;
  62855. this.angle = serializationObject.angle;
  62856. this.directionRandomizer = serializationObject.directionRandomizer;
  62857. };
  62858. return ConeParticleEmitter;
  62859. }());
  62860. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  62861. })(BABYLON || (BABYLON = {}));
  62862. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  62863. var BABYLON;
  62864. (function (BABYLON) {
  62865. /**
  62866. * Particle emitter emitting particles from the inside of a sphere.
  62867. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  62868. */
  62869. var SphereParticleEmitter = /** @class */ (function () {
  62870. /**
  62871. * Creates a new instance SphereParticleEmitter
  62872. * @param radius the radius of the emission sphere (1 by default)
  62873. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62874. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62875. */
  62876. function SphereParticleEmitter(
  62877. /**
  62878. * The radius of the emission sphere.
  62879. */
  62880. radius,
  62881. /**
  62882. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62883. */
  62884. radiusRange,
  62885. /**
  62886. * How much to randomize the particle direction [0-1].
  62887. */
  62888. directionRandomizer) {
  62889. if (radius === void 0) { radius = 1; }
  62890. if (radiusRange === void 0) { radiusRange = 1; }
  62891. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62892. this.radius = radius;
  62893. this.radiusRange = radiusRange;
  62894. this.directionRandomizer = directionRandomizer;
  62895. }
  62896. /**
  62897. * Called by the particle System when the direction is computed for the created particle.
  62898. * @param worldMatrix is the world matrix of the particle system
  62899. * @param directionToUpdate is the direction vector to update with the result
  62900. * @param particle is the particle we are computed the direction for
  62901. */
  62902. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62903. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62904. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62905. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62906. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62907. direction.x += randX;
  62908. direction.y += randY;
  62909. direction.z += randZ;
  62910. direction.normalize();
  62911. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62912. };
  62913. /**
  62914. * Called by the particle System when the position is computed for the created particle.
  62915. * @param worldMatrix is the world matrix of the particle system
  62916. * @param positionToUpdate is the position vector to update with the result
  62917. * @param particle is the particle we are computed the position for
  62918. */
  62919. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62920. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  62921. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  62922. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62923. var theta = Math.acos(2 * v - 1);
  62924. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  62925. var randY = randRadius * Math.cos(theta);
  62926. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  62927. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62928. };
  62929. /**
  62930. * Clones the current emitter and returns a copy of it
  62931. * @returns the new emitter
  62932. */
  62933. SphereParticleEmitter.prototype.clone = function () {
  62934. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  62935. BABYLON.Tools.DeepCopy(this, newOne);
  62936. return newOne;
  62937. };
  62938. /**
  62939. * Called by the GPUParticleSystem to setup the update shader
  62940. * @param effect defines the update shader
  62941. */
  62942. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  62943. effect.setFloat("radius", this.radius);
  62944. effect.setFloat("radiusRange", this.radiusRange);
  62945. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62946. };
  62947. /**
  62948. * Returns a string to use to update the GPU particles update shader
  62949. * @returns a string containng the defines string
  62950. */
  62951. SphereParticleEmitter.prototype.getEffectDefines = function () {
  62952. return "#define SPHEREEMITTER";
  62953. };
  62954. /**
  62955. * Returns the string "SphereParticleEmitter"
  62956. * @returns a string containing the class name
  62957. */
  62958. SphereParticleEmitter.prototype.getClassName = function () {
  62959. return "SphereParticleEmitter";
  62960. };
  62961. /**
  62962. * Serializes the particle system to a JSON object.
  62963. * @returns the JSON object
  62964. */
  62965. SphereParticleEmitter.prototype.serialize = function () {
  62966. var serializationObject = {};
  62967. serializationObject.type = this.getClassName();
  62968. serializationObject.radius = this.radius;
  62969. serializationObject.radiusRange = this.radiusRange;
  62970. serializationObject.directionRandomizer = this.directionRandomizer;
  62971. return serializationObject;
  62972. };
  62973. /**
  62974. * Parse properties from a JSON object
  62975. * @param serializationObject defines the JSON object
  62976. */
  62977. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  62978. this.radius = serializationObject.radius;
  62979. this.radiusRange = serializationObject.radiusRange;
  62980. this.directionRandomizer = serializationObject.directionRandomizer;
  62981. };
  62982. return SphereParticleEmitter;
  62983. }());
  62984. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  62985. /**
  62986. * Particle emitter emitting particles from the inside of a sphere.
  62987. * It emits the particles randomly between two vectors.
  62988. */
  62989. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  62990. __extends(SphereDirectedParticleEmitter, _super);
  62991. /**
  62992. * Creates a new instance SphereDirectedParticleEmitter
  62993. * @param radius the radius of the emission sphere (1 by default)
  62994. * @param direction1 the min limit of the emission direction (up vector by default)
  62995. * @param direction2 the max limit of the emission direction (up vector by default)
  62996. */
  62997. function SphereDirectedParticleEmitter(radius,
  62998. /**
  62999. * The min limit of the emission direction.
  63000. */
  63001. direction1,
  63002. /**
  63003. * The max limit of the emission direction.
  63004. */
  63005. direction2) {
  63006. if (radius === void 0) { radius = 1; }
  63007. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63008. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63009. var _this = _super.call(this, radius) || this;
  63010. _this.direction1 = direction1;
  63011. _this.direction2 = direction2;
  63012. return _this;
  63013. }
  63014. /**
  63015. * Called by the particle System when the direction is computed for the created particle.
  63016. * @param worldMatrix is the world matrix of the particle system
  63017. * @param directionToUpdate is the direction vector to update with the result
  63018. * @param particle is the particle we are computed the direction for
  63019. */
  63020. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63021. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63022. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63023. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63024. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63025. };
  63026. /**
  63027. * Clones the current emitter and returns a copy of it
  63028. * @returns the new emitter
  63029. */
  63030. SphereDirectedParticleEmitter.prototype.clone = function () {
  63031. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63032. BABYLON.Tools.DeepCopy(this, newOne);
  63033. return newOne;
  63034. };
  63035. /**
  63036. * Called by the GPUParticleSystem to setup the update shader
  63037. * @param effect defines the update shader
  63038. */
  63039. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63040. effect.setFloat("radius", this.radius);
  63041. effect.setFloat("radiusRange", this.radiusRange);
  63042. effect.setVector3("direction1", this.direction1);
  63043. effect.setVector3("direction2", this.direction2);
  63044. };
  63045. /**
  63046. * Returns a string to use to update the GPU particles update shader
  63047. * @returns a string containng the defines string
  63048. */
  63049. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63050. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63051. };
  63052. /**
  63053. * Returns the string "SphereDirectedParticleEmitter"
  63054. * @returns a string containing the class name
  63055. */
  63056. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63057. return "SphereDirectedParticleEmitter";
  63058. };
  63059. /**
  63060. * Serializes the particle system to a JSON object.
  63061. * @returns the JSON object
  63062. */
  63063. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63064. var serializationObject = _super.prototype.serialize.call(this);
  63065. serializationObject.direction1 = this.direction1.asArray();
  63066. serializationObject.direction2 = this.direction2.asArray();
  63067. return serializationObject;
  63068. };
  63069. /**
  63070. * Parse properties from a JSON object
  63071. * @param serializationObject defines the JSON object
  63072. */
  63073. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63074. _super.prototype.parse.call(this, serializationObject);
  63075. this.direction1.copyFrom(serializationObject.direction1);
  63076. this.direction2.copyFrom(serializationObject.direction2);
  63077. };
  63078. return SphereDirectedParticleEmitter;
  63079. }(SphereParticleEmitter));
  63080. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63081. })(BABYLON || (BABYLON = {}));
  63082. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63083. var BABYLON;
  63084. (function (BABYLON) {
  63085. /**
  63086. * Particle emitter emitting particles from the inside of a hemisphere.
  63087. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63088. */
  63089. var HemisphericParticleEmitter = /** @class */ (function () {
  63090. /**
  63091. * Creates a new instance HemisphericParticleEmitter
  63092. * @param radius the radius of the emission hemisphere (1 by default)
  63093. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63094. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63095. */
  63096. function HemisphericParticleEmitter(
  63097. /**
  63098. * The radius of the emission hemisphere.
  63099. */
  63100. radius,
  63101. /**
  63102. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63103. */
  63104. radiusRange,
  63105. /**
  63106. * How much to randomize the particle direction [0-1].
  63107. */
  63108. directionRandomizer) {
  63109. if (radius === void 0) { radius = 1; }
  63110. if (radiusRange === void 0) { radiusRange = 1; }
  63111. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63112. this.radius = radius;
  63113. this.radiusRange = radiusRange;
  63114. this.directionRandomizer = directionRandomizer;
  63115. }
  63116. /**
  63117. * Called by the particle System when the direction is computed for the created particle.
  63118. * @param worldMatrix is the world matrix of the particle system
  63119. * @param directionToUpdate is the direction vector to update with the result
  63120. * @param particle is the particle we are computed the direction for
  63121. */
  63122. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63123. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63124. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63125. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63126. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63127. direction.x += randX;
  63128. direction.y += randY;
  63129. direction.z += randZ;
  63130. direction.normalize();
  63131. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63132. };
  63133. /**
  63134. * Called by the particle System when the position is computed for the created particle.
  63135. * @param worldMatrix is the world matrix of the particle system
  63136. * @param positionToUpdate is the position vector to update with the result
  63137. * @param particle is the particle we are computed the position for
  63138. */
  63139. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63140. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63141. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63142. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63143. var theta = Math.acos(2 * v - 1);
  63144. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63145. var randY = randRadius * Math.cos(theta);
  63146. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63147. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63148. };
  63149. /**
  63150. * Clones the current emitter and returns a copy of it
  63151. * @returns the new emitter
  63152. */
  63153. HemisphericParticleEmitter.prototype.clone = function () {
  63154. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63155. BABYLON.Tools.DeepCopy(this, newOne);
  63156. return newOne;
  63157. };
  63158. /**
  63159. * Called by the GPUParticleSystem to setup the update shader
  63160. * @param effect defines the update shader
  63161. */
  63162. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63163. effect.setFloat("radius", this.radius);
  63164. effect.setFloat("radiusRange", this.radiusRange);
  63165. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63166. };
  63167. /**
  63168. * Returns a string to use to update the GPU particles update shader
  63169. * @returns a string containng the defines string
  63170. */
  63171. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63172. return "#define HEMISPHERICEMITTER";
  63173. };
  63174. /**
  63175. * Returns the string "HemisphericParticleEmitter"
  63176. * @returns a string containing the class name
  63177. */
  63178. HemisphericParticleEmitter.prototype.getClassName = function () {
  63179. return "HemisphericParticleEmitter";
  63180. };
  63181. /**
  63182. * Serializes the particle system to a JSON object.
  63183. * @returns the JSON object
  63184. */
  63185. HemisphericParticleEmitter.prototype.serialize = function () {
  63186. var serializationObject = {};
  63187. serializationObject.type = this.getClassName();
  63188. serializationObject.radius = this.radius;
  63189. serializationObject.radiusRange = this.radiusRange;
  63190. serializationObject.directionRandomizer = this.directionRandomizer;
  63191. return serializationObject;
  63192. };
  63193. /**
  63194. * Parse properties from a JSON object
  63195. * @param serializationObject defines the JSON object
  63196. */
  63197. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63198. this.radius = serializationObject.radius;
  63199. this.radiusRange = serializationObject.radiusRange;
  63200. this.directionRandomizer = serializationObject.directionRandomizer;
  63201. };
  63202. return HemisphericParticleEmitter;
  63203. }());
  63204. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63205. })(BABYLON || (BABYLON = {}));
  63206. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63207. var BABYLON;
  63208. (function (BABYLON) {
  63209. /**
  63210. * Particle emitter emitting particles from a point.
  63211. * It emits the particles randomly between 2 given directions.
  63212. */
  63213. var PointParticleEmitter = /** @class */ (function () {
  63214. /**
  63215. * Creates a new instance PointParticleEmitter
  63216. */
  63217. function PointParticleEmitter() {
  63218. /**
  63219. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63220. */
  63221. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63222. /**
  63223. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63224. */
  63225. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63226. }
  63227. /**
  63228. * Called by the particle System when the direction is computed for the created particle.
  63229. * @param worldMatrix is the world matrix of the particle system
  63230. * @param directionToUpdate is the direction vector to update with the result
  63231. * @param particle is the particle we are computed the direction for
  63232. */
  63233. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63234. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63235. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63236. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63237. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63238. };
  63239. /**
  63240. * Called by the particle System when the position is computed for the created particle.
  63241. * @param worldMatrix is the world matrix of the particle system
  63242. * @param positionToUpdate is the position vector to update with the result
  63243. * @param particle is the particle we are computed the position for
  63244. */
  63245. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63246. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63247. };
  63248. /**
  63249. * Clones the current emitter and returns a copy of it
  63250. * @returns the new emitter
  63251. */
  63252. PointParticleEmitter.prototype.clone = function () {
  63253. var newOne = new PointParticleEmitter();
  63254. BABYLON.Tools.DeepCopy(this, newOne);
  63255. return newOne;
  63256. };
  63257. /**
  63258. * Called by the GPUParticleSystem to setup the update shader
  63259. * @param effect defines the update shader
  63260. */
  63261. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63262. effect.setVector3("direction1", this.direction1);
  63263. effect.setVector3("direction2", this.direction2);
  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. PointParticleEmitter.prototype.getEffectDefines = function () {
  63270. return "#define POINTEMITTER";
  63271. };
  63272. /**
  63273. * Returns the string "PointParticleEmitter"
  63274. * @returns a string containing the class name
  63275. */
  63276. PointParticleEmitter.prototype.getClassName = function () {
  63277. return "PointParticleEmitter";
  63278. };
  63279. /**
  63280. * Serializes the particle system to a JSON object.
  63281. * @returns the JSON object
  63282. */
  63283. PointParticleEmitter.prototype.serialize = function () {
  63284. var serializationObject = {};
  63285. serializationObject.type = this.getClassName();
  63286. serializationObject.direction1 = this.direction1.asArray();
  63287. serializationObject.direction2 = this.direction2.asArray();
  63288. return serializationObject;
  63289. };
  63290. /**
  63291. * Parse properties from a JSON object
  63292. * @param serializationObject defines the JSON object
  63293. */
  63294. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63295. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63296. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63297. };
  63298. return PointParticleEmitter;
  63299. }());
  63300. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63301. })(BABYLON || (BABYLON = {}));
  63302. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63303. var BABYLON;
  63304. (function (BABYLON) {
  63305. // Adds the parsers to the scene parsers.
  63306. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63307. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63308. if (!individualParser) {
  63309. return;
  63310. }
  63311. // Particles Systems
  63312. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63313. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63314. var parsedParticleSystem = parsedData.particleSystems[index];
  63315. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63316. }
  63317. }
  63318. });
  63319. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63320. if (parsedParticleSystem.activeParticleCount) {
  63321. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63322. return ps;
  63323. }
  63324. else {
  63325. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63326. return ps;
  63327. }
  63328. });
  63329. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63330. if (uniformsNames === void 0) { uniformsNames = []; }
  63331. if (samplers === void 0) { samplers = []; }
  63332. if (defines === void 0) { defines = ""; }
  63333. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63334. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63335. if (defines.indexOf(" BILLBOARD") === -1) {
  63336. defines += "\n#define BILLBOARD\n";
  63337. }
  63338. if (samplers.indexOf("diffuseSampler") === -1) {
  63339. samplers.push("diffuseSampler");
  63340. }
  63341. return this.createEffect({
  63342. vertex: "particles",
  63343. fragmentElement: fragmentName
  63344. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63345. };
  63346. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63347. var results = new Array();
  63348. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63349. var particleSystem = this.getScene().particleSystems[index];
  63350. if (particleSystem.emitter === this) {
  63351. results.push(particleSystem);
  63352. }
  63353. }
  63354. return results;
  63355. };
  63356. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63357. var results = new Array();
  63358. var descendants = this.getDescendants();
  63359. descendants.push(this);
  63360. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63361. var particleSystem = this.getScene().particleSystems[index];
  63362. var emitter = particleSystem.emitter;
  63363. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63364. results.push(particleSystem);
  63365. }
  63366. }
  63367. return results;
  63368. };
  63369. })(BABYLON || (BABYLON = {}));
  63370. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  63371. var BABYLON;
  63372. (function (BABYLON) {
  63373. /**
  63374. * Type of sub emitter
  63375. */
  63376. var SubEmitterType;
  63377. (function (SubEmitterType) {
  63378. /**
  63379. * Attached to the particle over it's lifetime
  63380. */
  63381. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63382. /**
  63383. * Created when the particle dies
  63384. */
  63385. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  63386. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  63387. /**
  63388. * Sub emitter class used to emit particles from an existing particle
  63389. */
  63390. var SubEmitter = /** @class */ (function () {
  63391. /**
  63392. * Creates a sub emitter
  63393. * @param particleSystem the particle system to be used by the sub emitter
  63394. */
  63395. function SubEmitter(
  63396. /**
  63397. * the particle system to be used by the sub emitter
  63398. */
  63399. particleSystem) {
  63400. this.particleSystem = particleSystem;
  63401. /**
  63402. * Type of the submitter (Default: END)
  63403. */
  63404. this.type = SubEmitterType.END;
  63405. /**
  63406. * 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)
  63407. * Note: This only is supported when using an emitter of type Mesh
  63408. */
  63409. this.inheritDirection = false;
  63410. /**
  63411. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  63412. */
  63413. this.inheritedVelocityAmount = 0;
  63414. // Create mesh as emitter to support rotation
  63415. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  63416. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  63417. }
  63418. // Automatically dispose of subemitter when system is disposed
  63419. particleSystem.onDisposeObservable.add(function () {
  63420. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  63421. particleSystem.emitter.dispose();
  63422. }
  63423. });
  63424. }
  63425. /**
  63426. * Clones the sub emitter
  63427. * @returns the cloned sub emitter
  63428. */
  63429. SubEmitter.prototype.clone = function () {
  63430. // Clone particle system
  63431. var emitter = this.particleSystem.emitter;
  63432. if (!emitter) {
  63433. emitter = new BABYLON.Vector3();
  63434. }
  63435. else if (emitter instanceof BABYLON.Vector3) {
  63436. emitter = emitter.clone();
  63437. }
  63438. else if (emitter instanceof BABYLON.AbstractMesh) {
  63439. emitter = new BABYLON.Mesh("", emitter.getScene());
  63440. emitter.isVisible = false;
  63441. }
  63442. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  63443. // Clone properties
  63444. clone.type = this.type;
  63445. clone.inheritDirection = this.inheritDirection;
  63446. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63447. clone.particleSystem._disposeEmitterOnDispose = true;
  63448. clone.particleSystem.disposeOnStop = true;
  63449. return clone;
  63450. };
  63451. /**
  63452. * Serialize current object to a JSON object
  63453. * @returns the serialized object
  63454. */
  63455. SubEmitter.prototype.serialize = function () {
  63456. var serializationObject = {};
  63457. serializationObject.type = this.type;
  63458. serializationObject.inheritDirection = this.inheritDirection;
  63459. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63460. serializationObject.particleSystem = this.particleSystem.serialize();
  63461. return serializationObject;
  63462. };
  63463. /**
  63464. * Creates a new SubEmitter from a serialized JSON version
  63465. * @param serializationObject defines the JSON object to read from
  63466. * @param scene defines the hosting scene
  63467. * @param rootUrl defines the rootUrl for data loading
  63468. * @returns a new SubEmitter
  63469. */
  63470. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  63471. var system = serializationObject.particleSystem;
  63472. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  63473. subEmitter.type = serializationObject.type;
  63474. subEmitter.inheritDirection = serializationObject.inheritDirection;
  63475. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  63476. subEmitter.particleSystem._isSubEmitter = true;
  63477. return subEmitter;
  63478. };
  63479. /** Release associated resources */
  63480. SubEmitter.prototype.dispose = function () {
  63481. this.particleSystem.dispose();
  63482. };
  63483. return SubEmitter;
  63484. }());
  63485. BABYLON.SubEmitter = SubEmitter;
  63486. })(BABYLON || (BABYLON = {}));
  63487. //# sourceMappingURL=babylon.subEmitter.js.map
  63488. var BABYLON;
  63489. (function (BABYLON) {
  63490. /**
  63491. * 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.
  63492. *
  63493. * This returned material effects how the mesh will look based on the code in the shaders.
  63494. *
  63495. * @see http://doc.babylonjs.com/how_to/shader_material
  63496. */
  63497. var ShaderMaterial = /** @class */ (function (_super) {
  63498. __extends(ShaderMaterial, _super);
  63499. /**
  63500. * Instantiate a new shader material.
  63501. * 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.
  63502. * This returned material effects how the mesh will look based on the code in the shaders.
  63503. * @see http://doc.babylonjs.com/how_to/shader_material
  63504. * @param name Define the name of the material in the scene
  63505. * @param scene Define the scene the material belongs to
  63506. * @param shaderPath Defines the route to the shader code in one of three ways:
  63507. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  63508. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  63509. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  63510. * @param options Define the options used to create the shader
  63511. */
  63512. function ShaderMaterial(name, scene, shaderPath, options) {
  63513. if (options === void 0) { options = {}; }
  63514. var _this = _super.call(this, name, scene) || this;
  63515. _this._textures = {};
  63516. _this._textureArrays = {};
  63517. _this._floats = {};
  63518. _this._ints = {};
  63519. _this._floatsArrays = {};
  63520. _this._colors3 = {};
  63521. _this._colors3Arrays = {};
  63522. _this._colors4 = {};
  63523. _this._vectors2 = {};
  63524. _this._vectors3 = {};
  63525. _this._vectors4 = {};
  63526. _this._matrices = {};
  63527. _this._matrices3x3 = {};
  63528. _this._matrices2x2 = {};
  63529. _this._vectors2Arrays = {};
  63530. _this._vectors3Arrays = {};
  63531. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  63532. _this._shaderPath = shaderPath;
  63533. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  63534. return _this;
  63535. }
  63536. /**
  63537. * Gets the current class name of the material e.g. "ShaderMaterial"
  63538. * Mainly use in serialization.
  63539. * @returns the class name
  63540. */
  63541. ShaderMaterial.prototype.getClassName = function () {
  63542. return "ShaderMaterial";
  63543. };
  63544. /**
  63545. * Specifies if the material will require alpha blending
  63546. * @returns a boolean specifying if alpha blending is needed
  63547. */
  63548. ShaderMaterial.prototype.needAlphaBlending = function () {
  63549. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  63550. };
  63551. /**
  63552. * Specifies if this material should be rendered in alpha test mode
  63553. * @returns a boolean specifying if an alpha test is needed.
  63554. */
  63555. ShaderMaterial.prototype.needAlphaTesting = function () {
  63556. return this._options.needAlphaTesting;
  63557. };
  63558. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  63559. if (this._options.uniforms.indexOf(uniformName) === -1) {
  63560. this._options.uniforms.push(uniformName);
  63561. }
  63562. };
  63563. /**
  63564. * Set a texture in the shader.
  63565. * @param name Define the name of the uniform samplers as defined in the shader
  63566. * @param texture Define the texture to bind to this sampler
  63567. * @return the material itself allowing "fluent" like uniform updates
  63568. */
  63569. ShaderMaterial.prototype.setTexture = function (name, texture) {
  63570. if (this._options.samplers.indexOf(name) === -1) {
  63571. this._options.samplers.push(name);
  63572. }
  63573. this._textures[name] = texture;
  63574. return this;
  63575. };
  63576. /**
  63577. * Set a texture array in the shader.
  63578. * @param name Define the name of the uniform sampler array as defined in the shader
  63579. * @param textures Define the list of textures to bind to this sampler
  63580. * @return the material itself allowing "fluent" like uniform updates
  63581. */
  63582. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  63583. if (this._options.samplers.indexOf(name) === -1) {
  63584. this._options.samplers.push(name);
  63585. }
  63586. this._checkUniform(name);
  63587. this._textureArrays[name] = textures;
  63588. return this;
  63589. };
  63590. /**
  63591. * Set a float in the shader.
  63592. * @param name Define the name of the uniform as defined in the shader
  63593. * @param value Define the value to give to the uniform
  63594. * @return the material itself allowing "fluent" like uniform updates
  63595. */
  63596. ShaderMaterial.prototype.setFloat = function (name, value) {
  63597. this._checkUniform(name);
  63598. this._floats[name] = value;
  63599. return this;
  63600. };
  63601. /**
  63602. * Set a int in the shader.
  63603. * @param name Define the name of the uniform as defined in the shader
  63604. * @param value Define the value to give to the uniform
  63605. * @return the material itself allowing "fluent" like uniform updates
  63606. */
  63607. ShaderMaterial.prototype.setInt = function (name, value) {
  63608. this._checkUniform(name);
  63609. this._ints[name] = value;
  63610. return this;
  63611. };
  63612. /**
  63613. * Set an array of floats in the shader.
  63614. * @param name Define the name of the uniform as defined in the shader
  63615. * @param value Define the value to give to the uniform
  63616. * @return the material itself allowing "fluent" like uniform updates
  63617. */
  63618. ShaderMaterial.prototype.setFloats = function (name, value) {
  63619. this._checkUniform(name);
  63620. this._floatsArrays[name] = value;
  63621. return this;
  63622. };
  63623. /**
  63624. * Set a vec3 in the shader from a Color3.
  63625. * @param name Define the name of the uniform as defined in the shader
  63626. * @param value Define the value to give to the uniform
  63627. * @return the material itself allowing "fluent" like uniform updates
  63628. */
  63629. ShaderMaterial.prototype.setColor3 = function (name, value) {
  63630. this._checkUniform(name);
  63631. this._colors3[name] = value;
  63632. return this;
  63633. };
  63634. /**
  63635. * Set a vec3 array in the shader from a Color3 array.
  63636. * @param name Define the name of the uniform as defined in the shader
  63637. * @param value Define the value to give to the uniform
  63638. * @return the material itself allowing "fluent" like uniform updates
  63639. */
  63640. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  63641. this._checkUniform(name);
  63642. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  63643. color.toArray(arr, arr.length);
  63644. return arr;
  63645. }, []);
  63646. return this;
  63647. };
  63648. /**
  63649. * Set a vec4 in the shader from a Color4.
  63650. * @param name Define the name of the uniform as defined in the shader
  63651. * @param value Define the value to give to the uniform
  63652. * @return the material itself allowing "fluent" like uniform updates
  63653. */
  63654. ShaderMaterial.prototype.setColor4 = function (name, value) {
  63655. this._checkUniform(name);
  63656. this._colors4[name] = value;
  63657. return this;
  63658. };
  63659. /**
  63660. * Set a vec2 in the shader from a Vector2.
  63661. * @param name Define the name of the uniform as defined in the shader
  63662. * @param value Define the value to give to the uniform
  63663. * @return the material itself allowing "fluent" like uniform updates
  63664. */
  63665. ShaderMaterial.prototype.setVector2 = function (name, value) {
  63666. this._checkUniform(name);
  63667. this._vectors2[name] = value;
  63668. return this;
  63669. };
  63670. /**
  63671. * Set a vec3 in the shader from a Vector3.
  63672. * @param name Define the name of the uniform as defined in the shader
  63673. * @param value Define the value to give to the uniform
  63674. * @return the material itself allowing "fluent" like uniform updates
  63675. */
  63676. ShaderMaterial.prototype.setVector3 = function (name, value) {
  63677. this._checkUniform(name);
  63678. this._vectors3[name] = value;
  63679. return this;
  63680. };
  63681. /**
  63682. * Set a vec4 in the shader from a Vector4.
  63683. * @param name Define the name of the uniform as defined in the shader
  63684. * @param value Define the value to give to the uniform
  63685. * @return the material itself allowing "fluent" like uniform updates
  63686. */
  63687. ShaderMaterial.prototype.setVector4 = function (name, value) {
  63688. this._checkUniform(name);
  63689. this._vectors4[name] = value;
  63690. return this;
  63691. };
  63692. /**
  63693. * Set a mat4 in the shader from a Matrix.
  63694. * @param name Define the name of the uniform as defined in the shader
  63695. * @param value Define the value to give to the uniform
  63696. * @return the material itself allowing "fluent" like uniform updates
  63697. */
  63698. ShaderMaterial.prototype.setMatrix = function (name, value) {
  63699. this._checkUniform(name);
  63700. this._matrices[name] = value;
  63701. return this;
  63702. };
  63703. /**
  63704. * Set a mat3 in the shader from a Float32Array.
  63705. * @param name Define the name of the uniform as defined in the shader
  63706. * @param value Define the value to give to the uniform
  63707. * @return the material itself allowing "fluent" like uniform updates
  63708. */
  63709. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  63710. this._checkUniform(name);
  63711. this._matrices3x3[name] = value;
  63712. return this;
  63713. };
  63714. /**
  63715. * Set a mat2 in the shader from a Float32Array.
  63716. * @param name Define the name of the uniform as defined in the shader
  63717. * @param value Define the value to give to the uniform
  63718. * @return the material itself allowing "fluent" like uniform updates
  63719. */
  63720. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  63721. this._checkUniform(name);
  63722. this._matrices2x2[name] = value;
  63723. return this;
  63724. };
  63725. /**
  63726. * Set a vec2 array in the shader from a number array.
  63727. * @param name Define the name of the uniform as defined in the shader
  63728. * @param value Define the value to give to the uniform
  63729. * @return the material itself allowing "fluent" like uniform updates
  63730. */
  63731. ShaderMaterial.prototype.setArray2 = function (name, value) {
  63732. this._checkUniform(name);
  63733. this._vectors2Arrays[name] = value;
  63734. return this;
  63735. };
  63736. /**
  63737. * Set a vec3 array in the shader from a number array.
  63738. * @param name Define the name of the uniform as defined in the shader
  63739. * @param value Define the value to give to the uniform
  63740. * @return the material itself allowing "fluent" like uniform updates
  63741. */
  63742. ShaderMaterial.prototype.setArray3 = function (name, value) {
  63743. this._checkUniform(name);
  63744. this._vectors3Arrays[name] = value;
  63745. return this;
  63746. };
  63747. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  63748. if (!mesh) {
  63749. return true;
  63750. }
  63751. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  63752. return false;
  63753. }
  63754. return false;
  63755. };
  63756. /**
  63757. * Checks if the material is ready to render the requested mesh
  63758. * @param mesh Define the mesh to render
  63759. * @param useInstances Define whether or not the material is used with instances
  63760. * @returns true if ready, otherwise false
  63761. */
  63762. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  63763. var scene = this.getScene();
  63764. var engine = scene.getEngine();
  63765. if (!this.checkReadyOnEveryCall) {
  63766. if (this._renderId === scene.getRenderId()) {
  63767. if (this._checkCache(scene, mesh, useInstances)) {
  63768. return true;
  63769. }
  63770. }
  63771. }
  63772. // Instances
  63773. var defines = [];
  63774. var attribs = [];
  63775. var fallbacks = new BABYLON.EffectFallbacks();
  63776. for (var index = 0; index < this._options.defines.length; index++) {
  63777. defines.push(this._options.defines[index]);
  63778. }
  63779. for (var index = 0; index < this._options.attributes.length; index++) {
  63780. attribs.push(this._options.attributes[index]);
  63781. }
  63782. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  63783. attribs.push(BABYLON.VertexBuffer.ColorKind);
  63784. defines.push("#define VERTEXCOLOR");
  63785. }
  63786. if (useInstances) {
  63787. defines.push("#define INSTANCES");
  63788. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  63789. }
  63790. // Bones
  63791. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  63792. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  63793. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  63794. if (mesh.numBoneInfluencers > 4) {
  63795. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  63796. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  63797. }
  63798. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  63799. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  63800. fallbacks.addCPUSkinningFallback(0, mesh);
  63801. if (this._options.uniforms.indexOf("mBones") === -1) {
  63802. this._options.uniforms.push("mBones");
  63803. }
  63804. }
  63805. else {
  63806. defines.push("#define NUM_BONE_INFLUENCERS 0");
  63807. }
  63808. // Textures
  63809. for (var name in this._textures) {
  63810. if (!this._textures[name].isReady()) {
  63811. return false;
  63812. }
  63813. }
  63814. // Alpha test
  63815. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  63816. defines.push("#define ALPHATEST");
  63817. }
  63818. var previousEffect = this._effect;
  63819. var join = defines.join("\n");
  63820. this._effect = engine.createEffect(this._shaderPath, {
  63821. attributes: attribs,
  63822. uniformsNames: this._options.uniforms,
  63823. uniformBuffersNames: this._options.uniformBuffers,
  63824. samplers: this._options.samplers,
  63825. defines: join,
  63826. fallbacks: fallbacks,
  63827. onCompiled: this.onCompiled,
  63828. onError: this.onError
  63829. }, engine);
  63830. if (!this._effect.isReady()) {
  63831. return false;
  63832. }
  63833. if (previousEffect !== this._effect) {
  63834. scene.resetCachedMaterial();
  63835. }
  63836. this._renderId = scene.getRenderId();
  63837. return true;
  63838. };
  63839. /**
  63840. * Binds the world matrix to the material
  63841. * @param world defines the world transformation matrix
  63842. */
  63843. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  63844. var scene = this.getScene();
  63845. if (!this._effect) {
  63846. return;
  63847. }
  63848. if (this._options.uniforms.indexOf("world") !== -1) {
  63849. this._effect.setMatrix("world", world);
  63850. }
  63851. if (this._options.uniforms.indexOf("worldView") !== -1) {
  63852. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  63853. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  63854. }
  63855. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  63856. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  63857. }
  63858. };
  63859. /**
  63860. * Binds the material to the mesh
  63861. * @param world defines the world transformation matrix
  63862. * @param mesh defines the mesh to bind the material to
  63863. */
  63864. ShaderMaterial.prototype.bind = function (world, mesh) {
  63865. // Std values
  63866. this.bindOnlyWorldMatrix(world);
  63867. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  63868. if (this._options.uniforms.indexOf("view") !== -1) {
  63869. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  63870. }
  63871. if (this._options.uniforms.indexOf("projection") !== -1) {
  63872. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  63873. }
  63874. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  63875. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  63876. }
  63877. // Bones
  63878. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  63879. var name;
  63880. // Texture
  63881. for (name in this._textures) {
  63882. this._effect.setTexture(name, this._textures[name]);
  63883. }
  63884. // Texture arrays
  63885. for (name in this._textureArrays) {
  63886. this._effect.setTextureArray(name, this._textureArrays[name]);
  63887. }
  63888. // Int
  63889. for (name in this._ints) {
  63890. this._effect.setInt(name, this._ints[name]);
  63891. }
  63892. // Float
  63893. for (name in this._floats) {
  63894. this._effect.setFloat(name, this._floats[name]);
  63895. }
  63896. // Floats
  63897. for (name in this._floatsArrays) {
  63898. this._effect.setArray(name, this._floatsArrays[name]);
  63899. }
  63900. // Color3
  63901. for (name in this._colors3) {
  63902. this._effect.setColor3(name, this._colors3[name]);
  63903. }
  63904. for (name in this._colors3Arrays) {
  63905. this._effect.setArray3(name, this._colors3Arrays[name]);
  63906. }
  63907. // Color4
  63908. for (name in this._colors4) {
  63909. var color = this._colors4[name];
  63910. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  63911. }
  63912. // Vector2
  63913. for (name in this._vectors2) {
  63914. this._effect.setVector2(name, this._vectors2[name]);
  63915. }
  63916. // Vector3
  63917. for (name in this._vectors3) {
  63918. this._effect.setVector3(name, this._vectors3[name]);
  63919. }
  63920. // Vector4
  63921. for (name in this._vectors4) {
  63922. this._effect.setVector4(name, this._vectors4[name]);
  63923. }
  63924. // Matrix
  63925. for (name in this._matrices) {
  63926. this._effect.setMatrix(name, this._matrices[name]);
  63927. }
  63928. // Matrix 3x3
  63929. for (name in this._matrices3x3) {
  63930. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  63931. }
  63932. // Matrix 2x2
  63933. for (name in this._matrices2x2) {
  63934. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  63935. }
  63936. // Vector2Array
  63937. for (name in this._vectors2Arrays) {
  63938. this._effect.setArray2(name, this._vectors2Arrays[name]);
  63939. }
  63940. // Vector3Array
  63941. for (name in this._vectors3Arrays) {
  63942. this._effect.setArray3(name, this._vectors3Arrays[name]);
  63943. }
  63944. }
  63945. this._afterBind(mesh);
  63946. };
  63947. /**
  63948. * Gets the active textures from the material
  63949. * @returns an array of textures
  63950. */
  63951. ShaderMaterial.prototype.getActiveTextures = function () {
  63952. var activeTextures = _super.prototype.getActiveTextures.call(this);
  63953. for (var name in this._textures) {
  63954. activeTextures.push(this._textures[name]);
  63955. }
  63956. for (var name in this._textureArrays) {
  63957. var array = this._textureArrays[name];
  63958. for (var index = 0; index < array.length; index++) {
  63959. activeTextures.push(array[index]);
  63960. }
  63961. }
  63962. return activeTextures;
  63963. };
  63964. /**
  63965. * Specifies if the material uses a texture
  63966. * @param texture defines the texture to check against the material
  63967. * @returns a boolean specifying if the material uses the texture
  63968. */
  63969. ShaderMaterial.prototype.hasTexture = function (texture) {
  63970. if (_super.prototype.hasTexture.call(this, texture)) {
  63971. return true;
  63972. }
  63973. for (var name in this._textures) {
  63974. if (this._textures[name] === texture) {
  63975. return true;
  63976. }
  63977. }
  63978. for (var name in this._textureArrays) {
  63979. var array = this._textureArrays[name];
  63980. for (var index = 0; index < array.length; index++) {
  63981. if (array[index] === texture) {
  63982. return true;
  63983. }
  63984. }
  63985. }
  63986. return false;
  63987. };
  63988. /**
  63989. * Makes a duplicate of the material, and gives it a new name
  63990. * @param name defines the new name for the duplicated material
  63991. * @returns the cloned material
  63992. */
  63993. ShaderMaterial.prototype.clone = function (name) {
  63994. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  63995. return newShaderMaterial;
  63996. };
  63997. /**
  63998. * Disposes the material
  63999. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64000. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64001. */
  64002. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  64003. if (forceDisposeTextures) {
  64004. var name;
  64005. for (name in this._textures) {
  64006. this._textures[name].dispose();
  64007. }
  64008. for (name in this._textureArrays) {
  64009. var array = this._textureArrays[name];
  64010. for (var index = 0; index < array.length; index++) {
  64011. array[index].dispose();
  64012. }
  64013. }
  64014. }
  64015. this._textures = {};
  64016. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  64017. };
  64018. /**
  64019. * Serializes this material in a JSON representation
  64020. * @returns the serialized material object
  64021. */
  64022. ShaderMaterial.prototype.serialize = function () {
  64023. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64024. serializationObject.customType = "BABYLON.ShaderMaterial";
  64025. serializationObject.options = this._options;
  64026. serializationObject.shaderPath = this._shaderPath;
  64027. var name;
  64028. // Texture
  64029. serializationObject.textures = {};
  64030. for (name in this._textures) {
  64031. serializationObject.textures[name] = this._textures[name].serialize();
  64032. }
  64033. // Texture arrays
  64034. serializationObject.textureArrays = {};
  64035. for (name in this._textureArrays) {
  64036. serializationObject.textureArrays[name] = [];
  64037. var array = this._textureArrays[name];
  64038. for (var index = 0; index < array.length; index++) {
  64039. serializationObject.textureArrays[name].push(array[index].serialize());
  64040. }
  64041. }
  64042. // Float
  64043. serializationObject.floats = {};
  64044. for (name in this._floats) {
  64045. serializationObject.floats[name] = this._floats[name];
  64046. }
  64047. // Float s
  64048. serializationObject.FloatArrays = {};
  64049. for (name in this._floatsArrays) {
  64050. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64051. }
  64052. // Color3
  64053. serializationObject.colors3 = {};
  64054. for (name in this._colors3) {
  64055. serializationObject.colors3[name] = this._colors3[name].asArray();
  64056. }
  64057. // Color3 array
  64058. serializationObject.colors3Arrays = {};
  64059. for (name in this._colors3Arrays) {
  64060. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64061. }
  64062. // Color4
  64063. serializationObject.colors4 = {};
  64064. for (name in this._colors4) {
  64065. serializationObject.colors4[name] = this._colors4[name].asArray();
  64066. }
  64067. // Vector2
  64068. serializationObject.vectors2 = {};
  64069. for (name in this._vectors2) {
  64070. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64071. }
  64072. // Vector3
  64073. serializationObject.vectors3 = {};
  64074. for (name in this._vectors3) {
  64075. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64076. }
  64077. // Vector4
  64078. serializationObject.vectors4 = {};
  64079. for (name in this._vectors4) {
  64080. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64081. }
  64082. // Matrix
  64083. serializationObject.matrices = {};
  64084. for (name in this._matrices) {
  64085. serializationObject.matrices[name] = this._matrices[name].asArray();
  64086. }
  64087. // Matrix 3x3
  64088. serializationObject.matrices3x3 = {};
  64089. for (name in this._matrices3x3) {
  64090. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64091. }
  64092. // Matrix 2x2
  64093. serializationObject.matrices2x2 = {};
  64094. for (name in this._matrices2x2) {
  64095. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64096. }
  64097. // Vector2Array
  64098. serializationObject.vectors2Arrays = {};
  64099. for (name in this._vectors2Arrays) {
  64100. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64101. }
  64102. // Vector3Array
  64103. serializationObject.vectors3Arrays = {};
  64104. for (name in this._vectors3Arrays) {
  64105. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64106. }
  64107. return serializationObject;
  64108. };
  64109. /**
  64110. * Creates a shader material from parsed shader material data
  64111. * @param source defines the JSON represnetation of the material
  64112. * @param scene defines the hosting scene
  64113. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64114. * @returns a new material
  64115. */
  64116. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64117. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64118. var name;
  64119. // Texture
  64120. for (name in source.textures) {
  64121. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64122. }
  64123. // Texture arrays
  64124. for (name in source.textureArrays) {
  64125. var array = source.textureArrays[name];
  64126. var textureArray = new Array();
  64127. for (var index = 0; index < array.length; index++) {
  64128. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64129. }
  64130. material.setTextureArray(name, textureArray);
  64131. }
  64132. // Float
  64133. for (name in source.floats) {
  64134. material.setFloat(name, source.floats[name]);
  64135. }
  64136. // Float s
  64137. for (name in source.floatsArrays) {
  64138. material.setFloats(name, source.floatsArrays[name]);
  64139. }
  64140. // Color3
  64141. for (name in source.colors3) {
  64142. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64143. }
  64144. // Color3 arrays
  64145. for (name in source.colors3Arrays) {
  64146. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64147. if (i % 3 === 0) {
  64148. arr.push([num]);
  64149. }
  64150. else {
  64151. arr[arr.length - 1].push(num);
  64152. }
  64153. return arr;
  64154. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64155. material.setColor3Array(name, colors);
  64156. }
  64157. // Color4
  64158. for (name in source.colors4) {
  64159. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64160. }
  64161. // Vector2
  64162. for (name in source.vectors2) {
  64163. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64164. }
  64165. // Vector3
  64166. for (name in source.vectors3) {
  64167. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64168. }
  64169. // Vector4
  64170. for (name in source.vectors4) {
  64171. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64172. }
  64173. // Matrix
  64174. for (name in source.matrices) {
  64175. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64176. }
  64177. // Matrix 3x3
  64178. for (name in source.matrices3x3) {
  64179. material.setMatrix3x3(name, source.matrices3x3[name]);
  64180. }
  64181. // Matrix 2x2
  64182. for (name in source.matrices2x2) {
  64183. material.setMatrix2x2(name, source.matrices2x2[name]);
  64184. }
  64185. // Vector2Array
  64186. for (name in source.vectors2Arrays) {
  64187. material.setArray2(name, source.vectors2Arrays[name]);
  64188. }
  64189. // Vector3Array
  64190. for (name in source.vectors3Arrays) {
  64191. material.setArray3(name, source.vectors3Arrays[name]);
  64192. }
  64193. return material;
  64194. };
  64195. return ShaderMaterial;
  64196. }(BABYLON.Material));
  64197. BABYLON.ShaderMaterial = ShaderMaterial;
  64198. })(BABYLON || (BABYLON = {}));
  64199. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64200. var BABYLON;
  64201. (function (BABYLON) {
  64202. /**
  64203. * Mesh representing the gorund
  64204. */
  64205. var GroundMesh = /** @class */ (function (_super) {
  64206. __extends(GroundMesh, _super);
  64207. function GroundMesh(name, scene) {
  64208. var _this = _super.call(this, name, scene) || this;
  64209. /** If octree should be generated */
  64210. _this.generateOctree = false;
  64211. return _this;
  64212. }
  64213. /**
  64214. * "GroundMesh"
  64215. * @returns "GroundMesh"
  64216. */
  64217. GroundMesh.prototype.getClassName = function () {
  64218. return "GroundMesh";
  64219. };
  64220. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64221. /**
  64222. * The minimum of x and y subdivisions
  64223. */
  64224. get: function () {
  64225. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64226. },
  64227. enumerable: true,
  64228. configurable: true
  64229. });
  64230. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64231. /**
  64232. * X subdivisions
  64233. */
  64234. get: function () {
  64235. return this._subdivisionsX;
  64236. },
  64237. enumerable: true,
  64238. configurable: true
  64239. });
  64240. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64241. /**
  64242. * Y subdivisions
  64243. */
  64244. get: function () {
  64245. return this._subdivisionsY;
  64246. },
  64247. enumerable: true,
  64248. configurable: true
  64249. });
  64250. /**
  64251. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64252. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64253. * @param chunksCount the number of subdivisions for x and y
  64254. * @param octreeBlocksSize (Default: 32)
  64255. */
  64256. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64257. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64258. this._subdivisionsX = chunksCount;
  64259. this._subdivisionsY = chunksCount;
  64260. this.subdivide(chunksCount);
  64261. // Call the octree system optimization if it is defined.
  64262. var thisAsAny = this;
  64263. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64264. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64265. }
  64266. };
  64267. /**
  64268. * Returns a height (y) value in the Worl system :
  64269. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64270. * @param x x coordinate
  64271. * @param z z coordinate
  64272. * @returns the ground y position if (x, z) are outside the ground surface.
  64273. */
  64274. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64275. var world = this.getWorldMatrix();
  64276. var invMat = BABYLON.Tmp.Matrix[5];
  64277. world.invertToRef(invMat);
  64278. var tmpVect = BABYLON.Tmp.Vector3[8];
  64279. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64280. x = tmpVect.x;
  64281. z = tmpVect.z;
  64282. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64283. return this.position.y;
  64284. }
  64285. if (!this._heightQuads || this._heightQuads.length == 0) {
  64286. this._initHeightQuads();
  64287. this._computeHeightQuads();
  64288. }
  64289. var facet = this._getFacetAt(x, z);
  64290. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64291. // return y in the World system
  64292. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64293. return tmpVect.y;
  64294. };
  64295. /**
  64296. * Returns a normalized vector (Vector3) orthogonal to the ground
  64297. * at the ground coordinates (x, z) expressed in the World system.
  64298. * @param x x coordinate
  64299. * @param z z coordinate
  64300. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64301. */
  64302. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64303. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64304. this.getNormalAtCoordinatesToRef(x, z, normal);
  64305. return normal;
  64306. };
  64307. /**
  64308. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64309. * at the ground coordinates (x, z) expressed in the World system.
  64310. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64311. * @param x x coordinate
  64312. * @param z z coordinate
  64313. * @param ref vector to store the result
  64314. * @returns the GroundMesh.
  64315. */
  64316. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64317. var world = this.getWorldMatrix();
  64318. var tmpMat = BABYLON.Tmp.Matrix[5];
  64319. world.invertToRef(tmpMat);
  64320. var tmpVect = BABYLON.Tmp.Vector3[8];
  64321. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64322. x = tmpVect.x;
  64323. z = tmpVect.z;
  64324. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64325. return this;
  64326. }
  64327. if (!this._heightQuads || this._heightQuads.length == 0) {
  64328. this._initHeightQuads();
  64329. this._computeHeightQuads();
  64330. }
  64331. var facet = this._getFacetAt(x, z);
  64332. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64333. return this;
  64334. };
  64335. /**
  64336. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64337. * if the ground has been updated.
  64338. * This can be used in the render loop.
  64339. * @returns the GroundMesh.
  64340. */
  64341. GroundMesh.prototype.updateCoordinateHeights = function () {
  64342. if (!this._heightQuads || this._heightQuads.length == 0) {
  64343. this._initHeightQuads();
  64344. }
  64345. this._computeHeightQuads();
  64346. return this;
  64347. };
  64348. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64349. GroundMesh.prototype._getFacetAt = function (x, z) {
  64350. // retrieve col and row from x, z coordinates in the ground local system
  64351. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64352. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64353. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64354. var facet;
  64355. if (z < quad.slope.x * x + quad.slope.y) {
  64356. facet = quad.facet1;
  64357. }
  64358. else {
  64359. facet = quad.facet2;
  64360. }
  64361. return facet;
  64362. };
  64363. // Creates and populates the heightMap array with "facet" elements :
  64364. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64365. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64366. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64367. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64368. // Returns the GroundMesh.
  64369. GroundMesh.prototype._initHeightQuads = function () {
  64370. var subdivisionsX = this._subdivisionsX;
  64371. var subdivisionsY = this._subdivisionsY;
  64372. this._heightQuads = new Array();
  64373. for (var row = 0; row < subdivisionsY; row++) {
  64374. for (var col = 0; col < subdivisionsX; col++) {
  64375. 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) };
  64376. this._heightQuads[row * subdivisionsX + col] = quad;
  64377. }
  64378. }
  64379. return this;
  64380. };
  64381. // Compute each quad element values and update the the heightMap array :
  64382. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64383. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64384. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64385. // Returns the GroundMesh.
  64386. GroundMesh.prototype._computeHeightQuads = function () {
  64387. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64388. if (!positions) {
  64389. return this;
  64390. }
  64391. var v1 = BABYLON.Tmp.Vector3[3];
  64392. var v2 = BABYLON.Tmp.Vector3[2];
  64393. var v3 = BABYLON.Tmp.Vector3[1];
  64394. var v4 = BABYLON.Tmp.Vector3[0];
  64395. var v1v2 = BABYLON.Tmp.Vector3[4];
  64396. var v1v3 = BABYLON.Tmp.Vector3[5];
  64397. var v1v4 = BABYLON.Tmp.Vector3[6];
  64398. var norm1 = BABYLON.Tmp.Vector3[7];
  64399. var norm2 = BABYLON.Tmp.Vector3[8];
  64400. var i = 0;
  64401. var j = 0;
  64402. var k = 0;
  64403. var cd = 0; // 2D slope coefficient : z = cd * x + h
  64404. var h = 0;
  64405. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  64406. var d2 = 0;
  64407. var subdivisionsX = this._subdivisionsX;
  64408. var subdivisionsY = this._subdivisionsY;
  64409. for (var row = 0; row < subdivisionsY; row++) {
  64410. for (var col = 0; col < subdivisionsX; col++) {
  64411. i = col * 3;
  64412. j = row * (subdivisionsX + 1) * 3;
  64413. k = (row + 1) * (subdivisionsX + 1) * 3;
  64414. v1.x = positions[j + i];
  64415. v1.y = positions[j + i + 1];
  64416. v1.z = positions[j + i + 2];
  64417. v2.x = positions[j + i + 3];
  64418. v2.y = positions[j + i + 4];
  64419. v2.z = positions[j + i + 5];
  64420. v3.x = positions[k + i];
  64421. v3.y = positions[k + i + 1];
  64422. v3.z = positions[k + i + 2];
  64423. v4.x = positions[k + i + 3];
  64424. v4.y = positions[k + i + 4];
  64425. v4.z = positions[k + i + 5];
  64426. // 2D slope V1V4
  64427. cd = (v4.z - v1.z) / (v4.x - v1.x);
  64428. h = v1.z - cd * v1.x; // v1 belongs to the slope
  64429. // facet equations :
  64430. // we compute each facet normal vector
  64431. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  64432. // we compute the value d by applying the equation to v1 which belongs to the plane
  64433. // then we store the facet equation in a Vector4
  64434. v2.subtractToRef(v1, v1v2);
  64435. v3.subtractToRef(v1, v1v3);
  64436. v4.subtractToRef(v1, v1v4);
  64437. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  64438. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  64439. norm1.normalize();
  64440. norm2.normalize();
  64441. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  64442. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  64443. var quad = this._heightQuads[row * subdivisionsX + col];
  64444. quad.slope.copyFromFloats(cd, h);
  64445. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  64446. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  64447. }
  64448. }
  64449. return this;
  64450. };
  64451. /**
  64452. * Serializes this ground mesh
  64453. * @param serializationObject object to write serialization to
  64454. */
  64455. GroundMesh.prototype.serialize = function (serializationObject) {
  64456. _super.prototype.serialize.call(this, serializationObject);
  64457. serializationObject.subdivisionsX = this._subdivisionsX;
  64458. serializationObject.subdivisionsY = this._subdivisionsY;
  64459. serializationObject.minX = this._minX;
  64460. serializationObject.maxX = this._maxX;
  64461. serializationObject.minZ = this._minZ;
  64462. serializationObject.maxZ = this._maxZ;
  64463. serializationObject.width = this._width;
  64464. serializationObject.height = this._height;
  64465. };
  64466. /**
  64467. * Parses a serialized ground mesh
  64468. * @param parsedMesh the serialized mesh
  64469. * @param scene the scene to create the ground mesh in
  64470. * @returns the created ground mesh
  64471. */
  64472. GroundMesh.Parse = function (parsedMesh, scene) {
  64473. var result = new GroundMesh(parsedMesh.name, scene);
  64474. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  64475. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  64476. result._minX = parsedMesh.minX;
  64477. result._maxX = parsedMesh.maxX;
  64478. result._minZ = parsedMesh.minZ;
  64479. result._maxZ = parsedMesh.maxZ;
  64480. result._width = parsedMesh.width;
  64481. result._height = parsedMesh.height;
  64482. return result;
  64483. };
  64484. return GroundMesh;
  64485. }(BABYLON.Mesh));
  64486. BABYLON.GroundMesh = GroundMesh;
  64487. })(BABYLON || (BABYLON = {}));
  64488. //# sourceMappingURL=babylon.groundMesh.js.map
  64489. var BABYLON;
  64490. (function (BABYLON) {
  64491. /**
  64492. * Creates an instance based on a source mesh.
  64493. */
  64494. var InstancedMesh = /** @class */ (function (_super) {
  64495. __extends(InstancedMesh, _super);
  64496. function InstancedMesh(name, source) {
  64497. var _this = _super.call(this, name, source.getScene()) || this;
  64498. source.instances.push(_this);
  64499. _this._sourceMesh = source;
  64500. _this.position.copyFrom(source.position);
  64501. _this.rotation.copyFrom(source.rotation);
  64502. _this.scaling.copyFrom(source.scaling);
  64503. if (source.rotationQuaternion) {
  64504. _this.rotationQuaternion = source.rotationQuaternion.clone();
  64505. }
  64506. _this.infiniteDistance = source.infiniteDistance;
  64507. _this.setPivotMatrix(source.getPivotMatrix());
  64508. _this.refreshBoundingInfo();
  64509. _this._syncSubMeshes();
  64510. return _this;
  64511. }
  64512. /**
  64513. * Returns the string "InstancedMesh".
  64514. */
  64515. InstancedMesh.prototype.getClassName = function () {
  64516. return "InstancedMesh";
  64517. };
  64518. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  64519. // Methods
  64520. /**
  64521. * If the source mesh receives shadows
  64522. */
  64523. get: function () {
  64524. return this._sourceMesh.receiveShadows;
  64525. },
  64526. enumerable: true,
  64527. configurable: true
  64528. });
  64529. Object.defineProperty(InstancedMesh.prototype, "material", {
  64530. /**
  64531. * The material of the source mesh
  64532. */
  64533. get: function () {
  64534. return this._sourceMesh.material;
  64535. },
  64536. enumerable: true,
  64537. configurable: true
  64538. });
  64539. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  64540. /**
  64541. * Visibility of the source mesh
  64542. */
  64543. get: function () {
  64544. return this._sourceMesh.visibility;
  64545. },
  64546. enumerable: true,
  64547. configurable: true
  64548. });
  64549. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  64550. /**
  64551. * Skeleton of the source mesh
  64552. */
  64553. get: function () {
  64554. return this._sourceMesh.skeleton;
  64555. },
  64556. enumerable: true,
  64557. configurable: true
  64558. });
  64559. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  64560. /**
  64561. * Rendering ground id of the source mesh
  64562. */
  64563. get: function () {
  64564. return this._sourceMesh.renderingGroupId;
  64565. },
  64566. set: function (value) {
  64567. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  64568. return;
  64569. }
  64570. //no-op with warning
  64571. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  64572. },
  64573. enumerable: true,
  64574. configurable: true
  64575. });
  64576. /**
  64577. * Returns the total number of vertices (integer).
  64578. */
  64579. InstancedMesh.prototype.getTotalVertices = function () {
  64580. return this._sourceMesh.getTotalVertices();
  64581. };
  64582. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  64583. /**
  64584. * The source mesh of the instance
  64585. */
  64586. get: function () {
  64587. return this._sourceMesh;
  64588. },
  64589. enumerable: true,
  64590. configurable: true
  64591. });
  64592. /**
  64593. * Is this node ready to be used/rendered
  64594. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  64595. * @return {boolean} is it ready
  64596. */
  64597. InstancedMesh.prototype.isReady = function (completeCheck) {
  64598. if (completeCheck === void 0) { completeCheck = false; }
  64599. return this._sourceMesh.isReady(completeCheck, true);
  64600. };
  64601. /**
  64602. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  64603. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  64604. * @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.
  64605. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  64606. */
  64607. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  64608. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  64609. };
  64610. /**
  64611. * Sets the vertex data of the mesh geometry for the requested `kind`.
  64612. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  64613. * The `data` are either a numeric array either a Float32Array.
  64614. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  64615. * 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).
  64616. * Note that a new underlying VertexBuffer object is created each call.
  64617. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  64618. *
  64619. * Possible `kind` values :
  64620. * - BABYLON.VertexBuffer.PositionKind
  64621. * - BABYLON.VertexBuffer.UVKind
  64622. * - BABYLON.VertexBuffer.UV2Kind
  64623. * - BABYLON.VertexBuffer.UV3Kind
  64624. * - BABYLON.VertexBuffer.UV4Kind
  64625. * - BABYLON.VertexBuffer.UV5Kind
  64626. * - BABYLON.VertexBuffer.UV6Kind
  64627. * - BABYLON.VertexBuffer.ColorKind
  64628. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64629. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64630. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64631. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64632. *
  64633. * Returns the Mesh.
  64634. */
  64635. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  64636. if (this.sourceMesh) {
  64637. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  64638. }
  64639. return this.sourceMesh;
  64640. };
  64641. /**
  64642. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  64643. * If the mesh has no geometry, it is simply returned as it is.
  64644. * The `data` are either a numeric array either a Float32Array.
  64645. * No new underlying VertexBuffer object is created.
  64646. * 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.
  64647. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  64648. *
  64649. * Possible `kind` values :
  64650. * - BABYLON.VertexBuffer.PositionKind
  64651. * - BABYLON.VertexBuffer.UVKind
  64652. * - BABYLON.VertexBuffer.UV2Kind
  64653. * - BABYLON.VertexBuffer.UV3Kind
  64654. * - BABYLON.VertexBuffer.UV4Kind
  64655. * - BABYLON.VertexBuffer.UV5Kind
  64656. * - BABYLON.VertexBuffer.UV6Kind
  64657. * - BABYLON.VertexBuffer.ColorKind
  64658. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64659. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64660. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64661. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64662. *
  64663. * Returns the Mesh.
  64664. */
  64665. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  64666. if (this.sourceMesh) {
  64667. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  64668. }
  64669. return this.sourceMesh;
  64670. };
  64671. /**
  64672. * Sets the mesh indices.
  64673. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  64674. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  64675. * This method creates a new index buffer each call.
  64676. * Returns the Mesh.
  64677. */
  64678. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  64679. if (totalVertices === void 0) { totalVertices = null; }
  64680. if (this.sourceMesh) {
  64681. this.sourceMesh.setIndices(indices, totalVertices);
  64682. }
  64683. return this.sourceMesh;
  64684. };
  64685. /**
  64686. * Boolean : True if the mesh owns the requested kind of data.
  64687. */
  64688. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  64689. return this._sourceMesh.isVerticesDataPresent(kind);
  64690. };
  64691. /**
  64692. * Returns an array of indices (IndicesArray).
  64693. */
  64694. InstancedMesh.prototype.getIndices = function () {
  64695. return this._sourceMesh.getIndices();
  64696. };
  64697. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  64698. get: function () {
  64699. return this._sourceMesh._positions;
  64700. },
  64701. enumerable: true,
  64702. configurable: true
  64703. });
  64704. /**
  64705. * Sets a new updated BoundingInfo to the mesh.
  64706. * @returns the mesh.
  64707. */
  64708. InstancedMesh.prototype.refreshBoundingInfo = function () {
  64709. var meshBB = this._sourceMesh.getBoundingInfo();
  64710. this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum.clone(), meshBB.maximum.clone());
  64711. this._updateBoundingInfo();
  64712. return this;
  64713. };
  64714. /** @hidden */
  64715. InstancedMesh.prototype._preActivate = function () {
  64716. if (this._currentLOD) {
  64717. this._currentLOD._preActivate();
  64718. }
  64719. return this;
  64720. };
  64721. /** @hidden */
  64722. InstancedMesh.prototype._activate = function (renderId) {
  64723. if (this._currentLOD) {
  64724. this._currentLOD._registerInstanceForRenderId(this, renderId);
  64725. }
  64726. return this;
  64727. };
  64728. /**
  64729. * Returns the current associated LOD AbstractMesh.
  64730. */
  64731. InstancedMesh.prototype.getLOD = function (camera) {
  64732. if (!camera) {
  64733. return this;
  64734. }
  64735. var boundingInfo = this.getBoundingInfo();
  64736. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  64737. if (this._currentLOD === this.sourceMesh) {
  64738. return this;
  64739. }
  64740. return this._currentLOD;
  64741. };
  64742. /** @hidden */
  64743. InstancedMesh.prototype._syncSubMeshes = function () {
  64744. this.releaseSubMeshes();
  64745. if (this._sourceMesh.subMeshes) {
  64746. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  64747. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  64748. }
  64749. }
  64750. return this;
  64751. };
  64752. /** @hidden */
  64753. InstancedMesh.prototype._generatePointsArray = function () {
  64754. return this._sourceMesh._generatePointsArray();
  64755. };
  64756. /**
  64757. * Creates a new InstancedMesh from the current mesh.
  64758. * - name (string) : the cloned mesh name
  64759. * - newParent (optional Node) : the optional Node to parent the clone to.
  64760. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  64761. *
  64762. * Returns the clone.
  64763. */
  64764. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  64765. var result = this._sourceMesh.createInstance(name);
  64766. // Deep copy
  64767. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  64768. // Bounding info
  64769. this.refreshBoundingInfo();
  64770. // Parent
  64771. if (newParent) {
  64772. result.parent = newParent;
  64773. }
  64774. if (!doNotCloneChildren) {
  64775. // Children
  64776. for (var index = 0; index < this.getScene().meshes.length; index++) {
  64777. var mesh = this.getScene().meshes[index];
  64778. if (mesh.parent === this) {
  64779. mesh.clone(mesh.name, result);
  64780. }
  64781. }
  64782. }
  64783. result.computeWorldMatrix(true);
  64784. return result;
  64785. };
  64786. /**
  64787. * Disposes the InstancedMesh.
  64788. * Returns nothing.
  64789. */
  64790. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  64791. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  64792. // Remove from mesh
  64793. var index = this._sourceMesh.instances.indexOf(this);
  64794. this._sourceMesh.instances.splice(index, 1);
  64795. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  64796. };
  64797. return InstancedMesh;
  64798. }(BABYLON.AbstractMesh));
  64799. BABYLON.InstancedMesh = InstancedMesh;
  64800. })(BABYLON || (BABYLON = {}));
  64801. //# sourceMappingURL=babylon.instancedMesh.js.map
  64802. var BABYLON;
  64803. (function (BABYLON) {
  64804. /**
  64805. * Line mesh
  64806. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  64807. */
  64808. var LinesMesh = /** @class */ (function (_super) {
  64809. __extends(LinesMesh, _super);
  64810. /**
  64811. * Creates a new LinesMesh
  64812. * @param name defines the name
  64813. * @param scene defines the hosting scene
  64814. * @param parent defines the parent mesh if any
  64815. * @param source defines the optional source LinesMesh used to clone data from
  64816. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  64817. * When false, achieved by calling a clone(), also passing False.
  64818. * This will make creation of children, recursive.
  64819. * @param useVertexColor defines if this LinesMesh supports vertex color
  64820. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  64821. */
  64822. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  64823. /**
  64824. * If vertex color should be applied to the mesh
  64825. */
  64826. useVertexColor,
  64827. /**
  64828. * If vertex alpha should be applied to the mesh
  64829. */
  64830. useVertexAlpha) {
  64831. if (scene === void 0) { scene = null; }
  64832. if (parent === void 0) { parent = null; }
  64833. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  64834. _this.useVertexColor = useVertexColor;
  64835. _this.useVertexAlpha = useVertexAlpha;
  64836. /**
  64837. * Color of the line (Default: White)
  64838. */
  64839. _this.color = new BABYLON.Color3(1, 1, 1);
  64840. /**
  64841. * Alpha of the line (Default: 1)
  64842. */
  64843. _this.alpha = 1;
  64844. if (source) {
  64845. _this.color = source.color.clone();
  64846. _this.alpha = source.alpha;
  64847. _this.useVertexColor = source.useVertexColor;
  64848. _this.useVertexAlpha = source.useVertexAlpha;
  64849. }
  64850. _this._intersectionThreshold = 0.1;
  64851. var defines = [];
  64852. var options = {
  64853. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  64854. uniforms: ["world", "viewProjection"],
  64855. needAlphaBlending: true,
  64856. defines: defines
  64857. };
  64858. if (useVertexAlpha === false) {
  64859. options.needAlphaBlending = false;
  64860. }
  64861. if (!useVertexColor) {
  64862. options.uniforms.push("color");
  64863. }
  64864. else {
  64865. options.defines.push("#define VERTEXCOLOR");
  64866. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  64867. }
  64868. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  64869. return _this;
  64870. }
  64871. Object.defineProperty(LinesMesh.prototype, "intersectionThreshold", {
  64872. /**
  64873. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  64874. * This margin is expressed in world space coordinates, so its value may vary.
  64875. * Default value is 0.1
  64876. * @returns the intersection Threshold value.
  64877. */
  64878. get: function () {
  64879. return this._intersectionThreshold;
  64880. },
  64881. /**
  64882. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  64883. * This margin is expressed in world space coordinates, so its value may vary.
  64884. */
  64885. set: function (value) {
  64886. if (this._intersectionThreshold === value) {
  64887. return;
  64888. }
  64889. this._intersectionThreshold = value;
  64890. if (this.geometry) {
  64891. this.geometry.boundingBias = new BABYLON.Vector2(0, value);
  64892. }
  64893. },
  64894. enumerable: true,
  64895. configurable: true
  64896. });
  64897. /**
  64898. * Returns the string "LineMesh"
  64899. */
  64900. LinesMesh.prototype.getClassName = function () {
  64901. return "LinesMesh";
  64902. };
  64903. Object.defineProperty(LinesMesh.prototype, "material", {
  64904. /**
  64905. * @hidden
  64906. */
  64907. get: function () {
  64908. return this._colorShader;
  64909. },
  64910. /**
  64911. * @hidden
  64912. */
  64913. set: function (value) {
  64914. // Do nothing
  64915. },
  64916. enumerable: true,
  64917. configurable: true
  64918. });
  64919. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  64920. /**
  64921. * @hidden
  64922. */
  64923. get: function () {
  64924. return false;
  64925. },
  64926. enumerable: true,
  64927. configurable: true
  64928. });
  64929. /** @hidden */
  64930. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  64931. if (!this._geometry) {
  64932. return this;
  64933. }
  64934. // VBOs
  64935. this._geometry._bind(this._colorShader.getEffect());
  64936. // Color
  64937. if (!this.useVertexColor) {
  64938. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  64939. }
  64940. return this;
  64941. };
  64942. /** @hidden */
  64943. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  64944. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  64945. return this;
  64946. }
  64947. var engine = this.getScene().getEngine();
  64948. // Draw order
  64949. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  64950. return this;
  64951. };
  64952. /**
  64953. * Disposes of the line mesh
  64954. * @param doNotRecurse If children should be disposed
  64955. */
  64956. LinesMesh.prototype.dispose = function (doNotRecurse) {
  64957. this._colorShader.dispose();
  64958. _super.prototype.dispose.call(this, doNotRecurse);
  64959. };
  64960. /**
  64961. * Returns a new LineMesh object cloned from the current one.
  64962. */
  64963. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  64964. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  64965. };
  64966. return LinesMesh;
  64967. }(BABYLON.Mesh));
  64968. BABYLON.LinesMesh = LinesMesh;
  64969. })(BABYLON || (BABYLON = {}));
  64970. //# sourceMappingURL=babylon.linesMesh.js.map
  64971. var BABYLON;
  64972. (function (BABYLON) {
  64973. /**
  64974. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64975. * The underlying implementation relies on an associative array to ensure the best performances.
  64976. * The value can be anything including 'null' but except 'undefined'
  64977. */
  64978. var StringDictionary = /** @class */ (function () {
  64979. function StringDictionary() {
  64980. this._count = 0;
  64981. this._data = {};
  64982. }
  64983. /**
  64984. * This will clear this dictionary and copy the content from the 'source' one.
  64985. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64986. * @param source the dictionary to take the content from and copy to this dictionary
  64987. */
  64988. StringDictionary.prototype.copyFrom = function (source) {
  64989. var _this = this;
  64990. this.clear();
  64991. source.forEach(function (t, v) { return _this.add(t, v); });
  64992. };
  64993. /**
  64994. * Get a value based from its key
  64995. * @param key the given key to get the matching value from
  64996. * @return the value if found, otherwise undefined is returned
  64997. */
  64998. StringDictionary.prototype.get = function (key) {
  64999. var val = this._data[key];
  65000. if (val !== undefined) {
  65001. return val;
  65002. }
  65003. return undefined;
  65004. };
  65005. /**
  65006. * Get a value from its key or add it if it doesn't exist.
  65007. * This method will ensure you that a given key/data will be present in the dictionary.
  65008. * @param key the given key to get the matching value from
  65009. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65010. * The factory will only be invoked if there's no data for the given key.
  65011. * @return the value corresponding to the key.
  65012. */
  65013. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65014. var val = this.get(key);
  65015. if (val !== undefined) {
  65016. return val;
  65017. }
  65018. val = factory(key);
  65019. if (val) {
  65020. this.add(key, val);
  65021. }
  65022. return val;
  65023. };
  65024. /**
  65025. * Get a value from its key if present in the dictionary otherwise add it
  65026. * @param key the key to get the value from
  65027. * @param val if there's no such key/value pair in the dictionary add it with this value
  65028. * @return the value corresponding to the key
  65029. */
  65030. StringDictionary.prototype.getOrAdd = function (key, val) {
  65031. var curVal = this.get(key);
  65032. if (curVal !== undefined) {
  65033. return curVal;
  65034. }
  65035. this.add(key, val);
  65036. return val;
  65037. };
  65038. /**
  65039. * Check if there's a given key in the dictionary
  65040. * @param key the key to check for
  65041. * @return true if the key is present, false otherwise
  65042. */
  65043. StringDictionary.prototype.contains = function (key) {
  65044. return this._data[key] !== undefined;
  65045. };
  65046. /**
  65047. * Add a new key and its corresponding value
  65048. * @param key the key to add
  65049. * @param value the value corresponding to the key
  65050. * @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
  65051. */
  65052. StringDictionary.prototype.add = function (key, value) {
  65053. if (this._data[key] !== undefined) {
  65054. return false;
  65055. }
  65056. this._data[key] = value;
  65057. ++this._count;
  65058. return true;
  65059. };
  65060. /**
  65061. * Update a specific value associated to a key
  65062. * @param key defines the key to use
  65063. * @param value defines the value to store
  65064. * @returns true if the value was updated (or false if the key was not found)
  65065. */
  65066. StringDictionary.prototype.set = function (key, value) {
  65067. if (this._data[key] === undefined) {
  65068. return false;
  65069. }
  65070. this._data[key] = value;
  65071. return true;
  65072. };
  65073. /**
  65074. * Get the element of the given key and remove it from the dictionary
  65075. * @param key defines the key to search
  65076. * @returns the value associated with the key or null if not found
  65077. */
  65078. StringDictionary.prototype.getAndRemove = function (key) {
  65079. var val = this.get(key);
  65080. if (val !== undefined) {
  65081. delete this._data[key];
  65082. --this._count;
  65083. return val;
  65084. }
  65085. return null;
  65086. };
  65087. /**
  65088. * Remove a key/value from the dictionary.
  65089. * @param key the key to remove
  65090. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65091. */
  65092. StringDictionary.prototype.remove = function (key) {
  65093. if (this.contains(key)) {
  65094. delete this._data[key];
  65095. --this._count;
  65096. return true;
  65097. }
  65098. return false;
  65099. };
  65100. /**
  65101. * Clear the whole content of the dictionary
  65102. */
  65103. StringDictionary.prototype.clear = function () {
  65104. this._data = {};
  65105. this._count = 0;
  65106. };
  65107. Object.defineProperty(StringDictionary.prototype, "count", {
  65108. /**
  65109. * Gets the current count
  65110. */
  65111. get: function () {
  65112. return this._count;
  65113. },
  65114. enumerable: true,
  65115. configurable: true
  65116. });
  65117. /**
  65118. * Execute a callback on each key/val of the dictionary.
  65119. * Note that you can remove any element in this dictionary in the callback implementation
  65120. * @param callback the callback to execute on a given key/value pair
  65121. */
  65122. StringDictionary.prototype.forEach = function (callback) {
  65123. for (var cur in this._data) {
  65124. var val = this._data[cur];
  65125. callback(cur, val);
  65126. }
  65127. };
  65128. /**
  65129. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65130. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65131. * Note that you can remove any element in this dictionary in the callback implementation
  65132. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65133. * @returns the first item
  65134. */
  65135. StringDictionary.prototype.first = function (callback) {
  65136. for (var cur in this._data) {
  65137. var val = this._data[cur];
  65138. var res = callback(cur, val);
  65139. if (res) {
  65140. return res;
  65141. }
  65142. }
  65143. return null;
  65144. };
  65145. return StringDictionary;
  65146. }());
  65147. BABYLON.StringDictionary = StringDictionary;
  65148. })(BABYLON || (BABYLON = {}));
  65149. //# sourceMappingURL=babylon.stringDictionary.js.map
  65150. var BABYLON;
  65151. (function (BABYLON) {
  65152. var Debug;
  65153. (function (Debug) {
  65154. /**
  65155. * Class used to render a debug view of a given skeleton
  65156. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65157. */
  65158. var SkeletonViewer = /** @class */ (function () {
  65159. /**
  65160. * Creates a new SkeletonViewer
  65161. * @param skeleton defines the skeleton to render
  65162. * @param mesh defines the mesh attached to the skeleton
  65163. * @param scene defines the hosting scene
  65164. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65165. * @param renderingGroupId defines the rendering group id to use with the viewer
  65166. */
  65167. function SkeletonViewer(
  65168. /** defines the skeleton to render */
  65169. skeleton,
  65170. /** defines the mesh attached to the skeleton */
  65171. mesh, scene,
  65172. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65173. autoUpdateBonesMatrices,
  65174. /** defines the rendering group id to use with the viewer */
  65175. renderingGroupId) {
  65176. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65177. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65178. this.skeleton = skeleton;
  65179. this.mesh = mesh;
  65180. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65181. this.renderingGroupId = renderingGroupId;
  65182. /** Gets or sets the color used to render the skeleton */
  65183. this.color = BABYLON.Color3.White();
  65184. this._debugLines = new Array();
  65185. this._isEnabled = false;
  65186. this._scene = scene;
  65187. this.update();
  65188. this._renderFunction = this.update.bind(this);
  65189. }
  65190. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65191. get: function () {
  65192. return this._isEnabled;
  65193. },
  65194. /** Gets or sets a boolean indicating if the viewer is enabled */
  65195. set: function (value) {
  65196. if (this._isEnabled === value) {
  65197. return;
  65198. }
  65199. this._isEnabled = value;
  65200. if (value) {
  65201. this._scene.registerBeforeRender(this._renderFunction);
  65202. }
  65203. else {
  65204. this._scene.unregisterBeforeRender(this._renderFunction);
  65205. }
  65206. },
  65207. enumerable: true,
  65208. configurable: true
  65209. });
  65210. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65211. if (x === void 0) { x = 0; }
  65212. if (y === void 0) { y = 0; }
  65213. if (z === void 0) { z = 0; }
  65214. var tmat = BABYLON.Tmp.Matrix[0];
  65215. var parentBone = bone.getParent();
  65216. tmat.copyFrom(bone.getLocalMatrix());
  65217. if (x !== 0 || y !== 0 || z !== 0) {
  65218. var tmat2 = BABYLON.Tmp.Matrix[1];
  65219. BABYLON.Matrix.IdentityToRef(tmat2);
  65220. tmat2.m[12] = x;
  65221. tmat2.m[13] = y;
  65222. tmat2.m[14] = z;
  65223. tmat2.multiplyToRef(tmat, tmat);
  65224. }
  65225. if (parentBone) {
  65226. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65227. }
  65228. tmat.multiplyToRef(meshMat, tmat);
  65229. position.x = tmat.m[12];
  65230. position.y = tmat.m[13];
  65231. position.z = tmat.m[14];
  65232. };
  65233. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65234. var len = bones.length;
  65235. var meshPos = this.mesh.position;
  65236. for (var i = 0; i < len; i++) {
  65237. var bone = bones[i];
  65238. var points = this._debugLines[i];
  65239. if (!points) {
  65240. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65241. this._debugLines[i] = points;
  65242. }
  65243. this._getBonePosition(points[0], bone, meshMat);
  65244. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65245. points[0].subtractInPlace(meshPos);
  65246. points[1].subtractInPlace(meshPos);
  65247. }
  65248. };
  65249. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65250. var len = bones.length;
  65251. var boneNum = 0;
  65252. var meshPos = this.mesh.position;
  65253. for (var i = len - 1; i >= 0; i--) {
  65254. var childBone = bones[i];
  65255. var parentBone = childBone.getParent();
  65256. if (!parentBone) {
  65257. continue;
  65258. }
  65259. var points = this._debugLines[boneNum];
  65260. if (!points) {
  65261. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65262. this._debugLines[boneNum] = points;
  65263. }
  65264. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65265. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65266. points[0].subtractInPlace(meshPos);
  65267. points[1].subtractInPlace(meshPos);
  65268. boneNum++;
  65269. }
  65270. };
  65271. /** Update the viewer to sync with current skeleton state */
  65272. SkeletonViewer.prototype.update = function () {
  65273. if (this.autoUpdateBonesMatrices) {
  65274. this.skeleton.computeAbsoluteTransforms();
  65275. }
  65276. if (this.skeleton.bones[0].length === undefined) {
  65277. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65278. }
  65279. else {
  65280. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65281. }
  65282. if (!this._debugMesh) {
  65283. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, this._scene);
  65284. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65285. }
  65286. else {
  65287. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, this._scene);
  65288. }
  65289. this._debugMesh.position.copyFrom(this.mesh.position);
  65290. this._debugMesh.color = this.color;
  65291. };
  65292. /** Release associated resources */
  65293. SkeletonViewer.prototype.dispose = function () {
  65294. if (this._debugMesh) {
  65295. this.isEnabled = false;
  65296. this._debugMesh.dispose();
  65297. this._debugMesh = null;
  65298. }
  65299. };
  65300. return SkeletonViewer;
  65301. }());
  65302. Debug.SkeletonViewer = SkeletonViewer;
  65303. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65304. })(BABYLON || (BABYLON = {}));
  65305. //# sourceMappingURL=babylon.skeletonViewer.js.map
  65306. /**
  65307. * Module Debug contains the (visual) components to debug a scene correctly
  65308. */
  65309. var BABYLON;
  65310. (function (BABYLON) {
  65311. var Debug;
  65312. (function (Debug) {
  65313. /**
  65314. * The Axes viewer will show 3 axes in a specific point in space
  65315. */
  65316. var AxesViewer = /** @class */ (function () {
  65317. /**
  65318. * Creates a new AxesViewer
  65319. * @param scene defines the hosting scene
  65320. * @param scaleLines defines a number used to scale line length (1 by default)
  65321. */
  65322. function AxesViewer(scene, scaleLines) {
  65323. if (scaleLines === void 0) { scaleLines = 1; }
  65324. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65325. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65326. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65327. /**
  65328. * Gets or sets a number used to scale line length
  65329. */
  65330. this.scaleLines = 1;
  65331. this.scaleLines = scaleLines;
  65332. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65333. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65334. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65335. this._xmesh.renderingGroupId = 2;
  65336. this._ymesh.renderingGroupId = 2;
  65337. this._zmesh.renderingGroupId = 2;
  65338. this._xmesh.material.checkReadyOnlyOnce = true;
  65339. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65340. this._ymesh.material.checkReadyOnlyOnce = true;
  65341. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  65342. this._zmesh.material.checkReadyOnlyOnce = true;
  65343. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  65344. this.scene = scene;
  65345. }
  65346. /**
  65347. * Force the viewer to update
  65348. * @param position defines the position of the viewer
  65349. * @param xaxis defines the x axis of the viewer
  65350. * @param yaxis defines the y axis of the viewer
  65351. * @param zaxis defines the z axis of the viewer
  65352. */
  65353. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  65354. var scaleLines = this.scaleLines;
  65355. if (this._xmesh) {
  65356. this._xmesh.position.copyFrom(position);
  65357. }
  65358. if (this._ymesh) {
  65359. this._ymesh.position.copyFrom(position);
  65360. }
  65361. if (this._zmesh) {
  65362. this._zmesh.position.copyFrom(position);
  65363. }
  65364. var point2 = this._xline[1];
  65365. point2.x = xaxis.x * scaleLines;
  65366. point2.y = xaxis.y * scaleLines;
  65367. point2.z = xaxis.z * scaleLines;
  65368. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  65369. point2 = this._yline[1];
  65370. point2.x = yaxis.x * scaleLines;
  65371. point2.y = yaxis.y * scaleLines;
  65372. point2.z = yaxis.z * scaleLines;
  65373. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  65374. point2 = this._zline[1];
  65375. point2.x = zaxis.x * scaleLines;
  65376. point2.y = zaxis.y * scaleLines;
  65377. point2.z = zaxis.z * scaleLines;
  65378. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  65379. };
  65380. /** Releases resources */
  65381. AxesViewer.prototype.dispose = function () {
  65382. if (this._xmesh) {
  65383. this._xmesh.dispose();
  65384. }
  65385. if (this._ymesh) {
  65386. this._ymesh.dispose();
  65387. }
  65388. if (this._zmesh) {
  65389. this._zmesh.dispose();
  65390. }
  65391. this._xmesh = null;
  65392. this._ymesh = null;
  65393. this._zmesh = null;
  65394. this.scene = null;
  65395. };
  65396. return AxesViewer;
  65397. }());
  65398. Debug.AxesViewer = AxesViewer;
  65399. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65400. })(BABYLON || (BABYLON = {}));
  65401. //# sourceMappingURL=babylon.axesViewer.js.map
  65402. var BABYLON;
  65403. (function (BABYLON) {
  65404. var Debug;
  65405. (function (Debug) {
  65406. /**
  65407. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  65408. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  65409. */
  65410. var BoneAxesViewer = /** @class */ (function (_super) {
  65411. __extends(BoneAxesViewer, _super);
  65412. /**
  65413. * Creates a new BoneAxesViewer
  65414. * @param scene defines the hosting scene
  65415. * @param bone defines the target bone
  65416. * @param mesh defines the target mesh
  65417. * @param scaleLines defines a scaling factor for line length (1 by default)
  65418. */
  65419. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  65420. if (scaleLines === void 0) { scaleLines = 1; }
  65421. var _this = _super.call(this, scene, scaleLines) || this;
  65422. /** Gets current position */
  65423. _this.pos = BABYLON.Vector3.Zero();
  65424. /** Gets direction of X axis */
  65425. _this.xaxis = BABYLON.Vector3.Zero();
  65426. /** Gets direction of Y axis */
  65427. _this.yaxis = BABYLON.Vector3.Zero();
  65428. /** Gets direction of Z axis */
  65429. _this.zaxis = BABYLON.Vector3.Zero();
  65430. _this.mesh = mesh;
  65431. _this.bone = bone;
  65432. return _this;
  65433. }
  65434. /**
  65435. * Force the viewer to update
  65436. */
  65437. BoneAxesViewer.prototype.update = function () {
  65438. if (!this.mesh || !this.bone) {
  65439. return;
  65440. }
  65441. var bone = this.bone;
  65442. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  65443. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  65444. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  65445. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  65446. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  65447. };
  65448. /** Releases resources */
  65449. BoneAxesViewer.prototype.dispose = function () {
  65450. if (this.mesh) {
  65451. this.mesh = null;
  65452. this.bone = null;
  65453. _super.prototype.dispose.call(this);
  65454. }
  65455. };
  65456. return BoneAxesViewer;
  65457. }(Debug.AxesViewer));
  65458. Debug.BoneAxesViewer = BoneAxesViewer;
  65459. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65460. })(BABYLON || (BABYLON = {}));
  65461. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  65462. var BABYLON;
  65463. (function (BABYLON) {
  65464. /**
  65465. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65466. * in order to better appreciate the issue one might have.
  65467. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65468. */
  65469. var RayHelper = /** @class */ (function () {
  65470. /**
  65471. * Instantiate a new ray helper.
  65472. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65473. * in order to better appreciate the issue one might have.
  65474. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65475. * @param ray Defines the ray we are currently tryin to visualize
  65476. */
  65477. function RayHelper(ray) {
  65478. this.ray = ray;
  65479. }
  65480. /**
  65481. * Helper function to create a colored helper in a scene in one line.
  65482. * @param ray Defines the ray we are currently tryin to visualize
  65483. * @param scene Defines the scene the ray is used in
  65484. * @param color Defines the color we want to see the ray in
  65485. * @returns The newly created ray helper.
  65486. */
  65487. RayHelper.CreateAndShow = function (ray, scene, color) {
  65488. var helper = new RayHelper(ray);
  65489. helper.show(scene, color);
  65490. return helper;
  65491. };
  65492. /**
  65493. * Shows the ray we are willing to debug.
  65494. * @param scene Defines the scene the ray needs to be rendered in
  65495. * @param color Defines the color the ray needs to be rendered in
  65496. */
  65497. RayHelper.prototype.show = function (scene, color) {
  65498. if (!this._renderFunction && this.ray) {
  65499. var ray = this.ray;
  65500. this._renderFunction = this._render.bind(this);
  65501. this._scene = scene;
  65502. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  65503. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  65504. if (this._renderFunction) {
  65505. this._scene.registerBeforeRender(this._renderFunction);
  65506. }
  65507. }
  65508. if (color && this._renderLine) {
  65509. this._renderLine.color.copyFrom(color);
  65510. }
  65511. };
  65512. /**
  65513. * Hides the ray we are debugging.
  65514. */
  65515. RayHelper.prototype.hide = function () {
  65516. if (this._renderFunction && this._scene) {
  65517. this._scene.unregisterBeforeRender(this._renderFunction);
  65518. this._scene = null;
  65519. this._renderFunction = null;
  65520. if (this._renderLine) {
  65521. this._renderLine.dispose();
  65522. this._renderLine = null;
  65523. }
  65524. this._renderPoints = [];
  65525. }
  65526. };
  65527. RayHelper.prototype._render = function () {
  65528. var ray = this.ray;
  65529. if (!ray) {
  65530. return;
  65531. }
  65532. var point = this._renderPoints[1];
  65533. var len = Math.min(ray.length, 1000000);
  65534. point.copyFrom(ray.direction);
  65535. point.scaleInPlace(len);
  65536. point.addInPlace(ray.origin);
  65537. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  65538. };
  65539. /**
  65540. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  65541. * @param mesh Defines the mesh we want the helper attached to
  65542. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  65543. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  65544. * @param length Defines the length of the ray
  65545. */
  65546. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  65547. this._attachedToMesh = mesh;
  65548. var ray = this.ray;
  65549. if (!ray) {
  65550. return;
  65551. }
  65552. if (!ray.direction) {
  65553. ray.direction = BABYLON.Vector3.Zero();
  65554. }
  65555. if (!ray.origin) {
  65556. ray.origin = BABYLON.Vector3.Zero();
  65557. }
  65558. if (length) {
  65559. ray.length = length;
  65560. }
  65561. if (!meshSpaceOrigin) {
  65562. meshSpaceOrigin = BABYLON.Vector3.Zero();
  65563. }
  65564. if (!meshSpaceDirection) {
  65565. // -1 so that this will work with Mesh.lookAt
  65566. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  65567. }
  65568. if (!this._meshSpaceDirection) {
  65569. this._meshSpaceDirection = meshSpaceDirection.clone();
  65570. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  65571. }
  65572. else {
  65573. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  65574. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  65575. }
  65576. if (!this._updateToMeshFunction) {
  65577. this._updateToMeshFunction = this._updateToMesh.bind(this);
  65578. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  65579. }
  65580. this._updateToMesh();
  65581. };
  65582. /**
  65583. * Detach the ray helper from the mesh it has previously been attached to.
  65584. */
  65585. RayHelper.prototype.detachFromMesh = function () {
  65586. if (this._attachedToMesh) {
  65587. if (this._updateToMeshFunction) {
  65588. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  65589. }
  65590. this._attachedToMesh = null;
  65591. this._updateToMeshFunction = null;
  65592. }
  65593. };
  65594. RayHelper.prototype._updateToMesh = function () {
  65595. var ray = this.ray;
  65596. if (!this._attachedToMesh || !ray) {
  65597. return;
  65598. }
  65599. if (this._attachedToMesh._isDisposed) {
  65600. this.detachFromMesh();
  65601. return;
  65602. }
  65603. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  65604. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  65605. };
  65606. /**
  65607. * Dispose the helper and release its associated resources.
  65608. */
  65609. RayHelper.prototype.dispose = function () {
  65610. this.hide();
  65611. this.detachFromMesh();
  65612. this.ray = null;
  65613. };
  65614. return RayHelper;
  65615. }());
  65616. BABYLON.RayHelper = RayHelper;
  65617. })(BABYLON || (BABYLON = {}));
  65618. //# sourceMappingURL=babylon.rayHelper.js.map
  65619. var BABYLON;
  65620. (function (BABYLON) {
  65621. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  65622. get: function () {
  65623. if (!this._debugLayer) {
  65624. this._debugLayer = new DebugLayer(this);
  65625. }
  65626. return this._debugLayer;
  65627. },
  65628. enumerable: true,
  65629. configurable: true
  65630. });
  65631. /**
  65632. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65633. * what is happening in your scene
  65634. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65635. */
  65636. var DebugLayer = /** @class */ (function () {
  65637. /**
  65638. * Instantiates a new debug layer.
  65639. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65640. * what is happening in your scene
  65641. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65642. * @param scene Defines the scene to inspect
  65643. */
  65644. function DebugLayer(scene) {
  65645. var _this = this;
  65646. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65647. /**
  65648. * Observable triggered when a property is changed through the inspector.
  65649. */
  65650. this.onPropertyChangedObservable = new BABYLON.Observable();
  65651. this._scene = scene;
  65652. this._scene.onDisposeObservable.add(function () {
  65653. // Debug layer
  65654. if (_this._scene._debugLayer) {
  65655. _this._scene._debugLayer.hide();
  65656. }
  65657. });
  65658. }
  65659. /** Creates the inspector window. */
  65660. DebugLayer.prototype._createInspector = function (config) {
  65661. if (config === void 0) { config = {}; }
  65662. var popup = config.popup || false;
  65663. var initialTab = config.initialTab || 0;
  65664. var parentElement = config.parentElement || null;
  65665. if (!this._inspector) {
  65666. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65667. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  65668. } // else nothing to do as instance is already created
  65669. };
  65670. /**
  65671. * Get if the inspector is visible or not.
  65672. * @returns true if visible otherwise, false
  65673. */
  65674. DebugLayer.prototype.isVisible = function () {
  65675. if (!this._inspector) {
  65676. return false;
  65677. }
  65678. return true;
  65679. };
  65680. /**
  65681. * Hide the inspector and close its window.
  65682. */
  65683. DebugLayer.prototype.hide = function () {
  65684. if (this._inspector) {
  65685. try {
  65686. this._inspector.dispose();
  65687. }
  65688. catch (e) {
  65689. // If the inspector has been removed directly from the inspector tool
  65690. }
  65691. this.onPropertyChangedObservable.clear();
  65692. this._inspector = null;
  65693. }
  65694. };
  65695. /**
  65696. *
  65697. * Launch the debugLayer.
  65698. *
  65699. * initialTab:
  65700. * | Value | Tab Name |
  65701. * | --- | --- |
  65702. * | 0 | Scene |
  65703. * | 1 | Console |
  65704. * | 2 | Stats |
  65705. * | 3 | Textures |
  65706. * | 4 | Mesh |
  65707. * | 5 | Light |
  65708. * | 6 | Material |
  65709. * | 7 | GLTF |
  65710. * | 8 | GUI |
  65711. * | 9 | Physics |
  65712. * | 10 | Camera |
  65713. * | 11 | Audio |
  65714. *
  65715. * @param config Define the configuration of the inspector
  65716. */
  65717. DebugLayer.prototype.show = function (config) {
  65718. if (config === void 0) { config = {}; }
  65719. if (typeof this.BJSINSPECTOR == 'undefined') {
  65720. // Load inspector and add it to the DOM
  65721. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  65722. }
  65723. else {
  65724. // Otherwise creates the inspector
  65725. this._createInspector(config);
  65726. }
  65727. };
  65728. /**
  65729. * Gets the active tab
  65730. * @return the index of the active tab or -1 if the inspector is hidden
  65731. */
  65732. DebugLayer.prototype.getActiveTab = function () {
  65733. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  65734. };
  65735. /**
  65736. * Define the url to get the inspector script from.
  65737. * By default it uses the babylonjs CDN.
  65738. * @ignoreNaming
  65739. */
  65740. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  65741. return DebugLayer;
  65742. }());
  65743. BABYLON.DebugLayer = DebugLayer;
  65744. })(BABYLON || (BABYLON = {}));
  65745. //# sourceMappingURL=babylon.debugLayer.js.map
  65746. var BABYLON;
  65747. (function (BABYLON) {
  65748. var Debug;
  65749. (function (Debug) {
  65750. /**
  65751. * Used to show the physics impostor around the specific mesh
  65752. */
  65753. var PhysicsViewer = /** @class */ (function () {
  65754. /**
  65755. * Creates a new PhysicsViewer
  65756. * @param scene defines the hosting scene
  65757. */
  65758. function PhysicsViewer(scene) {
  65759. /** @hidden */
  65760. this._impostors = [];
  65761. /** @hidden */
  65762. this._meshes = [];
  65763. /** @hidden */
  65764. this._numMeshes = 0;
  65765. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  65766. var physicEngine = this._scene.getPhysicsEngine();
  65767. if (physicEngine) {
  65768. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  65769. }
  65770. }
  65771. /** @hidden */
  65772. PhysicsViewer.prototype._updateDebugMeshes = function () {
  65773. var plugin = this._physicsEnginePlugin;
  65774. for (var i = 0; i < this._numMeshes; i++) {
  65775. var impostor = this._impostors[i];
  65776. if (!impostor) {
  65777. continue;
  65778. }
  65779. if (impostor.isDisposed) {
  65780. this.hideImpostor(this._impostors[i--]);
  65781. }
  65782. else {
  65783. var mesh = this._meshes[i];
  65784. if (mesh && plugin) {
  65785. plugin.syncMeshWithImpostor(mesh, impostor);
  65786. }
  65787. }
  65788. }
  65789. };
  65790. /**
  65791. * Renders a specified physic impostor
  65792. * @param impostor defines the impostor to render
  65793. */
  65794. PhysicsViewer.prototype.showImpostor = function (impostor) {
  65795. if (!this._scene) {
  65796. return;
  65797. }
  65798. for (var i = 0; i < this._numMeshes; i++) {
  65799. if (this._impostors[i] == impostor) {
  65800. return;
  65801. }
  65802. }
  65803. var debugMesh = this._getDebugMesh(impostor, this._scene);
  65804. if (debugMesh) {
  65805. this._impostors[this._numMeshes] = impostor;
  65806. this._meshes[this._numMeshes] = debugMesh;
  65807. if (this._numMeshes === 0) {
  65808. this._renderFunction = this._updateDebugMeshes.bind(this);
  65809. this._scene.registerBeforeRender(this._renderFunction);
  65810. }
  65811. this._numMeshes++;
  65812. }
  65813. };
  65814. /**
  65815. * Hides a specified physic impostor
  65816. * @param impostor defines the impostor to hide
  65817. */
  65818. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  65819. if (!impostor || !this._scene) {
  65820. return;
  65821. }
  65822. var removed = false;
  65823. for (var i = 0; i < this._numMeshes; i++) {
  65824. if (this._impostors[i] == impostor) {
  65825. var mesh = this._meshes[i];
  65826. if (!mesh) {
  65827. continue;
  65828. }
  65829. this._scene.removeMesh(mesh);
  65830. mesh.dispose();
  65831. this._numMeshes--;
  65832. if (this._numMeshes > 0) {
  65833. this._meshes[i] = this._meshes[this._numMeshes];
  65834. this._impostors[i] = this._impostors[this._numMeshes];
  65835. this._meshes[this._numMeshes] = null;
  65836. this._impostors[this._numMeshes] = null;
  65837. }
  65838. else {
  65839. this._meshes[0] = null;
  65840. this._impostors[0] = null;
  65841. }
  65842. removed = true;
  65843. break;
  65844. }
  65845. }
  65846. if (removed && this._numMeshes === 0) {
  65847. this._scene.unregisterBeforeRender(this._renderFunction);
  65848. }
  65849. };
  65850. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  65851. if (!this._debugMaterial) {
  65852. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  65853. this._debugMaterial.wireframe = true;
  65854. }
  65855. return this._debugMaterial;
  65856. };
  65857. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  65858. if (!this._debugBoxMesh) {
  65859. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  65860. this._debugBoxMesh.renderingGroupId = 1;
  65861. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  65862. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  65863. scene.removeMesh(this._debugBoxMesh);
  65864. }
  65865. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  65866. };
  65867. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  65868. if (!this._debugSphereMesh) {
  65869. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  65870. this._debugSphereMesh.renderingGroupId = 1;
  65871. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  65872. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  65873. scene.removeMesh(this._debugSphereMesh);
  65874. }
  65875. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  65876. };
  65877. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  65878. var mesh = null;
  65879. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  65880. mesh = this._getDebugBoxMesh(scene);
  65881. impostor.getBoxSizeToRef(mesh.scaling);
  65882. }
  65883. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  65884. mesh = this._getDebugSphereMesh(scene);
  65885. var radius = impostor.getRadius();
  65886. mesh.scaling.x = radius * 2;
  65887. mesh.scaling.y = radius * 2;
  65888. mesh.scaling.z = radius * 2;
  65889. }
  65890. return mesh;
  65891. };
  65892. /** Releases all resources */
  65893. PhysicsViewer.prototype.dispose = function () {
  65894. for (var i = 0; i < this._numMeshes; i++) {
  65895. this.hideImpostor(this._impostors[i]);
  65896. }
  65897. if (this._debugBoxMesh) {
  65898. this._debugBoxMesh.dispose();
  65899. }
  65900. if (this._debugSphereMesh) {
  65901. this._debugSphereMesh.dispose();
  65902. }
  65903. if (this._debugMaterial) {
  65904. this._debugMaterial.dispose();
  65905. }
  65906. this._impostors.length = 0;
  65907. this._scene = null;
  65908. this._physicsEnginePlugin = null;
  65909. };
  65910. return PhysicsViewer;
  65911. }());
  65912. Debug.PhysicsViewer = PhysicsViewer;
  65913. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65914. })(BABYLON || (BABYLON = {}));
  65915. //# sourceMappingURL=babylon.physicsViewer.js.map
  65916. var BABYLON;
  65917. (function (BABYLON) {
  65918. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  65919. get: function () {
  65920. return this._forceShowBoundingBoxes || false;
  65921. },
  65922. set: function (value) {
  65923. this._forceShowBoundingBoxes = value;
  65924. // Lazyly creates a BB renderer if needed.
  65925. if (value) {
  65926. this.getBoundingBoxRenderer();
  65927. }
  65928. },
  65929. enumerable: true,
  65930. configurable: true
  65931. });
  65932. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  65933. if (!this._boundingBoxRenderer) {
  65934. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  65935. }
  65936. return this._boundingBoxRenderer;
  65937. };
  65938. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  65939. get: function () {
  65940. return this._showBoundingBox || false;
  65941. },
  65942. set: function (value) {
  65943. this._showBoundingBox = value;
  65944. // Lazyly creates a BB renderer if needed.
  65945. if (value) {
  65946. this.getScene().getBoundingBoxRenderer();
  65947. }
  65948. },
  65949. enumerable: true,
  65950. configurable: true
  65951. });
  65952. /**
  65953. * Component responsible of rendering the bounding box of the meshes in a scene.
  65954. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65955. */
  65956. var BoundingBoxRenderer = /** @class */ (function () {
  65957. /**
  65958. * Instantiates a new bounding box renderer in a scene.
  65959. * @param scene the scene the renderer renders in
  65960. */
  65961. function BoundingBoxRenderer(scene) {
  65962. /**
  65963. * The component name helpfull to identify the component in the list of scene components.
  65964. */
  65965. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  65966. /**
  65967. * Color of the bounding box lines placed in front of an object
  65968. */
  65969. this.frontColor = new BABYLON.Color3(1, 1, 1);
  65970. /**
  65971. * Color of the bounding box lines placed behind an object
  65972. */
  65973. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  65974. /**
  65975. * Defines if the renderer should show the back lines or not
  65976. */
  65977. this.showBackLines = true;
  65978. /**
  65979. * @hidden
  65980. */
  65981. this.renderList = new BABYLON.SmartArray(32);
  65982. this._vertexBuffers = {};
  65983. this.scene = scene;
  65984. scene._addComponent(this);
  65985. }
  65986. /**
  65987. * Registers the component in a given scene
  65988. */
  65989. BoundingBoxRenderer.prototype.register = function () {
  65990. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  65991. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  65992. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  65993. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  65994. };
  65995. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  65996. if (mesh.showSubMeshesBoundingBox) {
  65997. var boundingInfo = subMesh.getBoundingInfo();
  65998. if (boundingInfo !== null && boundingInfo !== undefined) {
  65999. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66000. this.renderList.push(boundingInfo.boundingBox);
  66001. }
  66002. }
  66003. };
  66004. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66005. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66006. var boundingInfo = sourceMesh.getBoundingInfo();
  66007. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66008. this.renderList.push(boundingInfo.boundingBox);
  66009. }
  66010. };
  66011. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66012. if (this._colorShader) {
  66013. return;
  66014. }
  66015. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66016. attributes: [BABYLON.VertexBuffer.PositionKind],
  66017. uniforms: ["world", "viewProjection", "color"]
  66018. });
  66019. var engine = this.scene.getEngine();
  66020. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66021. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66022. this._createIndexBuffer();
  66023. };
  66024. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66025. var engine = this.scene.getEngine();
  66026. 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]);
  66027. };
  66028. /**
  66029. * Rebuilds the elements related to this component in case of
  66030. * context lost for instance.
  66031. */
  66032. BoundingBoxRenderer.prototype.rebuild = function () {
  66033. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66034. if (vb) {
  66035. vb._rebuild();
  66036. }
  66037. this._createIndexBuffer();
  66038. };
  66039. /**
  66040. * @hidden
  66041. */
  66042. BoundingBoxRenderer.prototype.reset = function () {
  66043. this.renderList.reset();
  66044. };
  66045. /**
  66046. * Render the bounding boxes of a specific rendering group
  66047. * @param renderingGroupId defines the rendering group to render
  66048. */
  66049. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66050. if (this.renderList.length === 0) {
  66051. return;
  66052. }
  66053. this._prepareRessources();
  66054. if (!this._colorShader.isReady()) {
  66055. return;
  66056. }
  66057. var engine = this.scene.getEngine();
  66058. engine.setDepthWrite(false);
  66059. this._colorShader._preBind();
  66060. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66061. var boundingBox = this.renderList.data[boundingBoxIndex];
  66062. if (boundingBox._tag !== renderingGroupId) {
  66063. continue;
  66064. }
  66065. var min = boundingBox.minimum;
  66066. var max = boundingBox.maximum;
  66067. var diff = max.subtract(min);
  66068. var median = min.add(diff.scale(0.5));
  66069. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66070. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66071. .multiply(boundingBox.getWorldMatrix());
  66072. // VBOs
  66073. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66074. if (this.showBackLines) {
  66075. // Back
  66076. engine.setDepthFunctionToGreaterOrEqual();
  66077. this.scene.resetCachedMaterial();
  66078. this._colorShader.setColor4("color", this.backColor.toColor4());
  66079. this._colorShader.bind(worldMatrix);
  66080. // Draw order
  66081. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66082. }
  66083. // Front
  66084. engine.setDepthFunctionToLess();
  66085. this.scene.resetCachedMaterial();
  66086. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66087. this._colorShader.bind(worldMatrix);
  66088. // Draw order
  66089. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66090. }
  66091. this._colorShader.unbind();
  66092. engine.setDepthFunctionToLessOrEqual();
  66093. engine.setDepthWrite(true);
  66094. };
  66095. /**
  66096. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66097. * @param mesh Define the mesh to render the occlusion bounding box for
  66098. */
  66099. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66100. this._prepareRessources();
  66101. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66102. return;
  66103. }
  66104. var engine = this.scene.getEngine();
  66105. engine.setDepthWrite(false);
  66106. engine.setColorWrite(false);
  66107. this._colorShader._preBind();
  66108. var boundingBox = mesh._boundingInfo.boundingBox;
  66109. var min = boundingBox.minimum;
  66110. var max = boundingBox.maximum;
  66111. var diff = max.subtract(min);
  66112. var median = min.add(diff.scale(0.5));
  66113. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66114. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66115. .multiply(boundingBox.getWorldMatrix());
  66116. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66117. engine.setDepthFunctionToLess();
  66118. this.scene.resetCachedMaterial();
  66119. this._colorShader.bind(worldMatrix);
  66120. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66121. this._colorShader.unbind();
  66122. engine.setDepthFunctionToLessOrEqual();
  66123. engine.setDepthWrite(true);
  66124. engine.setColorWrite(true);
  66125. };
  66126. /**
  66127. * Dispose and release the resources attached to this renderer.
  66128. */
  66129. BoundingBoxRenderer.prototype.dispose = function () {
  66130. if (!this._colorShader) {
  66131. return;
  66132. }
  66133. this.renderList.dispose();
  66134. this._colorShader.dispose();
  66135. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66136. if (buffer) {
  66137. buffer.dispose();
  66138. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66139. }
  66140. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66141. };
  66142. return BoundingBoxRenderer;
  66143. }());
  66144. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66145. })(BABYLON || (BABYLON = {}));
  66146. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66147. var BABYLON;
  66148. (function (BABYLON) {
  66149. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66150. return this._gl.createTransformFeedback();
  66151. };
  66152. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66153. this._gl.deleteTransformFeedback(value);
  66154. };
  66155. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66156. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66157. };
  66158. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66159. if (usePoints === void 0) { usePoints = true; }
  66160. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66161. };
  66162. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66163. this._gl.endTransformFeedback();
  66164. };
  66165. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66166. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66167. };
  66168. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66169. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66170. };
  66171. })(BABYLON || (BABYLON = {}));
  66172. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66173. var BABYLON;
  66174. (function (BABYLON) {
  66175. /**
  66176. * This represents a GPU particle system in Babylon
  66177. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66178. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66179. */
  66180. var GPUParticleSystem = /** @class */ (function (_super) {
  66181. __extends(GPUParticleSystem, _super);
  66182. /**
  66183. * Instantiates a GPU particle system.
  66184. * 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.
  66185. * @param name The name of the particle system
  66186. * @param options The options used to create the system
  66187. * @param scene The scene the particle system belongs to
  66188. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66189. */
  66190. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66191. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66192. var _this = _super.call(this, name) || this;
  66193. /**
  66194. * The layer mask we are rendering the particles through.
  66195. */
  66196. _this.layerMask = 0x0FFFFFFF;
  66197. _this._accumulatedCount = 0;
  66198. _this._targetIndex = 0;
  66199. _this._currentRenderId = -1;
  66200. _this._started = false;
  66201. _this._stopped = false;
  66202. _this._timeDelta = 0;
  66203. _this._attributesStrideSize = 21;
  66204. _this._actualFrame = 0;
  66205. _this._rawTextureWidth = 256;
  66206. /**
  66207. * An event triggered when the system is disposed.
  66208. */
  66209. _this.onDisposeObservable = new BABYLON.Observable();
  66210. /**
  66211. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66212. * to override the particles.
  66213. */
  66214. _this.forceDepthWrite = false;
  66215. _this._preWarmDone = false;
  66216. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66217. // Setup the default processing configuration to the scene.
  66218. _this._attachImageProcessingConfiguration(null);
  66219. _this._engine = _this._scene.getEngine();
  66220. if (!options.randomTextureSize) {
  66221. delete options.randomTextureSize;
  66222. }
  66223. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66224. var optionsAsNumber = options;
  66225. if (isFinite(optionsAsNumber)) {
  66226. fullOptions.capacity = optionsAsNumber;
  66227. }
  66228. _this._capacity = fullOptions.capacity;
  66229. _this._activeCount = fullOptions.capacity;
  66230. _this._currentActiveCount = 0;
  66231. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66232. _this._scene.particleSystems.push(_this);
  66233. _this._updateEffectOptions = {
  66234. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66235. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66236. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66237. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66238. uniformBuffersNames: [],
  66239. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66240. defines: "",
  66241. fallbacks: null,
  66242. onCompiled: null,
  66243. onError: null,
  66244. indexParameters: null,
  66245. maxSimultaneousLights: 0,
  66246. transformFeedbackVaryings: []
  66247. };
  66248. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66249. // Random data
  66250. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66251. var d = [];
  66252. for (var i = 0; i < maxTextureSize; ++i) {
  66253. d.push(Math.random());
  66254. d.push(Math.random());
  66255. d.push(Math.random());
  66256. d.push(Math.random());
  66257. }
  66258. _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);
  66259. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66260. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66261. d = [];
  66262. for (var i = 0; i < maxTextureSize; ++i) {
  66263. d.push(Math.random());
  66264. d.push(Math.random());
  66265. d.push(Math.random());
  66266. d.push(Math.random());
  66267. }
  66268. _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);
  66269. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66270. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66271. _this._randomTextureSize = maxTextureSize;
  66272. return _this;
  66273. }
  66274. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66275. /**
  66276. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66277. */
  66278. get: function () {
  66279. if (!BABYLON.Engine.LastCreatedEngine) {
  66280. return false;
  66281. }
  66282. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66283. },
  66284. enumerable: true,
  66285. configurable: true
  66286. });
  66287. /**
  66288. * Gets the maximum number of particles active at the same time.
  66289. * @returns The max number of active particles.
  66290. */
  66291. GPUParticleSystem.prototype.getCapacity = function () {
  66292. return this._capacity;
  66293. };
  66294. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66295. /**
  66296. * Gets or set the number of active particles
  66297. */
  66298. get: function () {
  66299. return this._activeCount;
  66300. },
  66301. set: function (value) {
  66302. this._activeCount = Math.min(value, this._capacity);
  66303. },
  66304. enumerable: true,
  66305. configurable: true
  66306. });
  66307. /**
  66308. * Is this system ready to be used/rendered
  66309. * @return true if the system is ready
  66310. */
  66311. GPUParticleSystem.prototype.isReady = function () {
  66312. if (!this._updateEffect) {
  66313. this._recreateUpdateEffect();
  66314. this._recreateRenderEffect();
  66315. return false;
  66316. }
  66317. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66318. return false;
  66319. }
  66320. return true;
  66321. };
  66322. /**
  66323. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66324. * @returns True if it has been started, otherwise false.
  66325. */
  66326. GPUParticleSystem.prototype.isStarted = function () {
  66327. return this._started;
  66328. };
  66329. /**
  66330. * Starts the particle system and begins to emit
  66331. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66332. */
  66333. GPUParticleSystem.prototype.start = function (delay) {
  66334. var _this = this;
  66335. if (delay === void 0) { delay = this.startDelay; }
  66336. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66337. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66338. }
  66339. if (delay) {
  66340. setTimeout(function () {
  66341. _this.start(0);
  66342. }, delay);
  66343. return;
  66344. }
  66345. this._started = true;
  66346. this._stopped = false;
  66347. this._preWarmDone = false;
  66348. // Animations
  66349. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  66350. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  66351. }
  66352. };
  66353. /**
  66354. * Stops the particle system.
  66355. */
  66356. GPUParticleSystem.prototype.stop = function () {
  66357. this._stopped = true;
  66358. };
  66359. /**
  66360. * Remove all active particles
  66361. */
  66362. GPUParticleSystem.prototype.reset = function () {
  66363. this._releaseBuffers();
  66364. this._releaseVAOs();
  66365. this._currentActiveCount = 0;
  66366. this._targetIndex = 0;
  66367. };
  66368. /**
  66369. * Returns the string "GPUParticleSystem"
  66370. * @returns a string containing the class name
  66371. */
  66372. GPUParticleSystem.prototype.getClassName = function () {
  66373. return "GPUParticleSystem";
  66374. };
  66375. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  66376. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  66377. this._releaseBuffers();
  66378. return this;
  66379. };
  66380. /**
  66381. * Adds a new color gradient
  66382. * @param gradient defines the gradient to use (between 0 and 1)
  66383. * @param color1 defines the color to affect to the specified gradient
  66384. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  66385. * @returns the current particle system
  66386. */
  66387. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  66388. if (!this._colorGradients) {
  66389. this._colorGradients = [];
  66390. }
  66391. var colorGradient = new BABYLON.ColorGradient();
  66392. colorGradient.gradient = gradient;
  66393. colorGradient.color1 = color1;
  66394. this._colorGradients.push(colorGradient);
  66395. this._colorGradients.sort(function (a, b) {
  66396. if (a.gradient < b.gradient) {
  66397. return -1;
  66398. }
  66399. else if (a.gradient > b.gradient) {
  66400. return 1;
  66401. }
  66402. return 0;
  66403. });
  66404. if (this._colorGradientsTexture) {
  66405. this._colorGradientsTexture.dispose();
  66406. this._colorGradientsTexture = null;
  66407. }
  66408. this._releaseBuffers();
  66409. return this;
  66410. };
  66411. /**
  66412. * Remove a specific color gradient
  66413. * @param gradient defines the gradient to remove
  66414. * @returns the current particle system
  66415. */
  66416. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  66417. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  66418. this._colorGradientsTexture = null;
  66419. return this;
  66420. };
  66421. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  66422. var valueGradient = new BABYLON.FactorGradient();
  66423. valueGradient.gradient = gradient;
  66424. valueGradient.factor1 = factor;
  66425. factorGradients.push(valueGradient);
  66426. factorGradients.sort(function (a, b) {
  66427. if (a.gradient < b.gradient) {
  66428. return -1;
  66429. }
  66430. else if (a.gradient > b.gradient) {
  66431. return 1;
  66432. }
  66433. return 0;
  66434. });
  66435. this._releaseBuffers();
  66436. };
  66437. /**
  66438. * Adds a new size gradient
  66439. * @param gradient defines the gradient to use (between 0 and 1)
  66440. * @param factor defines the size factor to affect to the specified gradient
  66441. * @returns the current particle system
  66442. */
  66443. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  66444. if (!this._sizeGradients) {
  66445. this._sizeGradients = [];
  66446. }
  66447. this._addFactorGradient(this._sizeGradients, gradient, factor);
  66448. if (this._sizeGradientsTexture) {
  66449. this._sizeGradientsTexture.dispose();
  66450. this._sizeGradientsTexture = null;
  66451. }
  66452. this._releaseBuffers();
  66453. return this;
  66454. };
  66455. /**
  66456. * Remove a specific size gradient
  66457. * @param gradient defines the gradient to remove
  66458. * @returns the current particle system
  66459. */
  66460. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  66461. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  66462. this._sizeGradientsTexture = null;
  66463. return this;
  66464. };
  66465. /**
  66466. * Adds a new angular speed gradient
  66467. * @param gradient defines the gradient to use (between 0 and 1)
  66468. * @param factor defines the angular speed to affect to the specified gradient
  66469. * @returns the current particle system
  66470. */
  66471. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  66472. if (!this._angularSpeedGradients) {
  66473. this._angularSpeedGradients = [];
  66474. }
  66475. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  66476. if (this._angularSpeedGradientsTexture) {
  66477. this._angularSpeedGradientsTexture.dispose();
  66478. this._angularSpeedGradientsTexture = null;
  66479. }
  66480. this._releaseBuffers();
  66481. return this;
  66482. };
  66483. /**
  66484. * Remove a specific angular speed gradient
  66485. * @param gradient defines the gradient to remove
  66486. * @returns the current particle system
  66487. */
  66488. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  66489. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  66490. this._angularSpeedGradientsTexture = null;
  66491. return this;
  66492. };
  66493. /**
  66494. * Adds a new velocity gradient
  66495. * @param gradient defines the gradient to use (between 0 and 1)
  66496. * @param factor defines the velocity to affect to the specified gradient
  66497. * @returns the current particle system
  66498. */
  66499. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  66500. if (!this._velocityGradients) {
  66501. this._velocityGradients = [];
  66502. }
  66503. this._addFactorGradient(this._velocityGradients, gradient, factor);
  66504. if (this._velocityGradientsTexture) {
  66505. this._velocityGradientsTexture.dispose();
  66506. this._velocityGradientsTexture = null;
  66507. }
  66508. this._releaseBuffers();
  66509. return this;
  66510. };
  66511. /**
  66512. * Remove a specific velocity gradient
  66513. * @param gradient defines the gradient to remove
  66514. * @returns the current particle system
  66515. */
  66516. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  66517. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  66518. this._velocityGradientsTexture = null;
  66519. return this;
  66520. };
  66521. /**
  66522. * Adds a new limit velocity gradient
  66523. * @param gradient defines the gradient to use (between 0 and 1)
  66524. * @param factor defines the limit velocity value to affect to the specified gradient
  66525. * @returns the current particle system
  66526. */
  66527. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  66528. if (!this._limitVelocityGradients) {
  66529. this._limitVelocityGradients = [];
  66530. }
  66531. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  66532. if (this._limitVelocityGradientsTexture) {
  66533. this._limitVelocityGradientsTexture.dispose();
  66534. this._limitVelocityGradientsTexture = null;
  66535. }
  66536. this._releaseBuffers();
  66537. return this;
  66538. };
  66539. /**
  66540. * Remove a specific limit velocity gradient
  66541. * @param gradient defines the gradient to remove
  66542. * @returns the current particle system
  66543. */
  66544. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  66545. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  66546. this._limitVelocityGradientsTexture = null;
  66547. return this;
  66548. };
  66549. /**
  66550. * Adds a new drag gradient
  66551. * @param gradient defines the gradient to use (between 0 and 1)
  66552. * @param factor defines the drag value to affect to the specified gradient
  66553. * @returns the current particle system
  66554. */
  66555. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  66556. if (!this._dragGradients) {
  66557. this._dragGradients = [];
  66558. }
  66559. this._addFactorGradient(this._dragGradients, gradient, factor);
  66560. if (this._dragGradientsTexture) {
  66561. this._dragGradientsTexture.dispose();
  66562. this._dragGradientsTexture = null;
  66563. }
  66564. this._releaseBuffers();
  66565. return this;
  66566. };
  66567. /**
  66568. * Remove a specific drag gradient
  66569. * @param gradient defines the gradient to remove
  66570. * @returns the current particle system
  66571. */
  66572. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  66573. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  66574. this._dragGradientsTexture = null;
  66575. return this;
  66576. };
  66577. /**
  66578. * Not supported by GPUParticleSystem
  66579. * @param gradient defines the gradient to use (between 0 and 1)
  66580. * @param factor defines the emit rate value to affect to the specified gradient
  66581. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66582. * @returns the current particle system
  66583. */
  66584. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  66585. // Do nothing as emit rate is not supported by GPUParticleSystem
  66586. return this;
  66587. };
  66588. /**
  66589. * Not supported by GPUParticleSystem
  66590. * @param gradient defines the gradient to remove
  66591. * @returns the current particle system
  66592. */
  66593. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  66594. // Do nothing as emit rate is not supported by GPUParticleSystem
  66595. return this;
  66596. };
  66597. /**
  66598. * Not supported by GPUParticleSystem
  66599. * @param gradient defines the gradient to use (between 0 and 1)
  66600. * @param factor defines the start size value to affect to the specified gradient
  66601. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66602. * @returns the current particle system
  66603. */
  66604. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  66605. // Do nothing as start size is not supported by GPUParticleSystem
  66606. return this;
  66607. };
  66608. /**
  66609. * Not supported by GPUParticleSystem
  66610. * @param gradient defines the gradient to remove
  66611. * @returns the current particle system
  66612. */
  66613. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  66614. // Do nothing as start size is not supported by GPUParticleSystem
  66615. return this;
  66616. };
  66617. /**
  66618. * Not supported by GPUParticleSystem
  66619. * @param gradient defines the gradient to use (between 0 and 1)
  66620. * @param min defines the color remap minimal range
  66621. * @param max defines the color remap maximal range
  66622. * @returns the current particle system
  66623. */
  66624. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  66625. // Do nothing as start size is not supported by GPUParticleSystem
  66626. return this;
  66627. };
  66628. /**
  66629. * Not supported by GPUParticleSystem
  66630. * @param gradient defines the gradient to remove
  66631. * @returns the current particle system
  66632. */
  66633. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  66634. // Do nothing as start size is not supported by GPUParticleSystem
  66635. return this;
  66636. };
  66637. /**
  66638. * Not supported by GPUParticleSystem
  66639. * @param gradient defines the gradient to use (between 0 and 1)
  66640. * @param min defines the alpha remap minimal range
  66641. * @param max defines the alpha remap maximal range
  66642. * @returns the current particle system
  66643. */
  66644. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  66645. // Do nothing as start size is not supported by GPUParticleSystem
  66646. return this;
  66647. };
  66648. /**
  66649. * Not supported by GPUParticleSystem
  66650. * @param gradient defines the gradient to remove
  66651. * @returns the current particle system
  66652. */
  66653. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  66654. // Do nothing as start size is not supported by GPUParticleSystem
  66655. return this;
  66656. };
  66657. /**
  66658. * Not supported by GPUParticleSystem
  66659. * @param gradient defines the gradient to use (between 0 and 1)
  66660. * @param color defines the color to affect to the specified gradient
  66661. * @returns the current particle system
  66662. */
  66663. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  66664. //Not supported by GPUParticleSystem
  66665. return this;
  66666. };
  66667. /**
  66668. * Not supported by GPUParticleSystem
  66669. * @param gradient defines the gradient to remove
  66670. * @returns the current particle system
  66671. */
  66672. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  66673. //Not supported by GPUParticleSystem
  66674. return this;
  66675. };
  66676. /**
  66677. * Not supported by GPUParticleSystem
  66678. * @returns the list of ramp gradients
  66679. */
  66680. GPUParticleSystem.prototype.getRampGradients = function () {
  66681. return null;
  66682. };
  66683. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  66684. /**
  66685. * Not supported by GPUParticleSystem
  66686. * Gets or sets a boolean indicating that ramp gradients must be used
  66687. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  66688. */
  66689. get: function () {
  66690. //Not supported by GPUParticleSystem
  66691. return false;
  66692. },
  66693. set: function (value) {
  66694. //Not supported by GPUParticleSystem
  66695. },
  66696. enumerable: true,
  66697. configurable: true
  66698. });
  66699. /**
  66700. * Not supported by GPUParticleSystem
  66701. * @param gradient defines the gradient to use (between 0 and 1)
  66702. * @param factor defines the life time factor to affect to the specified gradient
  66703. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66704. * @returns the current particle system
  66705. */
  66706. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  66707. //Not supported by GPUParticleSystem
  66708. return this;
  66709. };
  66710. /**
  66711. * Not supported by GPUParticleSystem
  66712. * @param gradient defines the gradient to remove
  66713. * @returns the current particle system
  66714. */
  66715. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  66716. //Not supported by GPUParticleSystem
  66717. return this;
  66718. };
  66719. GPUParticleSystem.prototype._reset = function () {
  66720. this._releaseBuffers();
  66721. };
  66722. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  66723. var updateVertexBuffers = {};
  66724. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  66725. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  66726. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  66727. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  66728. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  66729. var offset = 12;
  66730. if (!this._colorGradientsTexture) {
  66731. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  66732. offset += 4;
  66733. }
  66734. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  66735. offset += 3;
  66736. if (!this._isBillboardBased) {
  66737. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  66738. offset += 3;
  66739. }
  66740. if (this._angularSpeedGradientsTexture) {
  66741. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  66742. offset += 1;
  66743. }
  66744. else {
  66745. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  66746. offset += 2;
  66747. }
  66748. if (this._isAnimationSheetEnabled) {
  66749. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  66750. offset += 1;
  66751. if (this.spriteRandomStartCell) {
  66752. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  66753. offset += 1;
  66754. }
  66755. }
  66756. if (this.noiseTexture) {
  66757. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  66758. offset += 3;
  66759. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  66760. offset += 3;
  66761. }
  66762. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  66763. this._engine.bindArrayBuffer(null);
  66764. return vao;
  66765. };
  66766. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  66767. var renderVertexBuffers = {};
  66768. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  66769. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  66770. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  66771. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  66772. var offset = 12;
  66773. if (!this._colorGradientsTexture) {
  66774. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  66775. offset += 4;
  66776. }
  66777. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  66778. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  66779. }
  66780. offset += 3; // Direction
  66781. if (!this._isBillboardBased) {
  66782. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  66783. offset += 3;
  66784. }
  66785. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  66786. if (this._angularSpeedGradientsTexture) {
  66787. offset++;
  66788. }
  66789. else {
  66790. offset += 2;
  66791. }
  66792. if (this._isAnimationSheetEnabled) {
  66793. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  66794. offset += 1;
  66795. if (this.spriteRandomStartCell) {
  66796. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  66797. offset += 1;
  66798. }
  66799. }
  66800. if (this.noiseTexture) {
  66801. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  66802. offset += 3;
  66803. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  66804. offset += 3;
  66805. }
  66806. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  66807. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  66808. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  66809. this._engine.bindArrayBuffer(null);
  66810. return vao;
  66811. };
  66812. GPUParticleSystem.prototype._initialize = function (force) {
  66813. if (force === void 0) { force = false; }
  66814. if (this._buffer0 && !force) {
  66815. return;
  66816. }
  66817. var engine = this._scene.getEngine();
  66818. var data = new Array();
  66819. if (!this.isBillboardBased) {
  66820. this._attributesStrideSize += 3;
  66821. }
  66822. if (this._colorGradientsTexture) {
  66823. this._attributesStrideSize -= 4;
  66824. }
  66825. if (this._angularSpeedGradientsTexture) {
  66826. this._attributesStrideSize -= 1;
  66827. }
  66828. if (this._isAnimationSheetEnabled) {
  66829. this._attributesStrideSize += 1;
  66830. if (this.spriteRandomStartCell) {
  66831. this._attributesStrideSize += 1;
  66832. }
  66833. }
  66834. if (this.noiseTexture) {
  66835. this._attributesStrideSize += 6;
  66836. }
  66837. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  66838. // position
  66839. data.push(0.0);
  66840. data.push(0.0);
  66841. data.push(0.0);
  66842. // Age and life
  66843. data.push(0.0); // create the particle as a dead one to create a new one at start
  66844. data.push(0.0);
  66845. // Seed
  66846. data.push(Math.random());
  66847. data.push(Math.random());
  66848. data.push(Math.random());
  66849. data.push(Math.random());
  66850. // Size
  66851. data.push(0.0);
  66852. data.push(0.0);
  66853. data.push(0.0);
  66854. if (!this._colorGradientsTexture) {
  66855. // color
  66856. data.push(0.0);
  66857. data.push(0.0);
  66858. data.push(0.0);
  66859. data.push(0.0);
  66860. }
  66861. // direction
  66862. data.push(0.0);
  66863. data.push(0.0);
  66864. data.push(0.0);
  66865. if (!this.isBillboardBased) {
  66866. // initialDirection
  66867. data.push(0.0);
  66868. data.push(0.0);
  66869. data.push(0.0);
  66870. }
  66871. // angle
  66872. data.push(0.0);
  66873. if (!this._angularSpeedGradientsTexture) {
  66874. data.push(0.0);
  66875. }
  66876. if (this._isAnimationSheetEnabled) {
  66877. data.push(0.0);
  66878. if (this.spriteRandomStartCell) {
  66879. data.push(0.0);
  66880. }
  66881. }
  66882. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  66883. data.push(Math.random());
  66884. data.push(Math.random());
  66885. data.push(Math.random());
  66886. data.push(Math.random());
  66887. data.push(Math.random());
  66888. data.push(Math.random());
  66889. }
  66890. }
  66891. // Sprite data
  66892. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  66893. -0.5, 0.5, 0, 1,
  66894. -0.5, -0.5, 0, 0,
  66895. 0.5, -0.5, 1, 0]);
  66896. // Buffers
  66897. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  66898. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  66899. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  66900. // Update VAO
  66901. this._updateVAO = [];
  66902. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  66903. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  66904. // Render VAO
  66905. this._renderVAO = [];
  66906. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  66907. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  66908. // Links
  66909. this._sourceBuffer = this._buffer0;
  66910. this._targetBuffer = this._buffer1;
  66911. };
  66912. /** @hidden */
  66913. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  66914. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  66915. if (this._isBillboardBased) {
  66916. defines += "\n#define BILLBOARD";
  66917. }
  66918. if (this._colorGradientsTexture) {
  66919. defines += "\n#define COLORGRADIENTS";
  66920. }
  66921. if (this._sizeGradientsTexture) {
  66922. defines += "\n#define SIZEGRADIENTS";
  66923. }
  66924. if (this._angularSpeedGradientsTexture) {
  66925. defines += "\n#define ANGULARSPEEDGRADIENTS";
  66926. }
  66927. if (this._velocityGradientsTexture) {
  66928. defines += "\n#define VELOCITYGRADIENTS";
  66929. }
  66930. if (this._limitVelocityGradientsTexture) {
  66931. defines += "\n#define LIMITVELOCITYGRADIENTS";
  66932. }
  66933. if (this._dragGradientsTexture) {
  66934. defines += "\n#define DRAGGRADIENTS";
  66935. }
  66936. if (this.isAnimationSheetEnabled) {
  66937. defines += "\n#define ANIMATESHEET";
  66938. if (this.spriteRandomStartCell) {
  66939. defines += "\n#define ANIMATESHEETRANDOMSTART";
  66940. }
  66941. }
  66942. if (this.noiseTexture) {
  66943. defines += "\n#define NOISE";
  66944. }
  66945. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  66946. return;
  66947. }
  66948. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  66949. if (!this._colorGradientsTexture) {
  66950. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  66951. }
  66952. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  66953. if (!this._isBillboardBased) {
  66954. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  66955. }
  66956. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  66957. if (this.isAnimationSheetEnabled) {
  66958. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  66959. if (this.spriteRandomStartCell) {
  66960. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  66961. }
  66962. }
  66963. if (this.noiseTexture) {
  66964. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  66965. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  66966. }
  66967. this._updateEffectOptions.defines = defines;
  66968. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  66969. };
  66970. /** @hidden */
  66971. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  66972. var defines = "";
  66973. if (this._scene.clipPlane) {
  66974. defines = "\n#define CLIPPLANE";
  66975. }
  66976. if (this._scene.clipPlane2) {
  66977. defines = "\n#define CLIPPLANE2";
  66978. }
  66979. if (this._scene.clipPlane3) {
  66980. defines = "\n#define CLIPPLANE3";
  66981. }
  66982. if (this._scene.clipPlane4) {
  66983. defines = "\n#define CLIPPLANE4";
  66984. }
  66985. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  66986. defines = "\n#define BLENDMULTIPLYMODE";
  66987. }
  66988. if (this._isBillboardBased) {
  66989. defines += "\n#define BILLBOARD";
  66990. switch (this.billboardMode) {
  66991. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  66992. defines += "\n#define BILLBOARDY";
  66993. break;
  66994. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  66995. defines += "\n#define BILLBOARDSTRETCHED";
  66996. break;
  66997. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  66998. default:
  66999. break;
  67000. }
  67001. }
  67002. if (this._colorGradientsTexture) {
  67003. defines += "\n#define COLORGRADIENTS";
  67004. }
  67005. if (this.isAnimationSheetEnabled) {
  67006. defines += "\n#define ANIMATESHEET";
  67007. }
  67008. if (this._imageProcessingConfiguration) {
  67009. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67010. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67011. }
  67012. if (this._renderEffect && this._renderEffect.defines === defines) {
  67013. return;
  67014. }
  67015. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67016. var samplers = ["textureSampler", "colorGradientSampler"];
  67017. if (BABYLON.ImageProcessingConfiguration) {
  67018. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67019. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67020. }
  67021. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67022. };
  67023. /**
  67024. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67025. * @param preWarm defines if we are in the pre-warmimg phase
  67026. */
  67027. GPUParticleSystem.prototype.animate = function (preWarm) {
  67028. if (preWarm === void 0) { preWarm = false; }
  67029. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67030. this._actualFrame += this._timeDelta;
  67031. if (!this._stopped) {
  67032. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67033. this.stop();
  67034. }
  67035. }
  67036. };
  67037. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67038. var texture = this[textureName];
  67039. if (!factorGradients || !factorGradients.length || texture) {
  67040. return;
  67041. }
  67042. var data = new Float32Array(this._rawTextureWidth);
  67043. for (var x = 0; x < this._rawTextureWidth; x++) {
  67044. var ratio = x / this._rawTextureWidth;
  67045. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67046. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67047. });
  67048. }
  67049. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67050. };
  67051. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67052. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67053. };
  67054. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67055. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67056. };
  67057. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67058. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67059. };
  67060. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67061. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67062. };
  67063. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67064. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67065. };
  67066. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67067. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67068. return;
  67069. }
  67070. var data = new Uint8Array(this._rawTextureWidth * 4);
  67071. var tmpColor = BABYLON.Tmp.Color4[0];
  67072. for (var x = 0; x < this._rawTextureWidth; x++) {
  67073. var ratio = x / this._rawTextureWidth;
  67074. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67075. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67076. data[x * 4] = tmpColor.r * 255;
  67077. data[x * 4 + 1] = tmpColor.g * 255;
  67078. data[x * 4 + 2] = tmpColor.b * 255;
  67079. data[x * 4 + 3] = tmpColor.a * 255;
  67080. });
  67081. }
  67082. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67083. };
  67084. /**
  67085. * Renders the particle system in its current state
  67086. * @param preWarm defines if the system should only update the particles but not render them
  67087. * @returns the current number of particles
  67088. */
  67089. GPUParticleSystem.prototype.render = function (preWarm) {
  67090. if (preWarm === void 0) { preWarm = false; }
  67091. if (!this._started) {
  67092. return 0;
  67093. }
  67094. this._createColorGradientTexture();
  67095. this._createSizeGradientTexture();
  67096. this._createAngularSpeedGradientTexture();
  67097. this._createVelocityGradientTexture();
  67098. this._createLimitVelocityGradientTexture();
  67099. this._createDragGradientTexture();
  67100. this._recreateUpdateEffect();
  67101. this._recreateRenderEffect();
  67102. if (!this.isReady()) {
  67103. return 0;
  67104. }
  67105. if (!preWarm) {
  67106. if (!this._preWarmDone && this.preWarmCycles) {
  67107. for (var index = 0; index < this.preWarmCycles; index++) {
  67108. this.animate(true);
  67109. this.render(true);
  67110. }
  67111. this._preWarmDone = true;
  67112. }
  67113. if (this._currentRenderId === this._scene.getRenderId()) {
  67114. return 0;
  67115. }
  67116. this._currentRenderId = this._scene.getRenderId();
  67117. }
  67118. // Get everything ready to render
  67119. this._initialize();
  67120. this._accumulatedCount += this.emitRate * this._timeDelta;
  67121. if (this._accumulatedCount > 1) {
  67122. var intPart = this._accumulatedCount | 0;
  67123. this._accumulatedCount -= intPart;
  67124. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67125. }
  67126. if (!this._currentActiveCount) {
  67127. return 0;
  67128. }
  67129. // Enable update effect
  67130. this._engine.enableEffect(this._updateEffect);
  67131. this._engine.setState(false);
  67132. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67133. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67134. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67135. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67136. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67137. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67138. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67139. if (!this._colorGradientsTexture) {
  67140. this._updateEffect.setDirectColor4("color1", this.color1);
  67141. this._updateEffect.setDirectColor4("color2", this.color2);
  67142. }
  67143. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67144. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67145. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67146. this._updateEffect.setVector3("gravity", this.gravity);
  67147. if (this._sizeGradientsTexture) {
  67148. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67149. }
  67150. if (this._angularSpeedGradientsTexture) {
  67151. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67152. }
  67153. if (this._velocityGradientsTexture) {
  67154. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67155. }
  67156. if (this._limitVelocityGradientsTexture) {
  67157. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67158. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67159. }
  67160. if (this._dragGradientsTexture) {
  67161. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67162. }
  67163. if (this.particleEmitterType) {
  67164. this.particleEmitterType.applyToShader(this._updateEffect);
  67165. }
  67166. if (this._isAnimationSheetEnabled) {
  67167. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67168. }
  67169. if (this.noiseTexture) {
  67170. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67171. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67172. }
  67173. var emitterWM;
  67174. if (this.emitter.position) {
  67175. var emitterMesh = this.emitter;
  67176. emitterWM = emitterMesh.getWorldMatrix();
  67177. }
  67178. else {
  67179. var emitterPosition = this.emitter;
  67180. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67181. }
  67182. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67183. // Bind source VAO
  67184. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67185. // Update
  67186. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67187. this._engine.setRasterizerState(false);
  67188. this._engine.beginTransformFeedback(true);
  67189. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67190. this._engine.endTransformFeedback();
  67191. this._engine.setRasterizerState(true);
  67192. this._engine.bindTransformFeedbackBuffer(null);
  67193. if (!preWarm) {
  67194. // Enable render effect
  67195. this._engine.enableEffect(this._renderEffect);
  67196. var viewMatrix = this._scene.getViewMatrix();
  67197. this._renderEffect.setMatrix("view", viewMatrix);
  67198. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67199. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67200. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67201. if (this._colorGradientsTexture) {
  67202. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67203. }
  67204. else {
  67205. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67206. }
  67207. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67208. var baseSize = this.particleTexture.getBaseSize();
  67209. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67210. }
  67211. if (this._isBillboardBased) {
  67212. var camera = this._scene.activeCamera;
  67213. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67214. }
  67215. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67216. var invView = viewMatrix.clone();
  67217. invView.invert();
  67218. this._renderEffect.setMatrix("invView", invView);
  67219. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67220. }
  67221. // image processing
  67222. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67223. this._imageProcessingConfiguration.bind(this._renderEffect);
  67224. }
  67225. // Draw order
  67226. switch (this.blendMode) {
  67227. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67228. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67229. break;
  67230. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67231. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67232. break;
  67233. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67234. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67235. break;
  67236. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67237. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67238. break;
  67239. }
  67240. if (this.forceDepthWrite) {
  67241. this._engine.setDepthWrite(true);
  67242. }
  67243. // Bind source VAO
  67244. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67245. // Render
  67246. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67247. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67248. }
  67249. // Switch VAOs
  67250. this._targetIndex++;
  67251. if (this._targetIndex === 2) {
  67252. this._targetIndex = 0;
  67253. }
  67254. // Switch buffers
  67255. var tmpBuffer = this._sourceBuffer;
  67256. this._sourceBuffer = this._targetBuffer;
  67257. this._targetBuffer = tmpBuffer;
  67258. return this._currentActiveCount;
  67259. };
  67260. /**
  67261. * Rebuilds the particle system
  67262. */
  67263. GPUParticleSystem.prototype.rebuild = function () {
  67264. this._initialize(true);
  67265. };
  67266. GPUParticleSystem.prototype._releaseBuffers = function () {
  67267. if (this._buffer0) {
  67268. this._buffer0.dispose();
  67269. this._buffer0 = null;
  67270. }
  67271. if (this._buffer1) {
  67272. this._buffer1.dispose();
  67273. this._buffer1 = null;
  67274. }
  67275. if (this._spriteBuffer) {
  67276. this._spriteBuffer.dispose();
  67277. this._spriteBuffer = null;
  67278. }
  67279. };
  67280. GPUParticleSystem.prototype._releaseVAOs = function () {
  67281. if (!this._updateVAO) {
  67282. return;
  67283. }
  67284. for (var index = 0; index < this._updateVAO.length; index++) {
  67285. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67286. }
  67287. this._updateVAO = [];
  67288. for (var index = 0; index < this._renderVAO.length; index++) {
  67289. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67290. }
  67291. this._renderVAO = [];
  67292. };
  67293. /**
  67294. * Disposes the particle system and free the associated resources
  67295. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67296. */
  67297. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67298. if (disposeTexture === void 0) { disposeTexture = true; }
  67299. var index = this._scene.particleSystems.indexOf(this);
  67300. if (index > -1) {
  67301. this._scene.particleSystems.splice(index, 1);
  67302. }
  67303. this._releaseBuffers();
  67304. this._releaseVAOs();
  67305. if (this._colorGradientsTexture) {
  67306. this._colorGradientsTexture.dispose();
  67307. this._colorGradientsTexture = null;
  67308. }
  67309. if (this._sizeGradientsTexture) {
  67310. this._sizeGradientsTexture.dispose();
  67311. this._sizeGradientsTexture = null;
  67312. }
  67313. if (this._angularSpeedGradientsTexture) {
  67314. this._angularSpeedGradientsTexture.dispose();
  67315. this._angularSpeedGradientsTexture = null;
  67316. }
  67317. if (this._velocityGradientsTexture) {
  67318. this._velocityGradientsTexture.dispose();
  67319. this._velocityGradientsTexture = null;
  67320. }
  67321. if (this._limitVelocityGradientsTexture) {
  67322. this._limitVelocityGradientsTexture.dispose();
  67323. this._limitVelocityGradientsTexture = null;
  67324. }
  67325. if (this._dragGradientsTexture) {
  67326. this._dragGradientsTexture.dispose();
  67327. this._dragGradientsTexture = null;
  67328. }
  67329. if (this._randomTexture) {
  67330. this._randomTexture.dispose();
  67331. this._randomTexture = null;
  67332. }
  67333. if (this._randomTexture2) {
  67334. this._randomTexture2.dispose();
  67335. this._randomTexture2 = null;
  67336. }
  67337. if (disposeTexture && this.particleTexture) {
  67338. this.particleTexture.dispose();
  67339. this.particleTexture = null;
  67340. }
  67341. if (disposeTexture && this.noiseTexture) {
  67342. this.noiseTexture.dispose();
  67343. this.noiseTexture = null;
  67344. }
  67345. // Callback
  67346. this.onDisposeObservable.notifyObservers(this);
  67347. this.onDisposeObservable.clear();
  67348. };
  67349. /**
  67350. * Clones the particle system.
  67351. * @param name The name of the cloned object
  67352. * @param newEmitter The new emitter to use
  67353. * @returns the cloned particle system
  67354. */
  67355. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  67356. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  67357. BABYLON.Tools.DeepCopy(this, result);
  67358. if (newEmitter === undefined) {
  67359. newEmitter = this.emitter;
  67360. }
  67361. result.emitter = newEmitter;
  67362. if (this.particleTexture) {
  67363. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  67364. }
  67365. return result;
  67366. };
  67367. /**
  67368. * Serializes the particle system to a JSON object.
  67369. * @returns the JSON object
  67370. */
  67371. GPUParticleSystem.prototype.serialize = function () {
  67372. var serializationObject = {};
  67373. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  67374. serializationObject.activeParticleCount = this.activeParticleCount;
  67375. return serializationObject;
  67376. };
  67377. /**
  67378. * Parses a JSON object to create a GPU particle system.
  67379. * @param parsedParticleSystem The JSON object to parse
  67380. * @param scene The scene to create the particle system in
  67381. * @param rootUrl The root url to use to load external dependencies like texture
  67382. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  67383. * @returns the parsed GPU particle system
  67384. */
  67385. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  67386. if (doNotStart === void 0) { doNotStart = false; }
  67387. var name = parsedParticleSystem.name;
  67388. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  67389. if (parsedParticleSystem.activeParticleCount) {
  67390. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  67391. }
  67392. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  67393. // Auto start
  67394. if (parsedParticleSystem.preventAutoStart) {
  67395. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  67396. }
  67397. if (!doNotStart && !particleSystem.preventAutoStart) {
  67398. particleSystem.start();
  67399. }
  67400. return particleSystem;
  67401. };
  67402. return GPUParticleSystem;
  67403. }(BABYLON.BaseParticleSystem));
  67404. BABYLON.GPUParticleSystem = GPUParticleSystem;
  67405. })(BABYLON || (BABYLON = {}));
  67406. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  67407. var BABYLON;
  67408. (function (BABYLON) {
  67409. /**
  67410. * Represents one particle of a solid particle system.
  67411. */
  67412. var SolidParticle = /** @class */ (function () {
  67413. /**
  67414. * Creates a Solid Particle object.
  67415. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  67416. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  67417. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  67418. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  67419. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  67420. * @param shapeId (integer) is the model shape identifier in the SPS.
  67421. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  67422. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  67423. */
  67424. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  67425. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  67426. /**
  67427. * particle global index
  67428. */
  67429. this.idx = 0;
  67430. /**
  67431. * The color of the particle
  67432. */
  67433. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  67434. /**
  67435. * The world space position of the particle.
  67436. */
  67437. this.position = BABYLON.Vector3.Zero();
  67438. /**
  67439. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  67440. */
  67441. this.rotation = BABYLON.Vector3.Zero();
  67442. /**
  67443. * The scaling of the particle.
  67444. */
  67445. this.scaling = BABYLON.Vector3.One();
  67446. /**
  67447. * The uvs of the particle.
  67448. */
  67449. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  67450. /**
  67451. * The current speed of the particle.
  67452. */
  67453. this.velocity = BABYLON.Vector3.Zero();
  67454. /**
  67455. * The pivot point in the particle local space.
  67456. */
  67457. this.pivot = BABYLON.Vector3.Zero();
  67458. /**
  67459. * Must the particle be translated from its pivot point in its local space ?
  67460. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  67461. * Default : false
  67462. */
  67463. this.translateFromPivot = false;
  67464. /**
  67465. * Is the particle active or not ?
  67466. */
  67467. this.alive = true;
  67468. /**
  67469. * Is the particle visible or not ?
  67470. */
  67471. this.isVisible = true;
  67472. /**
  67473. * Index of this particle in the global "positions" array (Internal use)
  67474. * @hidden
  67475. */
  67476. this._pos = 0;
  67477. /**
  67478. * @hidden Index of this particle in the global "indices" array (Internal use)
  67479. */
  67480. this._ind = 0;
  67481. /**
  67482. * ModelShape id of this particle
  67483. */
  67484. this.shapeId = 0;
  67485. /**
  67486. * Index of the particle in its shape id (Internal use)
  67487. */
  67488. this.idxInShape = 0;
  67489. /**
  67490. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  67491. */
  67492. this._stillInvisible = false;
  67493. /**
  67494. * @hidden Last computed particle rotation matrix
  67495. */
  67496. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  67497. /**
  67498. * Parent particle Id, if any.
  67499. * Default null.
  67500. */
  67501. this.parentId = null;
  67502. /**
  67503. * @hidden Internal global position in the SPS.
  67504. */
  67505. this._globalPosition = BABYLON.Vector3.Zero();
  67506. this.idx = particleIndex;
  67507. this._pos = positionIndex;
  67508. this._ind = indiceIndex;
  67509. this._model = model;
  67510. this.shapeId = shapeId;
  67511. this.idxInShape = idxInShape;
  67512. this._sps = sps;
  67513. if (modelBoundingInfo) {
  67514. this._modelBoundingInfo = modelBoundingInfo;
  67515. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  67516. }
  67517. }
  67518. Object.defineProperty(SolidParticle.prototype, "scale", {
  67519. /**
  67520. * Legacy support, changed scale to scaling
  67521. */
  67522. get: function () {
  67523. return this.scaling;
  67524. },
  67525. /**
  67526. * Legacy support, changed scale to scaling
  67527. */
  67528. set: function (scale) {
  67529. this.scaling = scale;
  67530. },
  67531. enumerable: true,
  67532. configurable: true
  67533. });
  67534. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  67535. /**
  67536. * Legacy support, changed quaternion to rotationQuaternion
  67537. */
  67538. get: function () {
  67539. return this.rotationQuaternion;
  67540. },
  67541. /**
  67542. * Legacy support, changed quaternion to rotationQuaternion
  67543. */
  67544. set: function (q) {
  67545. this.rotationQuaternion = q;
  67546. },
  67547. enumerable: true,
  67548. configurable: true
  67549. });
  67550. /**
  67551. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  67552. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  67553. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  67554. * @returns true if it intersects
  67555. */
  67556. SolidParticle.prototype.intersectsMesh = function (target) {
  67557. if (!this._boundingInfo || !target._boundingInfo) {
  67558. return false;
  67559. }
  67560. if (this._sps._bSphereOnly) {
  67561. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  67562. }
  67563. return this._boundingInfo.intersects(target._boundingInfo, false);
  67564. };
  67565. /**
  67566. * get the rotation matrix of the particle
  67567. * @hidden
  67568. */
  67569. SolidParticle.prototype.getRotationMatrix = function (m) {
  67570. var quaternion;
  67571. if (this.rotationQuaternion) {
  67572. quaternion = this.rotationQuaternion;
  67573. }
  67574. else {
  67575. quaternion = BABYLON.Tmp.Quaternion[0];
  67576. var rotation = this.rotation;
  67577. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  67578. }
  67579. quaternion.toRotationMatrix(m);
  67580. };
  67581. return SolidParticle;
  67582. }());
  67583. BABYLON.SolidParticle = SolidParticle;
  67584. /**
  67585. * Represents the shape of the model used by one particle of a solid particle system.
  67586. * SPS internal tool, don't use it manually.
  67587. */
  67588. var ModelShape = /** @class */ (function () {
  67589. /**
  67590. * 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.
  67591. * SPS internal tool, don't use it manually.
  67592. * @hidden
  67593. */
  67594. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  67595. /**
  67596. * length of the shape in the model indices array (internal use)
  67597. * @hidden
  67598. */
  67599. this._indicesLength = 0;
  67600. this.shapeID = id;
  67601. this._shape = shape;
  67602. this._indicesLength = indicesLength;
  67603. this._shapeUV = shapeUV;
  67604. this._positionFunction = posFunction;
  67605. this._vertexFunction = vtxFunction;
  67606. }
  67607. return ModelShape;
  67608. }());
  67609. BABYLON.ModelShape = ModelShape;
  67610. /**
  67611. * Represents a Depth Sorted Particle in the solid particle system.
  67612. */
  67613. var DepthSortedParticle = /** @class */ (function () {
  67614. function DepthSortedParticle() {
  67615. /**
  67616. * Index of the particle in the "indices" array
  67617. */
  67618. this.ind = 0;
  67619. /**
  67620. * Length of the particle shape in the "indices" array
  67621. */
  67622. this.indicesLength = 0;
  67623. /**
  67624. * Squared distance from the particle to the camera
  67625. */
  67626. this.sqDistance = 0.0;
  67627. }
  67628. return DepthSortedParticle;
  67629. }());
  67630. BABYLON.DepthSortedParticle = DepthSortedParticle;
  67631. })(BABYLON || (BABYLON = {}));
  67632. //# sourceMappingURL=babylon.solidParticle.js.map
  67633. var BABYLON;
  67634. (function (BABYLON) {
  67635. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  67636. /**
  67637. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  67638. *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.
  67639. * The SPS is also a particle system. It provides some methods to manage the particles.
  67640. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  67641. *
  67642. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  67643. */
  67644. var SolidParticleSystem = /** @class */ (function () {
  67645. /**
  67646. * Creates a SPS (Solid Particle System) object.
  67647. * @param name (String) is the SPS name, this will be the underlying mesh name.
  67648. * @param scene (Scene) is the scene in which the SPS is added.
  67649. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  67650. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  67651. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  67652. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  67653. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  67654. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  67655. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  67656. */
  67657. function SolidParticleSystem(name, scene, options) {
  67658. /**
  67659. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  67660. * Example : var p = SPS.particles[i];
  67661. */
  67662. this.particles = new Array();
  67663. /**
  67664. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  67665. */
  67666. this.nbParticles = 0;
  67667. /**
  67668. * If the particles must ever face the camera (default false). Useful for planar particles.
  67669. */
  67670. this.billboard = false;
  67671. /**
  67672. * Recompute normals when adding a shape
  67673. */
  67674. this.recomputeNormals = true;
  67675. /**
  67676. * This a counter ofr your own usage. It's not set by any SPS functions.
  67677. */
  67678. this.counter = 0;
  67679. /**
  67680. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  67681. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  67682. */
  67683. this.vars = {};
  67684. /**
  67685. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  67686. * @hidden
  67687. */
  67688. this._bSphereOnly = false;
  67689. /**
  67690. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  67691. * @hidden
  67692. */
  67693. this._bSphereRadiusFactor = 1.0;
  67694. this._positions = new Array();
  67695. this._indices = new Array();
  67696. this._normals = new Array();
  67697. this._colors = new Array();
  67698. this._uvs = new Array();
  67699. this._index = 0; // indices index
  67700. this._updatable = true;
  67701. this._pickable = false;
  67702. this._isVisibilityBoxLocked = false;
  67703. this._alwaysVisible = false;
  67704. this._depthSort = false;
  67705. this._shapeCounter = 0;
  67706. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  67707. this._color = new BABYLON.Color4(0, 0, 0, 0);
  67708. this._computeParticleColor = true;
  67709. this._computeParticleTexture = true;
  67710. this._computeParticleRotation = true;
  67711. this._computeParticleVertex = false;
  67712. this._computeBoundingBox = false;
  67713. this._depthSortParticles = true;
  67714. this._mustUnrotateFixedNormals = false;
  67715. this._particlesIntersect = false;
  67716. this._needs32Bits = false;
  67717. this.name = name;
  67718. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67719. this._camera = scene.activeCamera;
  67720. this._pickable = options ? options.isPickable : false;
  67721. this._depthSort = options ? options.enableDepthSort : false;
  67722. this._particlesIntersect = options ? options.particleIntersection : false;
  67723. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  67724. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  67725. if (options && options.updatable !== undefined) {
  67726. this._updatable = options.updatable;
  67727. }
  67728. else {
  67729. this._updatable = true;
  67730. }
  67731. if (this._pickable) {
  67732. this.pickedParticles = [];
  67733. }
  67734. if (this._depthSort) {
  67735. this.depthSortedParticles = [];
  67736. }
  67737. }
  67738. /**
  67739. * Builds the SPS underlying mesh. Returns a standard Mesh.
  67740. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  67741. * @returns the created mesh
  67742. */
  67743. SolidParticleSystem.prototype.buildMesh = function () {
  67744. if (this.nbParticles === 0) {
  67745. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  67746. this.addShape(triangle, 1);
  67747. triangle.dispose();
  67748. }
  67749. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  67750. this._positions32 = new Float32Array(this._positions);
  67751. this._uvs32 = new Float32Array(this._uvs);
  67752. this._colors32 = new Float32Array(this._colors);
  67753. if (this.recomputeNormals) {
  67754. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  67755. }
  67756. this._normals32 = new Float32Array(this._normals);
  67757. this._fixedNormal32 = new Float32Array(this._normals);
  67758. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  67759. this._unrotateFixedNormals();
  67760. }
  67761. var vertexData = new BABYLON.VertexData();
  67762. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  67763. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  67764. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  67765. if (this._uvs32.length > 0) {
  67766. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  67767. }
  67768. if (this._colors32.length > 0) {
  67769. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  67770. }
  67771. var mesh = new BABYLON.Mesh(this.name, this._scene);
  67772. vertexData.applyToMesh(mesh, this._updatable);
  67773. this.mesh = mesh;
  67774. this.mesh.isPickable = this._pickable;
  67775. // free memory
  67776. if (!this._depthSort) {
  67777. this._indices = null;
  67778. }
  67779. this._positions = null;
  67780. this._normals = null;
  67781. this._uvs = null;
  67782. this._colors = null;
  67783. if (!this._updatable) {
  67784. this.particles.length = 0;
  67785. }
  67786. return mesh;
  67787. };
  67788. /**
  67789. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  67790. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  67791. * Thus the particles generated from `digest()` have their property `position` set yet.
  67792. * @param mesh ( Mesh ) is the mesh to be digested
  67793. * @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
  67794. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  67795. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  67796. * @returns the current SPS
  67797. */
  67798. SolidParticleSystem.prototype.digest = function (mesh, options) {
  67799. var size = (options && options.facetNb) || 1;
  67800. var number = (options && options.number) || 0;
  67801. var delta = (options && options.delta) || 0;
  67802. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  67803. var meshInd = mesh.getIndices();
  67804. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  67805. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  67806. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  67807. var f = 0; // facet counter
  67808. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  67809. // compute size from number
  67810. if (number) {
  67811. number = (number > totalFacets) ? totalFacets : number;
  67812. size = Math.round(totalFacets / number);
  67813. delta = 0;
  67814. }
  67815. else {
  67816. size = (size > totalFacets) ? totalFacets : size;
  67817. }
  67818. var facetPos = []; // submesh positions
  67819. var facetInd = []; // submesh indices
  67820. var facetUV = []; // submesh UV
  67821. var facetCol = []; // submesh colors
  67822. var barycenter = BABYLON.Vector3.Zero();
  67823. var sizeO = size;
  67824. while (f < totalFacets) {
  67825. size = sizeO + Math.floor((1 + delta) * Math.random());
  67826. if (f > totalFacets - size) {
  67827. size = totalFacets - f;
  67828. }
  67829. // reset temp arrays
  67830. facetPos.length = 0;
  67831. facetInd.length = 0;
  67832. facetUV.length = 0;
  67833. facetCol.length = 0;
  67834. // iterate over "size" facets
  67835. var fi = 0;
  67836. for (var j = f * 3; j < (f + size) * 3; j++) {
  67837. facetInd.push(fi);
  67838. var i = meshInd[j];
  67839. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  67840. if (meshUV) {
  67841. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  67842. }
  67843. if (meshCol) {
  67844. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  67845. }
  67846. fi++;
  67847. }
  67848. // create a model shape for each single particle
  67849. var idx = this.nbParticles;
  67850. var shape = this._posToShape(facetPos);
  67851. var shapeUV = this._uvsToShapeUV(facetUV);
  67852. // compute the barycenter of the shape
  67853. var v;
  67854. for (v = 0; v < shape.length; v++) {
  67855. barycenter.addInPlace(shape[v]);
  67856. }
  67857. barycenter.scaleInPlace(1 / shape.length);
  67858. // shift the shape from its barycenter to the origin
  67859. for (v = 0; v < shape.length; v++) {
  67860. shape[v].subtractInPlace(barycenter);
  67861. }
  67862. var bInfo;
  67863. if (this._particlesIntersect) {
  67864. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  67865. }
  67866. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  67867. // add the particle in the SPS
  67868. var currentPos = this._positions.length;
  67869. var currentInd = this._indices.length;
  67870. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  67871. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  67872. // initialize the particle position
  67873. this.particles[this.nbParticles].position.addInPlace(barycenter);
  67874. this._index += shape.length;
  67875. idx++;
  67876. this.nbParticles++;
  67877. this._shapeCounter++;
  67878. f += size;
  67879. }
  67880. return this;
  67881. };
  67882. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  67883. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  67884. var index = 0;
  67885. var idx = 0;
  67886. var tmpNormal = BABYLON.Tmp.Vector3[0];
  67887. var rotMatrix = BABYLON.Tmp.Matrix[0];
  67888. var invertedRotMatrix = BABYLON.Tmp.Matrix[1];
  67889. for (var p = 0; p < this.particles.length; p++) {
  67890. var particle = this.particles[p];
  67891. var shape = particle._model._shape;
  67892. particle.getRotationMatrix(rotMatrix);
  67893. rotMatrix.invertToRef(invertedRotMatrix);
  67894. for (var pt = 0; pt < shape.length; pt++) {
  67895. idx = index + pt * 3;
  67896. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  67897. tmpNormal.toArray(this._fixedNormal32, idx);
  67898. }
  67899. index = idx + 3;
  67900. }
  67901. };
  67902. //reset copy
  67903. SolidParticleSystem.prototype._resetCopy = function () {
  67904. var copy = this._copy;
  67905. copy.position.setAll(0);
  67906. copy.rotation.setAll(0);
  67907. copy.rotationQuaternion = null;
  67908. copy.scaling.setAll(1);
  67909. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  67910. copy.color = null;
  67911. copy.translateFromPivot = false;
  67912. };
  67913. // _meshBuilder : inserts the shape model in the global SPS mesh
  67914. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  67915. var i;
  67916. var u = 0;
  67917. var c = 0;
  67918. var n = 0;
  67919. this._resetCopy();
  67920. var copy = this._copy;
  67921. if (options && options.positionFunction) { // call to custom positionFunction
  67922. options.positionFunction(copy, idx, idxInShape);
  67923. this._mustUnrotateFixedNormals = true;
  67924. }
  67925. var rotMatrix = BABYLON.Tmp.Matrix[0];
  67926. var tmpVertex = BABYLON.Tmp.Vector3[0];
  67927. var tmpRotated = BABYLON.Tmp.Vector3[1];
  67928. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  67929. var scaledPivot = BABYLON.Tmp.Vector3[3];
  67930. copy.getRotationMatrix(rotMatrix);
  67931. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  67932. if (copy.translateFromPivot) {
  67933. pivotBackTranslation.setAll(0.0);
  67934. }
  67935. else {
  67936. pivotBackTranslation.copyFrom(scaledPivot);
  67937. }
  67938. for (i = 0; i < shape.length; i++) {
  67939. tmpVertex.copyFrom(shape[i]);
  67940. if (options && options.vertexFunction) {
  67941. options.vertexFunction(copy, tmpVertex, i);
  67942. }
  67943. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  67944. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  67945. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  67946. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  67947. if (meshUV) {
  67948. var copyUvs = copy.uvs;
  67949. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  67950. u += 2;
  67951. }
  67952. if (copy.color) {
  67953. this._color = copy.color;
  67954. }
  67955. else {
  67956. var color = this._color;
  67957. if (meshCol && meshCol[c] !== undefined) {
  67958. color.r = meshCol[c];
  67959. color.g = meshCol[c + 1];
  67960. color.b = meshCol[c + 2];
  67961. color.a = meshCol[c + 3];
  67962. }
  67963. else {
  67964. color.r = 1.0;
  67965. color.g = 1.0;
  67966. color.b = 1.0;
  67967. color.a = 1.0;
  67968. }
  67969. }
  67970. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  67971. c += 4;
  67972. if (!this.recomputeNormals && meshNor) {
  67973. tmpVertex.x = meshNor[n];
  67974. tmpVertex.y = meshNor[n + 1];
  67975. tmpVertex.z = meshNor[n + 2];
  67976. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  67977. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  67978. n += 3;
  67979. }
  67980. }
  67981. for (i = 0; i < meshInd.length; i++) {
  67982. var current_ind = p + meshInd[i];
  67983. indices.push(current_ind);
  67984. if (current_ind > 65535) {
  67985. this._needs32Bits = true;
  67986. }
  67987. }
  67988. if (this._pickable) {
  67989. var nbfaces = meshInd.length / 3;
  67990. for (i = 0; i < nbfaces; i++) {
  67991. this.pickedParticles.push({ idx: idx, faceId: i });
  67992. }
  67993. }
  67994. if (this._depthSort) {
  67995. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  67996. }
  67997. return copy;
  67998. };
  67999. // returns a shape array from positions array
  68000. SolidParticleSystem.prototype._posToShape = function (positions) {
  68001. var shape = [];
  68002. for (var i = 0; i < positions.length; i += 3) {
  68003. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68004. }
  68005. return shape;
  68006. };
  68007. // returns a shapeUV array from a Vector4 uvs
  68008. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68009. var shapeUV = [];
  68010. if (uvs) {
  68011. for (var i = 0; i < uvs.length; i++) {
  68012. shapeUV.push(uvs[i]);
  68013. }
  68014. }
  68015. return shapeUV;
  68016. };
  68017. // adds a new particle object in the particles array
  68018. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68019. if (bInfo === void 0) { bInfo = null; }
  68020. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68021. this.particles.push(sp);
  68022. return sp;
  68023. };
  68024. /**
  68025. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68026. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68027. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68028. * @param nb (positive integer) the number of particles to be created from this model
  68029. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68030. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68031. * @returns the number of shapes in the system
  68032. */
  68033. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68034. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68035. var meshInd = mesh.getIndices();
  68036. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68037. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68038. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68039. var bbInfo;
  68040. if (this._particlesIntersect) {
  68041. bbInfo = mesh.getBoundingInfo();
  68042. }
  68043. var shape = this._posToShape(meshPos);
  68044. var shapeUV = this._uvsToShapeUV(meshUV);
  68045. var posfunc = options ? options.positionFunction : null;
  68046. var vtxfunc = options ? options.vertexFunction : null;
  68047. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68048. // particles
  68049. var sp;
  68050. var currentCopy;
  68051. var idx = this.nbParticles;
  68052. for (var i = 0; i < nb; i++) {
  68053. var currentPos = this._positions.length;
  68054. var currentInd = this._indices.length;
  68055. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68056. if (this._updatable) {
  68057. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68058. sp.position.copyFrom(currentCopy.position);
  68059. sp.rotation.copyFrom(currentCopy.rotation);
  68060. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68061. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68062. }
  68063. if (currentCopy.color && sp.color) {
  68064. sp.color.copyFrom(currentCopy.color);
  68065. }
  68066. sp.scaling.copyFrom(currentCopy.scaling);
  68067. sp.uvs.copyFrom(currentCopy.uvs);
  68068. }
  68069. this._index += shape.length;
  68070. idx++;
  68071. }
  68072. this.nbParticles += nb;
  68073. this._shapeCounter++;
  68074. return this._shapeCounter - 1;
  68075. };
  68076. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68077. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68078. this._resetCopy();
  68079. var copy = this._copy;
  68080. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68081. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68082. }
  68083. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68084. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68085. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68086. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68087. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68088. copy.getRotationMatrix(rotMatrix);
  68089. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68090. if (copy.translateFromPivot) {
  68091. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68092. }
  68093. else {
  68094. pivotBackTranslation.copyFrom(scaledPivot);
  68095. }
  68096. var shape = particle._model._shape;
  68097. for (var pt = 0; pt < shape.length; pt++) {
  68098. tmpVertex.copyFrom(shape[pt]);
  68099. if (particle._model._vertexFunction) {
  68100. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68101. }
  68102. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68103. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68104. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68105. }
  68106. particle.position.setAll(0.0);
  68107. particle.rotation.setAll(0.0);
  68108. particle.rotationQuaternion = null;
  68109. particle.scaling.setAll(1.0);
  68110. particle.uvs.setAll(0.0);
  68111. particle.pivot.setAll(0.0);
  68112. particle.translateFromPivot = false;
  68113. particle.parentId = null;
  68114. };
  68115. /**
  68116. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68117. * @returns the SPS.
  68118. */
  68119. SolidParticleSystem.prototype.rebuildMesh = function () {
  68120. for (var p = 0; p < this.particles.length; p++) {
  68121. this._rebuildParticle(this.particles[p]);
  68122. }
  68123. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68124. return this;
  68125. };
  68126. /**
  68127. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68128. * This method calls `updateParticle()` for each particle of the SPS.
  68129. * For an animated SPS, it is usually called within the render loop.
  68130. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68131. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68132. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68133. * @returns the SPS.
  68134. */
  68135. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68136. if (start === void 0) { start = 0; }
  68137. if (end === void 0) { end = this.nbParticles - 1; }
  68138. if (update === void 0) { update = true; }
  68139. if (!this._updatable) {
  68140. return this;
  68141. }
  68142. // custom beforeUpdate
  68143. this.beforeUpdateParticles(start, end, update);
  68144. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68145. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68146. var mesh = this.mesh;
  68147. var colors32 = this._colors32;
  68148. var positions32 = this._positions32;
  68149. var normals32 = this._normals32;
  68150. var uvs32 = this._uvs32;
  68151. var indices32 = this._indices32;
  68152. var indices = this._indices;
  68153. var fixedNormal32 = this._fixedNormal32;
  68154. var tempVectors = BABYLON.Tmp.Vector3;
  68155. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68156. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68157. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68158. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68159. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68160. var camInvertedPosition = tempVectors[10].setAll(0);
  68161. // cases when the World Matrix is to be computed first
  68162. if (this.billboard || this._depthSort) {
  68163. this.mesh.computeWorldMatrix(true);
  68164. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68165. }
  68166. // if the particles will always face the camera
  68167. if (this.billboard) {
  68168. // compute the camera position and un-rotate it by the current mesh rotation
  68169. var tmpVertex = tempVectors[0];
  68170. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68171. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68172. camAxisZ.normalize();
  68173. // same for camera up vector extracted from the cam view matrix
  68174. var view = this._camera.getViewMatrix(true);
  68175. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68176. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68177. camAxisY.normalize();
  68178. camAxisX.normalize();
  68179. }
  68180. // if depthSort, compute the camera global position in the mesh local system
  68181. if (this._depthSort) {
  68182. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68183. }
  68184. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68185. var idx = 0; // current position index in the global array positions32
  68186. var index = 0; // position start index in the global array positions32 of the current particle
  68187. var colidx = 0; // current color index in the global array colors32
  68188. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68189. var uvidx = 0; // current uv index in the global array uvs32
  68190. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68191. var pt = 0; // current index in the particle model shape
  68192. if (this.mesh.isFacetDataEnabled) {
  68193. this._computeBoundingBox = true;
  68194. }
  68195. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68196. if (this._computeBoundingBox) {
  68197. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68198. var boundingInfo = this.mesh._boundingInfo;
  68199. if (boundingInfo) {
  68200. minimum.copyFrom(boundingInfo.minimum);
  68201. maximum.copyFrom(boundingInfo.maximum);
  68202. }
  68203. }
  68204. }
  68205. // particle loop
  68206. index = this.particles[start]._pos;
  68207. var vpos = (index / 3) | 0;
  68208. colorIndex = vpos * 4;
  68209. uvIndex = vpos * 2;
  68210. for (var p = start; p <= end; p++) {
  68211. var particle = this.particles[p];
  68212. // call to custom user function to update the particle properties
  68213. this.updateParticle(particle);
  68214. var shape = particle._model._shape;
  68215. var shapeUV = particle._model._shapeUV;
  68216. var particleRotationMatrix = particle._rotationMatrix;
  68217. var particlePosition = particle.position;
  68218. var particleRotation = particle.rotation;
  68219. var particleScaling = particle.scaling;
  68220. var particleGlobalPosition = particle._globalPosition;
  68221. // camera-particle distance for depth sorting
  68222. if (this._depthSort && this._depthSortParticles) {
  68223. var dsp = this.depthSortedParticles[p];
  68224. dsp.ind = particle._ind;
  68225. dsp.indicesLength = particle._model._indicesLength;
  68226. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68227. }
  68228. // skip the computations for inactive or already invisible particles
  68229. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68230. // increment indexes for the next particle
  68231. pt = shape.length;
  68232. index += pt * 3;
  68233. colorIndex += pt * 4;
  68234. uvIndex += pt * 2;
  68235. continue;
  68236. }
  68237. if (particle.isVisible) {
  68238. particle._stillInvisible = false; // un-mark permanent invisibility
  68239. var scaledPivot = tempVectors[12];
  68240. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68241. // particle rotation matrix
  68242. if (this.billboard) {
  68243. particleRotation.x = 0.0;
  68244. particleRotation.y = 0.0;
  68245. }
  68246. if (this._computeParticleRotation || this.billboard) {
  68247. particle.getRotationMatrix(rotMatrix);
  68248. }
  68249. var particleHasParent = (particle.parentId !== null);
  68250. if (particleHasParent) {
  68251. var parent_1 = this.particles[particle.parentId];
  68252. var parentRotationMatrix = parent_1._rotationMatrix;
  68253. var parentGlobalPosition = parent_1._globalPosition;
  68254. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68255. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68256. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68257. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68258. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68259. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68260. if (this._computeParticleRotation || this.billboard) {
  68261. var rotMatrixValues = rotMatrix.m;
  68262. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68263. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68264. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68265. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68266. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68267. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68268. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68269. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68270. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68271. }
  68272. }
  68273. else {
  68274. particleGlobalPosition.x = particlePosition.x;
  68275. particleGlobalPosition.y = particlePosition.y;
  68276. particleGlobalPosition.z = particlePosition.z;
  68277. if (this._computeParticleRotation || this.billboard) {
  68278. var rotMatrixValues = rotMatrix.m;
  68279. particleRotationMatrix[0] = rotMatrixValues[0];
  68280. particleRotationMatrix[1] = rotMatrixValues[1];
  68281. particleRotationMatrix[2] = rotMatrixValues[2];
  68282. particleRotationMatrix[3] = rotMatrixValues[4];
  68283. particleRotationMatrix[4] = rotMatrixValues[5];
  68284. particleRotationMatrix[5] = rotMatrixValues[6];
  68285. particleRotationMatrix[6] = rotMatrixValues[8];
  68286. particleRotationMatrix[7] = rotMatrixValues[9];
  68287. particleRotationMatrix[8] = rotMatrixValues[10];
  68288. }
  68289. }
  68290. var pivotBackTranslation = tempVectors[11];
  68291. if (particle.translateFromPivot) {
  68292. pivotBackTranslation.setAll(0.0);
  68293. }
  68294. else {
  68295. pivotBackTranslation.copyFrom(scaledPivot);
  68296. }
  68297. // particle vertex loop
  68298. for (pt = 0; pt < shape.length; pt++) {
  68299. idx = index + pt * 3;
  68300. colidx = colorIndex + pt * 4;
  68301. uvidx = uvIndex + pt * 2;
  68302. var tmpVertex = tempVectors[0];
  68303. tmpVertex.copyFrom(shape[pt]);
  68304. if (this._computeParticleVertex) {
  68305. this.updateParticleVertex(particle, tmpVertex, pt);
  68306. }
  68307. // positions
  68308. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68309. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68310. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68311. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68312. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68313. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68314. rotatedX += pivotBackTranslation.x;
  68315. rotatedY += pivotBackTranslation.y;
  68316. rotatedZ += pivotBackTranslation.z;
  68317. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68318. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68319. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68320. if (this._computeBoundingBox) {
  68321. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68322. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68323. }
  68324. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68325. if (!this._computeParticleVertex) {
  68326. var normalx = fixedNormal32[idx];
  68327. var normaly = fixedNormal32[idx + 1];
  68328. var normalz = fixedNormal32[idx + 2];
  68329. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68330. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68331. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  68332. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  68333. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  68334. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  68335. }
  68336. if (this._computeParticleColor && particle.color) {
  68337. var color = particle.color;
  68338. var colors32_1 = this._colors32;
  68339. colors32_1[colidx] = color.r;
  68340. colors32_1[colidx + 1] = color.g;
  68341. colors32_1[colidx + 2] = color.b;
  68342. colors32_1[colidx + 3] = color.a;
  68343. }
  68344. if (this._computeParticleTexture) {
  68345. var uvs = particle.uvs;
  68346. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68347. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68348. }
  68349. }
  68350. }
  68351. // particle just set invisible : scaled to zero and positioned at the origin
  68352. else {
  68353. particle._stillInvisible = true; // mark the particle as invisible
  68354. for (pt = 0; pt < shape.length; pt++) {
  68355. idx = index + pt * 3;
  68356. colidx = colorIndex + pt * 4;
  68357. uvidx = uvIndex + pt * 2;
  68358. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  68359. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  68360. if (this._computeParticleColor && particle.color) {
  68361. var color = particle.color;
  68362. colors32[colidx] = color.r;
  68363. colors32[colidx + 1] = color.g;
  68364. colors32[colidx + 2] = color.b;
  68365. colors32[colidx + 3] = color.a;
  68366. }
  68367. if (this._computeParticleTexture) {
  68368. var uvs = particle.uvs;
  68369. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68370. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68371. }
  68372. }
  68373. }
  68374. // if the particle intersections must be computed : update the bbInfo
  68375. if (this._particlesIntersect) {
  68376. var bInfo = particle._boundingInfo;
  68377. var bBox = bInfo.boundingBox;
  68378. var bSphere = bInfo.boundingSphere;
  68379. var modelBoundingInfo = particle._modelBoundingInfo;
  68380. if (!this._bSphereOnly) {
  68381. // place, scale and rotate the particle bbox within the SPS local system, then update it
  68382. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  68383. var tempMin = tempVectors[1];
  68384. var tempMax = tempVectors[2];
  68385. tempMin.setAll(Number.MAX_VALUE);
  68386. tempMax.setAll(-Number.MAX_VALUE);
  68387. for (var b = 0; b < 8; b++) {
  68388. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  68389. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  68390. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  68391. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  68392. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  68393. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  68394. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68395. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68396. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68397. tempMin.minimizeInPlaceFromFloats(x, y, z);
  68398. tempMax.maximizeInPlaceFromFloats(x, y, z);
  68399. }
  68400. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  68401. }
  68402. // place and scale the particle bouding sphere in the SPS local system, then update it
  68403. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  68404. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  68405. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  68406. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  68407. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  68408. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  68409. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  68410. }
  68411. // increment indexes for the next particle
  68412. index = idx + 3;
  68413. colorIndex = colidx + 4;
  68414. uvIndex = uvidx + 2;
  68415. }
  68416. // if the VBO must be updated
  68417. if (update) {
  68418. if (this._computeParticleColor) {
  68419. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  68420. }
  68421. if (this._computeParticleTexture) {
  68422. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  68423. }
  68424. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  68425. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  68426. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  68427. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  68428. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  68429. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  68430. for (var i = 0; i < normals32.length; i++) {
  68431. fixedNormal32[i] = normals32[i];
  68432. }
  68433. }
  68434. if (!mesh.areNormalsFrozen) {
  68435. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  68436. }
  68437. }
  68438. if (this._depthSort && this._depthSortParticles) {
  68439. var depthSortedParticles = this.depthSortedParticles;
  68440. depthSortedParticles.sort(depthSortFunction);
  68441. var dspl = depthSortedParticles.length;
  68442. var sid = 0;
  68443. for (var sorted = 0; sorted < dspl; sorted++) {
  68444. var lind = depthSortedParticles[sorted].indicesLength;
  68445. var sind = depthSortedParticles[sorted].ind;
  68446. for (var i = 0; i < lind; i++) {
  68447. indices32[sid] = indices[sind + i];
  68448. sid++;
  68449. }
  68450. }
  68451. mesh.updateIndices(indices32);
  68452. }
  68453. }
  68454. if (this._computeBoundingBox) {
  68455. if (mesh._boundingInfo) {
  68456. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  68457. }
  68458. else {
  68459. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  68460. }
  68461. }
  68462. this.afterUpdateParticles(start, end, update);
  68463. return this;
  68464. };
  68465. /**
  68466. * Disposes the SPS.
  68467. */
  68468. SolidParticleSystem.prototype.dispose = function () {
  68469. this.mesh.dispose();
  68470. this.vars = null;
  68471. // drop references to internal big arrays for the GC
  68472. this._positions = null;
  68473. this._indices = null;
  68474. this._normals = null;
  68475. this._uvs = null;
  68476. this._colors = null;
  68477. this._indices32 = null;
  68478. this._positions32 = null;
  68479. this._normals32 = null;
  68480. this._fixedNormal32 = null;
  68481. this._uvs32 = null;
  68482. this._colors32 = null;
  68483. this.pickedParticles = null;
  68484. };
  68485. /**
  68486. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  68487. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68488. * @returns the SPS.
  68489. */
  68490. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  68491. if (!this._isVisibilityBoxLocked) {
  68492. this.mesh.refreshBoundingInfo();
  68493. }
  68494. return this;
  68495. };
  68496. /**
  68497. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  68498. * @param size the size (float) of the visibility box
  68499. * note : this doesn't lock the SPS mesh bounding box.
  68500. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68501. */
  68502. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  68503. var vis = size / 2;
  68504. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  68505. };
  68506. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  68507. /**
  68508. * Gets whether the SPS as always visible or not
  68509. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68510. */
  68511. get: function () {
  68512. return this._alwaysVisible;
  68513. },
  68514. /**
  68515. * Sets the SPS as always visible or not
  68516. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68517. */
  68518. set: function (val) {
  68519. this._alwaysVisible = val;
  68520. this.mesh.alwaysSelectAsActiveMesh = val;
  68521. },
  68522. enumerable: true,
  68523. configurable: true
  68524. });
  68525. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  68526. /**
  68527. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68528. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68529. */
  68530. get: function () {
  68531. return this._isVisibilityBoxLocked;
  68532. },
  68533. /**
  68534. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68535. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68536. */
  68537. set: function (val) {
  68538. this._isVisibilityBoxLocked = val;
  68539. var boundingInfo = this.mesh.getBoundingInfo();
  68540. boundingInfo.isLocked = val;
  68541. },
  68542. enumerable: true,
  68543. configurable: true
  68544. });
  68545. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  68546. /**
  68547. * Gets if `setParticles()` computes the particle rotations or not.
  68548. * Default value : true. The SPS is faster when it's set to false.
  68549. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68550. */
  68551. get: function () {
  68552. return this._computeParticleRotation;
  68553. },
  68554. /**
  68555. * Tells to `setParticles()` to compute the particle rotations or not.
  68556. * Default value : true. The SPS is faster when it's set to false.
  68557. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68558. */
  68559. set: function (val) {
  68560. this._computeParticleRotation = val;
  68561. },
  68562. enumerable: true,
  68563. configurable: true
  68564. });
  68565. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  68566. /**
  68567. * Gets if `setParticles()` computes the particle colors or not.
  68568. * Default value : true. The SPS is faster when it's set to false.
  68569. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68570. */
  68571. get: function () {
  68572. return this._computeParticleColor;
  68573. },
  68574. /**
  68575. * Tells to `setParticles()` to compute the particle colors or not.
  68576. * Default value : true. The SPS is faster when it's set to false.
  68577. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68578. */
  68579. set: function (val) {
  68580. this._computeParticleColor = val;
  68581. },
  68582. enumerable: true,
  68583. configurable: true
  68584. });
  68585. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  68586. /**
  68587. * Gets if `setParticles()` computes the particle textures or not.
  68588. * Default value : true. The SPS is faster when it's set to false.
  68589. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  68590. */
  68591. get: function () {
  68592. return this._computeParticleTexture;
  68593. },
  68594. set: function (val) {
  68595. this._computeParticleTexture = val;
  68596. },
  68597. enumerable: true,
  68598. configurable: true
  68599. });
  68600. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  68601. /**
  68602. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  68603. * Default value : false. The SPS is faster when it's set to false.
  68604. * Note : the particle custom vertex positions aren't stored values.
  68605. */
  68606. get: function () {
  68607. return this._computeParticleVertex;
  68608. },
  68609. /**
  68610. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  68611. * Default value : false. The SPS is faster when it's set to false.
  68612. * Note : the particle custom vertex positions aren't stored values.
  68613. */
  68614. set: function (val) {
  68615. this._computeParticleVertex = val;
  68616. },
  68617. enumerable: true,
  68618. configurable: true
  68619. });
  68620. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  68621. /**
  68622. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  68623. */
  68624. get: function () {
  68625. return this._computeBoundingBox;
  68626. },
  68627. /**
  68628. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  68629. */
  68630. set: function (val) {
  68631. this._computeBoundingBox = val;
  68632. },
  68633. enumerable: true,
  68634. configurable: true
  68635. });
  68636. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  68637. /**
  68638. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  68639. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68640. * Default : `true`
  68641. */
  68642. get: function () {
  68643. return this._depthSortParticles;
  68644. },
  68645. /**
  68646. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  68647. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68648. * Default : `true`
  68649. */
  68650. set: function (val) {
  68651. this._depthSortParticles = val;
  68652. },
  68653. enumerable: true,
  68654. configurable: true
  68655. });
  68656. // =======================================================================
  68657. // Particle behavior logic
  68658. // these following methods may be overwritten by the user to fit his needs
  68659. /**
  68660. * This function does nothing. It may be overwritten to set all the particle first values.
  68661. * The SPS doesn't call this function, you may have to call it by your own.
  68662. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68663. */
  68664. SolidParticleSystem.prototype.initParticles = function () {
  68665. };
  68666. /**
  68667. * This function does nothing. It may be overwritten to recycle a particle.
  68668. * The SPS doesn't call this function, you may have to call it by your own.
  68669. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68670. * @param particle The particle to recycle
  68671. * @returns the recycled particle
  68672. */
  68673. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  68674. return particle;
  68675. };
  68676. /**
  68677. * Updates a particle : this function should be overwritten by the user.
  68678. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  68679. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68680. * @example : just set a particle position or velocity and recycle conditions
  68681. * @param particle The particle to update
  68682. * @returns the updated particle
  68683. */
  68684. SolidParticleSystem.prototype.updateParticle = function (particle) {
  68685. return particle;
  68686. };
  68687. /**
  68688. * Updates a vertex of a particle : it can be overwritten by the user.
  68689. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  68690. * @param particle the current particle
  68691. * @param vertex the current index of the current particle
  68692. * @param pt the index of the current vertex in the particle shape
  68693. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  68694. * @example : just set a vertex particle position
  68695. * @returns the updated vertex
  68696. */
  68697. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  68698. return vertex;
  68699. };
  68700. /**
  68701. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  68702. * This does nothing and may be overwritten by the user.
  68703. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68704. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68705. * @param update the boolean update value actually passed to setParticles()
  68706. */
  68707. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  68708. };
  68709. /**
  68710. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  68711. * This will be passed three parameters.
  68712. * This does nothing and may be overwritten by the user.
  68713. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68714. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68715. * @param update the boolean update value actually passed to setParticles()
  68716. */
  68717. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  68718. };
  68719. return SolidParticleSystem;
  68720. }());
  68721. BABYLON.SolidParticleSystem = SolidParticleSystem;
  68722. })(BABYLON || (BABYLON = {}));
  68723. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  68724. var BABYLON;
  68725. (function (BABYLON) {
  68726. /**
  68727. * Class containing static functions to help procedurally build meshes
  68728. */
  68729. var MeshBuilder = /** @class */ (function () {
  68730. function MeshBuilder() {
  68731. }
  68732. MeshBuilder.updateSideOrientation = function (orientation) {
  68733. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  68734. return BABYLON.Mesh.DOUBLESIDE;
  68735. }
  68736. if (orientation === undefined || orientation === null) {
  68737. return BABYLON.Mesh.FRONTSIDE;
  68738. }
  68739. return orientation;
  68740. };
  68741. /**
  68742. * Creates a box mesh
  68743. * * The parameter `size` sets the size (float) of each box side (default 1)
  68744. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  68745. * * 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)
  68746. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  68747. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68748. * * 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
  68749. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68750. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  68751. * @param name defines the name of the mesh
  68752. * @param options defines the options used to create the mesh
  68753. * @param scene defines the hosting scene
  68754. * @returns the box mesh
  68755. */
  68756. MeshBuilder.CreateBox = function (name, options, scene) {
  68757. if (scene === void 0) { scene = null; }
  68758. var box = new BABYLON.Mesh(name, scene);
  68759. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68760. box._originalBuilderSideOrientation = options.sideOrientation;
  68761. var vertexData = BABYLON.VertexData.CreateBox(options);
  68762. vertexData.applyToMesh(box, options.updatable);
  68763. return box;
  68764. };
  68765. /**
  68766. * Creates a sphere mesh
  68767. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  68768. * * 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`)
  68769. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  68770. * * 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
  68771. * * 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)
  68772. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68773. * * 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
  68774. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68775. * @param name defines the name of the mesh
  68776. * @param options defines the options used to create the mesh
  68777. * @param scene defines the hosting scene
  68778. * @returns the sphere mesh
  68779. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  68780. */
  68781. MeshBuilder.CreateSphere = function (name, options, scene) {
  68782. var sphere = new BABYLON.Mesh(name, scene);
  68783. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68784. sphere._originalBuilderSideOrientation = options.sideOrientation;
  68785. var vertexData = BABYLON.VertexData.CreateSphere(options);
  68786. vertexData.applyToMesh(sphere, options.updatable);
  68787. return sphere;
  68788. };
  68789. /**
  68790. * Creates a plane polygonal mesh. By default, this is a disc
  68791. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  68792. * * 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
  68793. * * 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
  68794. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68795. * * 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
  68796. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68797. * @param name defines the name of the mesh
  68798. * @param options defines the options used to create the mesh
  68799. * @param scene defines the hosting scene
  68800. * @returns the plane polygonal mesh
  68801. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  68802. */
  68803. MeshBuilder.CreateDisc = function (name, options, scene) {
  68804. if (scene === void 0) { scene = null; }
  68805. var disc = new BABYLON.Mesh(name, scene);
  68806. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68807. disc._originalBuilderSideOrientation = options.sideOrientation;
  68808. var vertexData = BABYLON.VertexData.CreateDisc(options);
  68809. vertexData.applyToMesh(disc, options.updatable);
  68810. return disc;
  68811. };
  68812. /**
  68813. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  68814. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  68815. * * 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`)
  68816. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  68817. * * 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
  68818. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68819. * * 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
  68820. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68821. * @param name defines the name of the mesh
  68822. * @param options defines the options used to create the mesh
  68823. * @param scene defines the hosting scene
  68824. * @returns the icosahedron mesh
  68825. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  68826. */
  68827. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  68828. var sphere = new BABYLON.Mesh(name, scene);
  68829. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68830. sphere._originalBuilderSideOrientation = options.sideOrientation;
  68831. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  68832. vertexData.applyToMesh(sphere, options.updatable);
  68833. return sphere;
  68834. };
  68835. /**
  68836. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  68837. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  68838. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  68839. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  68840. * * 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
  68841. * * 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
  68842. * * 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
  68843. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68844. * * 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
  68845. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  68846. * * 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
  68847. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  68848. * * 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
  68849. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  68850. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68851. * @param name defines the name of the mesh
  68852. * @param options defines the options used to create the mesh
  68853. * @param scene defines the hosting scene
  68854. * @returns the ribbon mesh
  68855. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  68856. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  68857. */
  68858. MeshBuilder.CreateRibbon = function (name, options, scene) {
  68859. if (scene === void 0) { scene = null; }
  68860. var pathArray = options.pathArray;
  68861. var closeArray = options.closeArray;
  68862. var closePath = options.closePath;
  68863. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68864. var instance = options.instance;
  68865. var updatable = options.updatable;
  68866. if (instance) { // existing ribbon instance update
  68867. // positionFunction : ribbon case
  68868. // only pathArray and sideOrientation parameters are taken into account for positions update
  68869. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  68870. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  68871. var positionFunction = function (positions) {
  68872. var minlg = pathArray[0].length;
  68873. var mesh = instance;
  68874. var i = 0;
  68875. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  68876. for (var si = 1; si <= ns; ++si) {
  68877. for (var p = 0; p < pathArray.length; ++p) {
  68878. var path = pathArray[p];
  68879. var l = path.length;
  68880. minlg = (minlg < l) ? minlg : l;
  68881. for (var j = 0; j < minlg; ++j) {
  68882. var pathPoint = path[j];
  68883. positions[i] = pathPoint.x;
  68884. positions[i + 1] = pathPoint.y;
  68885. positions[i + 2] = pathPoint.z;
  68886. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  68887. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  68888. i += 3;
  68889. }
  68890. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  68891. var pathPoint = path[0];
  68892. positions[i] = pathPoint.x;
  68893. positions[i + 1] = pathPoint.y;
  68894. positions[i + 2] = pathPoint.z;
  68895. i += 3;
  68896. }
  68897. }
  68898. }
  68899. };
  68900. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68901. positionFunction(positions);
  68902. if (instance._boundingInfo) {
  68903. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  68904. }
  68905. else {
  68906. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  68907. }
  68908. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  68909. if (options.colors) {
  68910. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68911. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  68912. var color = options.colors[c];
  68913. colors[colorIndex] = color.r;
  68914. colors[colorIndex + 1] = color.g;
  68915. colors[colorIndex + 2] = color.b;
  68916. colors[colorIndex + 3] = color.a;
  68917. }
  68918. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  68919. }
  68920. if (options.uvs) {
  68921. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68922. for (var i = 0; i < options.uvs.length; i++) {
  68923. uvs[i * 2] = options.uvs[i].x;
  68924. uvs[i * 2 + 1] = options.uvs[i].y;
  68925. }
  68926. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  68927. }
  68928. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  68929. var indices = instance.getIndices();
  68930. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68931. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  68932. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  68933. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  68934. var indexFirst = 0;
  68935. var indexLast = 0;
  68936. for (var p = 0; p < pathArray.length; p++) {
  68937. indexFirst = instance._creationDataStorage.idx[p] * 3;
  68938. if (p + 1 < pathArray.length) {
  68939. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  68940. }
  68941. else {
  68942. indexLast = normals.length - 3;
  68943. }
  68944. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  68945. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  68946. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  68947. normals[indexLast] = normals[indexFirst];
  68948. normals[indexLast + 1] = normals[indexFirst + 1];
  68949. normals[indexLast + 2] = normals[indexFirst + 2];
  68950. }
  68951. }
  68952. if (!(instance.areNormalsFrozen)) {
  68953. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  68954. }
  68955. }
  68956. return instance;
  68957. }
  68958. else { // new ribbon creation
  68959. var ribbon = new BABYLON.Mesh(name, scene);
  68960. ribbon._originalBuilderSideOrientation = sideOrientation;
  68961. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  68962. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  68963. if (closePath) {
  68964. ribbon._creationDataStorage.idx = vertexData._idx;
  68965. }
  68966. ribbon._creationDataStorage.closePath = closePath;
  68967. ribbon._creationDataStorage.closeArray = closeArray;
  68968. vertexData.applyToMesh(ribbon, updatable);
  68969. return ribbon;
  68970. }
  68971. };
  68972. /**
  68973. * Creates a cylinder or a cone mesh
  68974. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  68975. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  68976. * * 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.
  68977. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  68978. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  68979. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  68980. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  68981. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  68982. * * 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).
  68983. * * 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
  68984. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  68985. * * 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
  68986. * * 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.
  68987. * * If `enclose` is false, a ring surface is one element.
  68988. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  68989. * * 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
  68990. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68991. * * 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
  68992. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  68993. * @param name defines the name of the mesh
  68994. * @param options defines the options used to create the mesh
  68995. * @param scene defines the hosting scene
  68996. * @returns the cylinder mesh
  68997. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  68998. */
  68999. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69000. var cylinder = new BABYLON.Mesh(name, scene);
  69001. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69002. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69003. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69004. vertexData.applyToMesh(cylinder, options.updatable);
  69005. return cylinder;
  69006. };
  69007. /**
  69008. * Creates a torus mesh
  69009. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69010. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69011. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69012. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69013. * * 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
  69014. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69015. * @param name defines the name of the mesh
  69016. * @param options defines the options used to create the mesh
  69017. * @param scene defines the hosting scene
  69018. * @returns the torus mesh
  69019. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69020. */
  69021. MeshBuilder.CreateTorus = function (name, options, scene) {
  69022. var torus = new BABYLON.Mesh(name, scene);
  69023. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69024. torus._originalBuilderSideOrientation = options.sideOrientation;
  69025. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69026. vertexData.applyToMesh(torus, options.updatable);
  69027. return torus;
  69028. };
  69029. /**
  69030. * Creates a torus knot mesh
  69031. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69032. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69033. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69034. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69035. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69036. * * 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
  69037. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69038. * @param name defines the name of the mesh
  69039. * @param options defines the options used to create the mesh
  69040. * @param scene defines the hosting scene
  69041. * @returns the torus knot mesh
  69042. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69043. */
  69044. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69045. var torusKnot = new BABYLON.Mesh(name, scene);
  69046. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69047. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69048. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69049. vertexData.applyToMesh(torusKnot, options.updatable);
  69050. return torusKnot;
  69051. };
  69052. /**
  69053. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69054. * * 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
  69055. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69056. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69057. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69058. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69059. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69060. * * 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
  69061. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69062. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69063. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69064. * @param name defines the name of the new line system
  69065. * @param options defines the options used to create the line system
  69066. * @param scene defines the hosting scene
  69067. * @returns a new line system mesh
  69068. */
  69069. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69070. var instance = options.instance;
  69071. var lines = options.lines;
  69072. var colors = options.colors;
  69073. if (instance) { // lines update
  69074. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69075. var vertexColor;
  69076. var lineColors;
  69077. if (colors) {
  69078. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69079. }
  69080. var i = 0;
  69081. var c = 0;
  69082. for (var l = 0; l < lines.length; l++) {
  69083. var points = lines[l];
  69084. for (var p = 0; p < points.length; p++) {
  69085. positions[i] = points[p].x;
  69086. positions[i + 1] = points[p].y;
  69087. positions[i + 2] = points[p].z;
  69088. if (colors && vertexColor) {
  69089. lineColors = colors[l];
  69090. vertexColor[c] = lineColors[p].r;
  69091. vertexColor[c + 1] = lineColors[p].g;
  69092. vertexColor[c + 2] = lineColors[p].b;
  69093. vertexColor[c + 3] = lineColors[p].a;
  69094. c += 4;
  69095. }
  69096. i += 3;
  69097. }
  69098. }
  69099. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69100. if (colors && vertexColor) {
  69101. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69102. }
  69103. return instance;
  69104. }
  69105. // line system creation
  69106. var useVertexColor = (colors) ? true : false;
  69107. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69108. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69109. vertexData.applyToMesh(lineSystem, options.updatable);
  69110. return lineSystem;
  69111. };
  69112. /**
  69113. * Creates a line mesh
  69114. * 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
  69115. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69116. * * The parameter `points` is an array successive Vector3
  69117. * * 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
  69118. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69119. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69120. * * When updating an instance, remember that only point positions can change, not the number of points
  69121. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69122. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69123. * @param name defines the name of the new line system
  69124. * @param options defines the options used to create the line system
  69125. * @param scene defines the hosting scene
  69126. * @returns a new line mesh
  69127. */
  69128. MeshBuilder.CreateLines = function (name, options, scene) {
  69129. if (scene === void 0) { scene = null; }
  69130. var colors = (options.colors) ? [options.colors] : null;
  69131. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69132. return lines;
  69133. };
  69134. /**
  69135. * Creates a dashed line mesh
  69136. * * 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
  69137. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69138. * * The parameter `points` is an array successive Vector3
  69139. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69140. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69141. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69142. * * 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
  69143. * * When updating an instance, remember that only point positions can change, not the number of points
  69144. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69145. * @param name defines the name of the mesh
  69146. * @param options defines the options used to create the mesh
  69147. * @param scene defines the hosting scene
  69148. * @returns the dashed line mesh
  69149. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69150. */
  69151. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69152. if (scene === void 0) { scene = null; }
  69153. var points = options.points;
  69154. var instance = options.instance;
  69155. var gapSize = options.gapSize || 1;
  69156. var dashSize = options.dashSize || 3;
  69157. if (instance) { // dashed lines update
  69158. var positionFunction = function (positions) {
  69159. var curvect = BABYLON.Vector3.Zero();
  69160. var nbSeg = positions.length / 6;
  69161. var lg = 0;
  69162. var nb = 0;
  69163. var shft = 0;
  69164. var dashshft = 0;
  69165. var curshft = 0;
  69166. var p = 0;
  69167. var i = 0;
  69168. var j = 0;
  69169. for (i = 0; i < points.length - 1; i++) {
  69170. points[i + 1].subtractToRef(points[i], curvect);
  69171. lg += curvect.length();
  69172. }
  69173. shft = lg / nbSeg;
  69174. var dashSize = instance._creationDataStorage.dashSize;
  69175. var gapSize = instance._creationDataStorage.gapSize;
  69176. dashshft = dashSize * shft / (dashSize + gapSize);
  69177. for (i = 0; i < points.length - 1; i++) {
  69178. points[i + 1].subtractToRef(points[i], curvect);
  69179. nb = Math.floor(curvect.length() / shft);
  69180. curvect.normalize();
  69181. j = 0;
  69182. while (j < nb && p < positions.length) {
  69183. curshft = shft * j;
  69184. positions[p] = points[i].x + curshft * curvect.x;
  69185. positions[p + 1] = points[i].y + curshft * curvect.y;
  69186. positions[p + 2] = points[i].z + curshft * curvect.z;
  69187. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69188. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69189. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69190. p += 6;
  69191. j++;
  69192. }
  69193. }
  69194. while (p < positions.length) {
  69195. positions[p] = points[i].x;
  69196. positions[p + 1] = points[i].y;
  69197. positions[p + 2] = points[i].z;
  69198. p += 3;
  69199. }
  69200. };
  69201. instance.updateMeshPositions(positionFunction, false);
  69202. return instance;
  69203. }
  69204. // dashed lines creation
  69205. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69206. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69207. vertexData.applyToMesh(dashedLines, options.updatable);
  69208. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69209. dashedLines._creationDataStorage.dashSize = dashSize;
  69210. dashedLines._creationDataStorage.gapSize = gapSize;
  69211. return dashedLines;
  69212. };
  69213. /**
  69214. * 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.
  69215. * * 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.
  69216. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69217. * * 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.
  69218. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69219. * * 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
  69220. * * 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
  69221. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69222. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69223. * * 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
  69224. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69225. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69226. * @param name defines the name of the mesh
  69227. * @param options defines the options used to create the mesh
  69228. * @param scene defines the hosting scene
  69229. * @returns the extruded shape mesh
  69230. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69231. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69232. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69233. */
  69234. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69235. if (scene === void 0) { scene = null; }
  69236. var path = options.path;
  69237. var shape = options.shape;
  69238. var scale = options.scale || 1;
  69239. var rotation = options.rotation || 0;
  69240. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69241. var updatable = options.updatable;
  69242. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69243. var instance = options.instance || null;
  69244. var invertUV = options.invertUV || false;
  69245. 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);
  69246. };
  69247. /**
  69248. * Creates an custom extruded shape mesh.
  69249. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69250. * * 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.
  69251. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69252. * * 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
  69253. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69254. * * 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
  69255. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69256. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69257. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69258. * * 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
  69259. * * 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
  69260. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69261. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69262. * * 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
  69263. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  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 custom extruded shape mesh
  69269. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69270. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69271. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69272. */
  69273. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69274. var path = options.path;
  69275. var shape = options.shape;
  69276. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69277. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69278. var ribbonCloseArray = options.ribbonCloseArray || false;
  69279. var ribbonClosePath = options.ribbonClosePath || false;
  69280. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69281. var updatable = options.updatable;
  69282. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69283. var instance = options.instance;
  69284. var invertUV = options.invertUV || false;
  69285. 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);
  69286. };
  69287. /**
  69288. * Creates lathe mesh.
  69289. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69290. * * 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
  69291. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69292. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69293. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69294. * * 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
  69295. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69296. * * 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
  69297. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69298. * * 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
  69299. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69300. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69301. * @param name defines the name of the mesh
  69302. * @param options defines the options used to create the mesh
  69303. * @param scene defines the hosting scene
  69304. * @returns the lathe mesh
  69305. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69306. */
  69307. MeshBuilder.CreateLathe = function (name, options, scene) {
  69308. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69309. var closed = (options.closed === undefined) ? true : options.closed;
  69310. var shape = options.shape;
  69311. var radius = options.radius || 1;
  69312. var tessellation = options.tessellation || 64;
  69313. var clip = options.clip || 0;
  69314. var updatable = options.updatable;
  69315. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69316. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69317. var pi2 = Math.PI * 2;
  69318. var paths = new Array();
  69319. var invertUV = options.invertUV || false;
  69320. var i = 0;
  69321. var p = 0;
  69322. var step = pi2 / tessellation * arc;
  69323. var rotated;
  69324. var path = new Array();
  69325. for (i = 0; i <= tessellation - clip; i++) {
  69326. var path = [];
  69327. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69328. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69329. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69330. }
  69331. for (p = 0; p < shape.length; p++) {
  69332. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  69333. path.push(rotated);
  69334. }
  69335. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  69336. 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));
  69337. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  69338. }
  69339. paths.push(path);
  69340. }
  69341. // lathe ribbon
  69342. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69343. return lathe;
  69344. };
  69345. /**
  69346. * Creates a plane mesh
  69347. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  69348. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  69349. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  69350. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69351. * * 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
  69352. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69353. * @param name defines the name of the mesh
  69354. * @param options defines the options used to create the mesh
  69355. * @param scene defines the hosting scene
  69356. * @returns the plane mesh
  69357. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69358. */
  69359. MeshBuilder.CreatePlane = function (name, options, scene) {
  69360. var plane = new BABYLON.Mesh(name, scene);
  69361. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69362. plane._originalBuilderSideOrientation = options.sideOrientation;
  69363. var vertexData = BABYLON.VertexData.CreatePlane(options);
  69364. vertexData.applyToMesh(plane, options.updatable);
  69365. if (options.sourcePlane) {
  69366. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  69367. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  69368. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  69369. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  69370. plane.rotate(vectorProduct, product);
  69371. }
  69372. }
  69373. return plane;
  69374. };
  69375. /**
  69376. * Creates a ground mesh
  69377. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  69378. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  69379. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69380. * @param name defines the name of the mesh
  69381. * @param options defines the options used to create the mesh
  69382. * @param scene defines the hosting scene
  69383. * @returns the ground mesh
  69384. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69385. */
  69386. MeshBuilder.CreateGround = function (name, options, scene) {
  69387. var ground = new BABYLON.GroundMesh(name, scene);
  69388. ground._setReady(false);
  69389. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  69390. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  69391. ground._width = options.width || 1;
  69392. ground._height = options.height || 1;
  69393. ground._maxX = ground._width / 2;
  69394. ground._maxZ = ground._height / 2;
  69395. ground._minX = -ground._maxX;
  69396. ground._minZ = -ground._maxZ;
  69397. var vertexData = BABYLON.VertexData.CreateGround(options);
  69398. vertexData.applyToMesh(ground, options.updatable);
  69399. ground._setReady(true);
  69400. return ground;
  69401. };
  69402. /**
  69403. * Creates a tiled ground mesh
  69404. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  69405. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  69406. * * 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
  69407. * * 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
  69408. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69409. * @param name defines the name of the mesh
  69410. * @param options defines the options used to create the mesh
  69411. * @param scene defines the hosting scene
  69412. * @returns the tiled ground mesh
  69413. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  69414. */
  69415. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  69416. var tiledGround = new BABYLON.Mesh(name, scene);
  69417. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  69418. vertexData.applyToMesh(tiledGround, options.updatable);
  69419. return tiledGround;
  69420. };
  69421. /**
  69422. * Creates a ground mesh from a height map
  69423. * * The parameter `url` sets the URL of the height map image resource.
  69424. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  69425. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  69426. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  69427. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  69428. * * 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.
  69429. * * 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).
  69430. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  69431. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69432. * @param name defines the name of the mesh
  69433. * @param url defines the url to the height map
  69434. * @param options defines the options used to create the mesh
  69435. * @param scene defines the hosting scene
  69436. * @returns the ground mesh
  69437. * @see http://doc.babylonjs.com/babylon101/height_map
  69438. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  69439. */
  69440. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  69441. var width = options.width || 10.0;
  69442. var height = options.height || 10.0;
  69443. var subdivisions = options.subdivisions || 1 | 0;
  69444. var minHeight = options.minHeight || 0.0;
  69445. var maxHeight = options.maxHeight || 1.0;
  69446. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  69447. var alphaFilter = options.alphaFilter || 0.0;
  69448. var updatable = options.updatable;
  69449. var onReady = options.onReady;
  69450. var ground = new BABYLON.GroundMesh(name, scene);
  69451. ground._subdivisionsX = subdivisions;
  69452. ground._subdivisionsY = subdivisions;
  69453. ground._width = width;
  69454. ground._height = height;
  69455. ground._maxX = ground._width / 2.0;
  69456. ground._maxZ = ground._height / 2.0;
  69457. ground._minX = -ground._maxX;
  69458. ground._minZ = -ground._maxZ;
  69459. ground._setReady(false);
  69460. var onload = function (img) {
  69461. // Getting height map data
  69462. var canvas = document.createElement("canvas");
  69463. var context = canvas.getContext("2d");
  69464. if (!context) {
  69465. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  69466. }
  69467. if (scene.isDisposed) {
  69468. return;
  69469. }
  69470. var bufferWidth = img.width;
  69471. var bufferHeight = img.height;
  69472. canvas.width = bufferWidth;
  69473. canvas.height = bufferHeight;
  69474. context.drawImage(img, 0, 0);
  69475. // Create VertexData from map data
  69476. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  69477. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  69478. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  69479. width: width, height: height,
  69480. subdivisions: subdivisions,
  69481. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  69482. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  69483. alphaFilter: alphaFilter
  69484. });
  69485. vertexData.applyToMesh(ground, updatable);
  69486. //execute ready callback, if set
  69487. if (onReady) {
  69488. onReady(ground);
  69489. }
  69490. ground._setReady(true);
  69491. };
  69492. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
  69493. return ground;
  69494. };
  69495. /**
  69496. * Creates a polygon mesh
  69497. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  69498. * * 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
  69499. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69500. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69501. * * 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)
  69502. * * Remember you can only change the shape positions, not their number when updating a polygon
  69503. * @param name defines the name of the mesh
  69504. * @param options defines the options used to create the mesh
  69505. * @param scene defines the hosting scene
  69506. * @returns the polygon mesh
  69507. */
  69508. MeshBuilder.CreatePolygon = function (name, options, scene) {
  69509. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69510. var shape = options.shape;
  69511. var holes = options.holes || [];
  69512. var depth = options.depth || 0;
  69513. var contours = [];
  69514. var hole = [];
  69515. for (var i = 0; i < shape.length; i++) {
  69516. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  69517. }
  69518. var epsilon = 0.00000001;
  69519. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  69520. contours.pop();
  69521. }
  69522. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  69523. for (var hNb = 0; hNb < holes.length; hNb++) {
  69524. hole = [];
  69525. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  69526. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  69527. }
  69528. polygonTriangulation.addHole(hole);
  69529. }
  69530. var polygon = polygonTriangulation.build(options.updatable, depth);
  69531. polygon._originalBuilderSideOrientation = options.sideOrientation;
  69532. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  69533. vertexData.applyToMesh(polygon, options.updatable);
  69534. return polygon;
  69535. };
  69536. /**
  69537. * Creates an extruded polygon mesh, with depth in the Y direction.
  69538. * * 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)
  69539. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69540. * @param name defines the name of the mesh
  69541. * @param options defines the options used to create the mesh
  69542. * @param scene defines the hosting scene
  69543. * @returns the polygon mesh
  69544. */
  69545. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  69546. return MeshBuilder.CreatePolygon(name, options, scene);
  69547. };
  69548. /**
  69549. * Creates a tube mesh.
  69550. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69551. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  69552. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  69553. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  69554. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  69555. * * 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)
  69556. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  69557. * * 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
  69558. * * 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
  69559. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69560. * * 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
  69561. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69562. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69563. * @param name defines the name of the mesh
  69564. * @param options defines the options used to create the mesh
  69565. * @param scene defines the hosting scene
  69566. * @returns the tube mesh
  69567. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69568. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  69569. */
  69570. MeshBuilder.CreateTube = function (name, options, scene) {
  69571. var path = options.path;
  69572. var instance = options.instance;
  69573. var radius = 1.0;
  69574. if (options.radius !== undefined) {
  69575. radius = options.radius;
  69576. }
  69577. else if (instance) {
  69578. radius = instance._creationDataStorage.radius;
  69579. }
  69580. var tessellation = options.tessellation || 64 | 0;
  69581. var radiusFunction = options.radiusFunction || null;
  69582. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69583. var invertUV = options.invertUV || false;
  69584. var updatable = options.updatable;
  69585. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69586. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  69587. // tube geometry
  69588. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  69589. var tangents = path3D.getTangents();
  69590. var normals = path3D.getNormals();
  69591. var distances = path3D.getDistances();
  69592. var pi2 = Math.PI * 2;
  69593. var step = pi2 / tessellation * arc;
  69594. var returnRadius = function () { return radius; };
  69595. var radiusFunctionFinal = radiusFunction || returnRadius;
  69596. var circlePath;
  69597. var rad;
  69598. var normal;
  69599. var rotated;
  69600. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69601. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69602. for (var i = 0; i < path.length; i++) {
  69603. rad = radiusFunctionFinal(i, distances[i]); // current radius
  69604. circlePath = Array(); // current circle array
  69605. normal = normals[i]; // current normal
  69606. for (var t = 0; t < tessellation; t++) {
  69607. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  69608. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  69609. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  69610. rotated.scaleInPlace(rad).addInPlace(path[i]);
  69611. circlePath[t] = rotated;
  69612. }
  69613. circlePaths[index] = circlePath;
  69614. index++;
  69615. }
  69616. // cap
  69617. var capPath = function (nbPoints, pathIndex) {
  69618. var pointCap = Array();
  69619. for (var i = 0; i < nbPoints; i++) {
  69620. pointCap.push(path[pathIndex]);
  69621. }
  69622. return pointCap;
  69623. };
  69624. switch (cap) {
  69625. case BABYLON.Mesh.NO_CAP:
  69626. break;
  69627. case BABYLON.Mesh.CAP_START:
  69628. circlePaths[0] = capPath(tessellation, 0);
  69629. circlePaths[1] = circlePaths[2].slice(0);
  69630. break;
  69631. case BABYLON.Mesh.CAP_END:
  69632. circlePaths[index] = circlePaths[index - 1].slice(0);
  69633. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69634. break;
  69635. case BABYLON.Mesh.CAP_ALL:
  69636. circlePaths[0] = capPath(tessellation, 0);
  69637. circlePaths[1] = circlePaths[2].slice(0);
  69638. circlePaths[index] = circlePaths[index - 1].slice(0);
  69639. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69640. break;
  69641. default:
  69642. break;
  69643. }
  69644. return circlePaths;
  69645. };
  69646. var path3D;
  69647. var pathArray;
  69648. if (instance) { // tube update
  69649. var storage = instance._creationDataStorage;
  69650. var arc = options.arc || storage.arc;
  69651. path3D = storage.path3D.update(path);
  69652. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  69653. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  69654. // Update mode, no need to recreate the storage.
  69655. storage.path3D = path3D;
  69656. storage.pathArray = pathArray;
  69657. storage.arc = arc;
  69658. storage.radius = radius;
  69659. return instance;
  69660. }
  69661. // tube creation
  69662. path3D = new BABYLON.Path3D(path);
  69663. var newPathArray = new Array();
  69664. cap = (cap < 0 || cap > 3) ? 0 : cap;
  69665. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  69666. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69667. tube._creationDataStorage.pathArray = pathArray;
  69668. tube._creationDataStorage.path3D = path3D;
  69669. tube._creationDataStorage.tessellation = tessellation;
  69670. tube._creationDataStorage.cap = cap;
  69671. tube._creationDataStorage.arc = options.arc;
  69672. tube._creationDataStorage.radius = radius;
  69673. return tube;
  69674. };
  69675. /**
  69676. * Creates a polyhedron mesh
  69677. * * 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
  69678. * * The parameter `size` (positive float, default 1) sets the polygon size
  69679. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  69680. * * 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`
  69681. * * 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
  69682. * * 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)`)
  69683. * * 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
  69684. * * 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
  69685. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69686. * * 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
  69687. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69688. * @param name defines the name of the mesh
  69689. * @param options defines the options used to create the mesh
  69690. * @param scene defines the hosting scene
  69691. * @returns the polyhedron mesh
  69692. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  69693. */
  69694. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  69695. var polyhedron = new BABYLON.Mesh(name, scene);
  69696. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69697. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  69698. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  69699. vertexData.applyToMesh(polyhedron, options.updatable);
  69700. return polyhedron;
  69701. };
  69702. /**
  69703. * Creates a decal mesh.
  69704. * 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
  69705. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  69706. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  69707. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  69708. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  69709. * @param name defines the name of the mesh
  69710. * @param sourceMesh defines the mesh where the decal must be applied
  69711. * @param options defines the options used to create the mesh
  69712. * @param scene defines the hosting scene
  69713. * @returns the decal mesh
  69714. * @see http://doc.babylonjs.com/how_to/decals
  69715. */
  69716. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  69717. var indices = sourceMesh.getIndices();
  69718. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69719. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69720. var position = options.position || BABYLON.Vector3.Zero();
  69721. var normal = options.normal || BABYLON.Vector3.Up();
  69722. var size = options.size || BABYLON.Vector3.One();
  69723. var angle = options.angle || 0;
  69724. // Getting correct rotation
  69725. if (!normal) {
  69726. var target = new BABYLON.Vector3(0, 0, 1);
  69727. var camera = sourceMesh.getScene().activeCamera;
  69728. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  69729. normal = camera.globalPosition.subtract(cameraWorldTarget);
  69730. }
  69731. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  69732. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  69733. var pitch = Math.atan2(normal.y, len);
  69734. // Matrix
  69735. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  69736. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  69737. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  69738. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  69739. var vertexData = new BABYLON.VertexData();
  69740. vertexData.indices = [];
  69741. vertexData.positions = [];
  69742. vertexData.normals = [];
  69743. vertexData.uvs = [];
  69744. var currentVertexDataIndex = 0;
  69745. var extractDecalVector3 = function (indexId) {
  69746. var result = new BABYLON.PositionNormalVertex();
  69747. if (!indices || !positions || !normals) {
  69748. return result;
  69749. }
  69750. var vertexId = indices[indexId];
  69751. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  69752. // Send vector to decal local world
  69753. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  69754. // Get normal
  69755. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  69756. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  69757. return result;
  69758. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  69759. var clip = function (vertices, axis) {
  69760. if (vertices.length === 0) {
  69761. return vertices;
  69762. }
  69763. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  69764. var clipVertices = function (v0, v1) {
  69765. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  69766. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  69767. };
  69768. var result = new Array();
  69769. for (var index = 0; index < vertices.length; index += 3) {
  69770. var v1Out;
  69771. var v2Out;
  69772. var v3Out;
  69773. var total = 0;
  69774. var nV1 = null;
  69775. var nV2 = null;
  69776. var nV3 = null;
  69777. var nV4 = null;
  69778. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  69779. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  69780. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  69781. v1Out = d1 > 0;
  69782. v2Out = d2 > 0;
  69783. v3Out = d3 > 0;
  69784. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  69785. switch (total) {
  69786. case 0:
  69787. result.push(vertices[index]);
  69788. result.push(vertices[index + 1]);
  69789. result.push(vertices[index + 2]);
  69790. break;
  69791. case 1:
  69792. if (v1Out) {
  69793. nV1 = vertices[index + 1];
  69794. nV2 = vertices[index + 2];
  69795. nV3 = clipVertices(vertices[index], nV1);
  69796. nV4 = clipVertices(vertices[index], nV2);
  69797. }
  69798. if (v2Out) {
  69799. nV1 = vertices[index];
  69800. nV2 = vertices[index + 2];
  69801. nV3 = clipVertices(vertices[index + 1], nV1);
  69802. nV4 = clipVertices(vertices[index + 1], nV2);
  69803. result.push(nV3);
  69804. result.push(nV2.clone());
  69805. result.push(nV1.clone());
  69806. result.push(nV2.clone());
  69807. result.push(nV3.clone());
  69808. result.push(nV4);
  69809. break;
  69810. }
  69811. if (v3Out) {
  69812. nV1 = vertices[index];
  69813. nV2 = vertices[index + 1];
  69814. nV3 = clipVertices(vertices[index + 2], nV1);
  69815. nV4 = clipVertices(vertices[index + 2], nV2);
  69816. }
  69817. if (nV1 && nV2 && nV3 && nV4) {
  69818. result.push(nV1.clone());
  69819. result.push(nV2.clone());
  69820. result.push(nV3);
  69821. result.push(nV4);
  69822. result.push(nV3.clone());
  69823. result.push(nV2.clone());
  69824. }
  69825. break;
  69826. case 2:
  69827. if (!v1Out) {
  69828. nV1 = vertices[index].clone();
  69829. nV2 = clipVertices(nV1, vertices[index + 1]);
  69830. nV3 = clipVertices(nV1, vertices[index + 2]);
  69831. result.push(nV1);
  69832. result.push(nV2);
  69833. result.push(nV3);
  69834. }
  69835. if (!v2Out) {
  69836. nV1 = vertices[index + 1].clone();
  69837. nV2 = clipVertices(nV1, vertices[index + 2]);
  69838. nV3 = clipVertices(nV1, vertices[index]);
  69839. result.push(nV1);
  69840. result.push(nV2);
  69841. result.push(nV3);
  69842. }
  69843. if (!v3Out) {
  69844. nV1 = vertices[index + 2].clone();
  69845. nV2 = clipVertices(nV1, vertices[index]);
  69846. nV3 = clipVertices(nV1, vertices[index + 1]);
  69847. result.push(nV1);
  69848. result.push(nV2);
  69849. result.push(nV3);
  69850. }
  69851. break;
  69852. case 3:
  69853. break;
  69854. }
  69855. }
  69856. return result;
  69857. };
  69858. for (var index = 0; index < indices.length; index += 3) {
  69859. var faceVertices = new Array();
  69860. faceVertices.push(extractDecalVector3(index));
  69861. faceVertices.push(extractDecalVector3(index + 1));
  69862. faceVertices.push(extractDecalVector3(index + 2));
  69863. // Clip
  69864. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  69865. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  69866. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  69867. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  69868. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  69869. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  69870. if (faceVertices.length === 0) {
  69871. continue;
  69872. }
  69873. // Add UVs and get back to world
  69874. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  69875. var vertex = faceVertices[vIndex];
  69876. //TODO check for Int32Array | Uint32Array | Uint16Array
  69877. vertexData.indices.push(currentVertexDataIndex);
  69878. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  69879. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  69880. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  69881. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  69882. currentVertexDataIndex++;
  69883. }
  69884. }
  69885. // Return mesh
  69886. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  69887. vertexData.applyToMesh(decal);
  69888. decal.position = position.clone();
  69889. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  69890. return decal;
  69891. };
  69892. // Privates
  69893. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  69894. // extrusion geometry
  69895. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  69896. var tangents = path3D.getTangents();
  69897. var normals = path3D.getNormals();
  69898. var binormals = path3D.getBinormals();
  69899. var distances = path3D.getDistances();
  69900. var angle = 0;
  69901. var returnScale = function () { return scale !== null ? scale : 1; };
  69902. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  69903. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  69904. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  69905. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69906. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69907. for (var i = 0; i < curve.length; i++) {
  69908. var shapePath = new Array();
  69909. var angleStep = rotate(i, distances[i]);
  69910. var scaleRatio = scl(i, distances[i]);
  69911. for (var p = 0; p < shape.length; p++) {
  69912. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  69913. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  69914. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  69915. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  69916. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  69917. shapePath[p] = rotated;
  69918. }
  69919. shapePaths[index] = shapePath;
  69920. angle += angleStep;
  69921. index++;
  69922. }
  69923. // cap
  69924. var capPath = function (shapePath) {
  69925. var pointCap = Array();
  69926. var barycenter = BABYLON.Vector3.Zero();
  69927. var i;
  69928. for (i = 0; i < shapePath.length; i++) {
  69929. barycenter.addInPlace(shapePath[i]);
  69930. }
  69931. barycenter.scaleInPlace(1.0 / shapePath.length);
  69932. for (i = 0; i < shapePath.length; i++) {
  69933. pointCap.push(barycenter);
  69934. }
  69935. return pointCap;
  69936. };
  69937. switch (cap) {
  69938. case BABYLON.Mesh.NO_CAP:
  69939. break;
  69940. case BABYLON.Mesh.CAP_START:
  69941. shapePaths[0] = capPath(shapePaths[2]);
  69942. shapePaths[1] = shapePaths[2];
  69943. break;
  69944. case BABYLON.Mesh.CAP_END:
  69945. shapePaths[index] = shapePaths[index - 1];
  69946. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  69947. break;
  69948. case BABYLON.Mesh.CAP_ALL:
  69949. shapePaths[0] = capPath(shapePaths[2]);
  69950. shapePaths[1] = shapePaths[2];
  69951. shapePaths[index] = shapePaths[index - 1];
  69952. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  69953. break;
  69954. default:
  69955. break;
  69956. }
  69957. return shapePaths;
  69958. };
  69959. var path3D;
  69960. var pathArray;
  69961. if (instance) { // instance update
  69962. var storage = instance._creationDataStorage;
  69963. path3D = storage.path3D.update(curve);
  69964. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  69965. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  69966. return instance;
  69967. }
  69968. // extruded shape creation
  69969. path3D = new BABYLON.Path3D(curve);
  69970. var newShapePaths = new Array();
  69971. cap = (cap < 0 || cap > 3) ? 0 : cap;
  69972. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  69973. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  69974. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  69975. extrudedGeneric._creationDataStorage.path3D = path3D;
  69976. extrudedGeneric._creationDataStorage.cap = cap;
  69977. return extrudedGeneric;
  69978. };
  69979. return MeshBuilder;
  69980. }());
  69981. BABYLON.MeshBuilder = MeshBuilder;
  69982. })(BABYLON || (BABYLON = {}));
  69983. //# sourceMappingURL=babylon.meshBuilder.js.map
  69984. var BABYLON;
  69985. (function (BABYLON) {
  69986. /**
  69987. * Draco compression (https://google.github.io/draco/)
  69988. *
  69989. * This class wraps the Draco module.
  69990. *
  69991. * **Encoder**
  69992. *
  69993. * The encoder is not currently implemented.
  69994. *
  69995. * **Decoder**
  69996. *
  69997. * 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.
  69998. *
  69999. * To update the configuration, use the following code:
  70000. * ```javascript
  70001. * BABYLON.DracoCompression.Configuration = {
  70002. * decoder: {
  70003. * wasmUrl: "<url to the WebAssembly library>",
  70004. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70005. * fallbackUrl: "<url to the fallback JavaScript library>",
  70006. * }
  70007. * };
  70008. * ```
  70009. *
  70010. * 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.
  70011. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70012. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70013. *
  70014. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70015. * ```javascript
  70016. * var dracoCompression = new BABYLON.DracoCompression();
  70017. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70018. * [BABYLON.VertexBuffer.PositionKind]: 0
  70019. * });
  70020. * ```
  70021. *
  70022. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70023. */
  70024. var DracoCompression = /** @class */ (function () {
  70025. /**
  70026. * Constructor
  70027. */
  70028. function DracoCompression() {
  70029. }
  70030. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70031. /**
  70032. * Returns true if the decoder is available.
  70033. */
  70034. get: function () {
  70035. if (typeof DracoDecoderModule !== "undefined") {
  70036. return true;
  70037. }
  70038. var decoder = DracoCompression.Configuration.decoder;
  70039. if (decoder) {
  70040. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70041. return true;
  70042. }
  70043. if (decoder.fallbackUrl) {
  70044. return true;
  70045. }
  70046. }
  70047. return false;
  70048. },
  70049. enumerable: true,
  70050. configurable: true
  70051. });
  70052. /**
  70053. * Stop all async operations and release resources.
  70054. */
  70055. DracoCompression.prototype.dispose = function () {
  70056. };
  70057. /**
  70058. * Decode Draco compressed mesh data to vertex data.
  70059. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70060. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70061. * @returns A promise that resolves with the decoded vertex data
  70062. */
  70063. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70064. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70065. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70066. var module = wrappedModule.module;
  70067. var vertexData = new BABYLON.VertexData();
  70068. var buffer = new module.DecoderBuffer();
  70069. buffer.Init(dataView, dataView.byteLength);
  70070. var decoder = new module.Decoder();
  70071. var geometry;
  70072. var status;
  70073. try {
  70074. var type = decoder.GetEncodedGeometryType(buffer);
  70075. switch (type) {
  70076. case module.TRIANGULAR_MESH:
  70077. geometry = new module.Mesh();
  70078. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70079. break;
  70080. case module.POINT_CLOUD:
  70081. geometry = new module.PointCloud();
  70082. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70083. break;
  70084. default:
  70085. throw new Error("Invalid geometry type " + type);
  70086. }
  70087. if (!status.ok() || !geometry.ptr) {
  70088. throw new Error(status.error_msg());
  70089. }
  70090. var numPoints = geometry.num_points();
  70091. if (type === module.TRIANGULAR_MESH) {
  70092. var numFaces = geometry.num_faces();
  70093. var faceIndices = new module.DracoInt32Array();
  70094. try {
  70095. var indices = new Uint32Array(numFaces * 3);
  70096. for (var i = 0; i < numFaces; i++) {
  70097. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70098. var offset = i * 3;
  70099. indices[offset + 0] = faceIndices.GetValue(0);
  70100. indices[offset + 1] = faceIndices.GetValue(1);
  70101. indices[offset + 2] = faceIndices.GetValue(2);
  70102. }
  70103. vertexData.indices = indices;
  70104. }
  70105. finally {
  70106. module.destroy(faceIndices);
  70107. }
  70108. }
  70109. for (var kind in attributes) {
  70110. var uniqueId = attributes[kind];
  70111. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70112. var dracoData = new module.DracoFloat32Array();
  70113. try {
  70114. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70115. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70116. for (var i = 0; i < babylonData.length; i++) {
  70117. babylonData[i] = dracoData.GetValue(i);
  70118. }
  70119. vertexData.set(babylonData, kind);
  70120. }
  70121. finally {
  70122. module.destroy(dracoData);
  70123. }
  70124. }
  70125. }
  70126. finally {
  70127. if (geometry) {
  70128. module.destroy(geometry);
  70129. }
  70130. module.destroy(decoder);
  70131. module.destroy(buffer);
  70132. }
  70133. return vertexData;
  70134. });
  70135. };
  70136. DracoCompression._GetDecoderModule = function () {
  70137. if (!DracoCompression._DecoderModulePromise) {
  70138. var promise = null;
  70139. var config_1 = {};
  70140. if (typeof DracoDecoderModule !== "undefined") {
  70141. promise = Promise.resolve();
  70142. }
  70143. else {
  70144. var decoder = DracoCompression.Configuration.decoder;
  70145. if (decoder) {
  70146. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70147. promise = Promise.all([
  70148. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70149. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70150. config_1.wasmBinary = data;
  70151. })
  70152. ]);
  70153. }
  70154. else if (decoder.fallbackUrl) {
  70155. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70156. }
  70157. }
  70158. }
  70159. if (!promise) {
  70160. throw new Error("Draco decoder module is not available");
  70161. }
  70162. DracoCompression._DecoderModulePromise = promise.then(function () {
  70163. return new Promise(function (resolve) {
  70164. config_1.onModuleLoaded = function (decoderModule) {
  70165. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70166. resolve({ module: decoderModule });
  70167. };
  70168. DracoDecoderModule(config_1);
  70169. });
  70170. });
  70171. }
  70172. return DracoCompression._DecoderModulePromise;
  70173. };
  70174. DracoCompression._LoadScriptAsync = function (url) {
  70175. return new Promise(function (resolve, reject) {
  70176. BABYLON.Tools.LoadScript(url, function () {
  70177. resolve();
  70178. }, function (message) {
  70179. reject(new Error(message));
  70180. });
  70181. });
  70182. };
  70183. DracoCompression._LoadFileAsync = function (url) {
  70184. return new Promise(function (resolve, reject) {
  70185. BABYLON.Tools.LoadFile(url, function (data) {
  70186. resolve(data);
  70187. }, undefined, undefined, true, function (request, exception) {
  70188. reject(exception);
  70189. });
  70190. });
  70191. };
  70192. /**
  70193. * The configuration. Defaults to the following urls:
  70194. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70195. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70196. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70197. */
  70198. DracoCompression.Configuration = {
  70199. decoder: {
  70200. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70201. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70202. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70203. }
  70204. };
  70205. return DracoCompression;
  70206. }());
  70207. BABYLON.DracoCompression = DracoCompression;
  70208. })(BABYLON || (BABYLON = {}));
  70209. //# sourceMappingURL=babylon.dracoCompression.js.map
  70210. var BABYLON;
  70211. (function (BABYLON) {
  70212. // Sets the default audio engine to Babylon JS.
  70213. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70214. /**
  70215. * This represents the default audio engine used in babylon.
  70216. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70217. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70218. */
  70219. var AudioEngine = /** @class */ (function () {
  70220. /**
  70221. * Instantiates a new audio engine.
  70222. *
  70223. * There should be only one per page as some browsers restrict the number
  70224. * of audio contexts you can create.
  70225. * @param hostElement defines the host element where to display the mute icon if necessary
  70226. */
  70227. function AudioEngine(hostElement) {
  70228. if (hostElement === void 0) { hostElement = null; }
  70229. var _this = this;
  70230. this._audioContext = null;
  70231. this._audioContextInitialized = false;
  70232. this._muteButton = null;
  70233. /**
  70234. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70235. */
  70236. this.canUseWebAudio = false;
  70237. /**
  70238. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70239. * @ignoreNaming
  70240. */
  70241. this.WarnedWebAudioUnsupported = false;
  70242. /**
  70243. * Gets whether or not mp3 are supported by your browser.
  70244. */
  70245. this.isMP3supported = false;
  70246. /**
  70247. * Gets whether or not ogg are supported by your browser.
  70248. */
  70249. this.isOGGsupported = false;
  70250. /**
  70251. * Gets whether audio has been unlocked on the device.
  70252. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70253. * a user interaction has happened.
  70254. */
  70255. this.unlocked = true;
  70256. /**
  70257. * Defines if the audio engine relies on a custom unlocked button.
  70258. * In this case, the embedded button will not be displayed.
  70259. */
  70260. this.useCustomUnlockedButton = false;
  70261. /**
  70262. * Event raised when audio has been unlocked on the browser.
  70263. */
  70264. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70265. /**
  70266. * Event raised when audio has been locked on the browser.
  70267. */
  70268. this.onAudioLockedObservable = new BABYLON.Observable();
  70269. this._tryToRun = false;
  70270. this._onResize = function () {
  70271. _this._moveButtonToTopLeft();
  70272. };
  70273. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70274. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70275. this.canUseWebAudio = true;
  70276. }
  70277. var audioElem = document.createElement('audio');
  70278. this._hostElement = hostElement;
  70279. try {
  70280. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70281. this.isMP3supported = true;
  70282. }
  70283. }
  70284. catch (e) {
  70285. // protect error during capability check.
  70286. }
  70287. try {
  70288. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70289. this.isOGGsupported = true;
  70290. }
  70291. }
  70292. catch (e) {
  70293. // protect error during capability check.
  70294. }
  70295. }
  70296. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70297. /**
  70298. * Gets the current AudioContext if available.
  70299. */
  70300. get: function () {
  70301. if (!this._audioContextInitialized) {
  70302. this._initializeAudioContext();
  70303. }
  70304. else {
  70305. if (!this.unlocked && !this._muteButton) {
  70306. this._displayMuteButton();
  70307. }
  70308. }
  70309. return this._audioContext;
  70310. },
  70311. enumerable: true,
  70312. configurable: true
  70313. });
  70314. /**
  70315. * Flags the audio engine in Locked state.
  70316. * This happens due to new browser policies preventing audio to autoplay.
  70317. */
  70318. AudioEngine.prototype.lock = function () {
  70319. this._triggerSuspendedState();
  70320. };
  70321. /**
  70322. * Unlocks the audio engine once a user action has been done on the dom.
  70323. * This is helpful to resume play once browser policies have been satisfied.
  70324. */
  70325. AudioEngine.prototype.unlock = function () {
  70326. this._triggerRunningState();
  70327. };
  70328. AudioEngine.prototype._resumeAudioContext = function () {
  70329. var result;
  70330. if (this._audioContext.resume) {
  70331. result = this._audioContext.resume();
  70332. }
  70333. return result || Promise.resolve();
  70334. };
  70335. AudioEngine.prototype._initializeAudioContext = function () {
  70336. try {
  70337. if (this.canUseWebAudio) {
  70338. this._audioContext = new AudioContext();
  70339. // create a global volume gain node
  70340. this.masterGain = this._audioContext.createGain();
  70341. this.masterGain.gain.value = 1;
  70342. this.masterGain.connect(this._audioContext.destination);
  70343. this._audioContextInitialized = true;
  70344. if (this._audioContext.state === "running") {
  70345. // Do not wait for the promise to unlock.
  70346. this._triggerRunningState();
  70347. }
  70348. }
  70349. }
  70350. catch (e) {
  70351. this.canUseWebAudio = false;
  70352. BABYLON.Tools.Error("Web Audio: " + e.message);
  70353. }
  70354. };
  70355. AudioEngine.prototype._triggerRunningState = function () {
  70356. var _this = this;
  70357. if (this._tryToRun) {
  70358. return;
  70359. }
  70360. this._tryToRun = true;
  70361. this._resumeAudioContext()
  70362. .then(function () {
  70363. _this._tryToRun = false;
  70364. if (_this._muteButton) {
  70365. _this._hideMuteButton();
  70366. }
  70367. }).catch(function () {
  70368. _this._tryToRun = false;
  70369. _this.unlocked = false;
  70370. });
  70371. // Notify users that the audio stack is unlocked/unmuted
  70372. this.unlocked = true;
  70373. this.onAudioUnlockedObservable.notifyObservers(this);
  70374. };
  70375. AudioEngine.prototype._triggerSuspendedState = function () {
  70376. this.unlocked = false;
  70377. this.onAudioLockedObservable.notifyObservers(this);
  70378. this._displayMuteButton();
  70379. };
  70380. AudioEngine.prototype._displayMuteButton = function () {
  70381. var _this = this;
  70382. if (this.useCustomUnlockedButton) {
  70383. return;
  70384. }
  70385. this._muteButton = document.createElement("BUTTON");
  70386. this._muteButton.className = "babylonUnmuteIcon";
  70387. this._muteButton.id = "babylonUnmuteIconBtn";
  70388. this._muteButton.title = "Unmute";
  70389. 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) }";
  70390. var style = document.createElement('style');
  70391. style.appendChild(document.createTextNode(css));
  70392. document.getElementsByTagName('head')[0].appendChild(style);
  70393. document.body.appendChild(this._muteButton);
  70394. this._moveButtonToTopLeft();
  70395. this._muteButton.addEventListener('touchend', function () {
  70396. _this._triggerRunningState();
  70397. }, true);
  70398. this._muteButton.addEventListener('click', function () {
  70399. _this._triggerRunningState();
  70400. }, true);
  70401. window.addEventListener("resize", this._onResize);
  70402. };
  70403. AudioEngine.prototype._moveButtonToTopLeft = function () {
  70404. if (this._hostElement && this._muteButton) {
  70405. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  70406. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  70407. }
  70408. };
  70409. AudioEngine.prototype._hideMuteButton = function () {
  70410. if (this._muteButton) {
  70411. document.body.removeChild(this._muteButton);
  70412. this._muteButton = null;
  70413. }
  70414. };
  70415. /**
  70416. * Destroy and release the resources associated with the audio ccontext.
  70417. */
  70418. AudioEngine.prototype.dispose = function () {
  70419. if (this.canUseWebAudio && this._audioContextInitialized) {
  70420. if (this._connectedAnalyser && this._audioContext) {
  70421. this._connectedAnalyser.stopDebugCanvas();
  70422. this._connectedAnalyser.dispose();
  70423. this.masterGain.disconnect();
  70424. this.masterGain.connect(this._audioContext.destination);
  70425. this._connectedAnalyser = null;
  70426. }
  70427. this.masterGain.gain.value = 1;
  70428. }
  70429. this.WarnedWebAudioUnsupported = false;
  70430. this._hideMuteButton();
  70431. window.removeEventListener("resize", this._onResize);
  70432. this.onAudioUnlockedObservable.clear();
  70433. this.onAudioLockedObservable.clear();
  70434. };
  70435. /**
  70436. * Gets the global volume sets on the master gain.
  70437. * @returns the global volume if set or -1 otherwise
  70438. */
  70439. AudioEngine.prototype.getGlobalVolume = function () {
  70440. if (this.canUseWebAudio && this._audioContextInitialized) {
  70441. return this.masterGain.gain.value;
  70442. }
  70443. else {
  70444. return -1;
  70445. }
  70446. };
  70447. /**
  70448. * Sets the global volume of your experience (sets on the master gain).
  70449. * @param newVolume Defines the new global volume of the application
  70450. */
  70451. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  70452. if (this.canUseWebAudio && this._audioContextInitialized) {
  70453. this.masterGain.gain.value = newVolume;
  70454. }
  70455. };
  70456. /**
  70457. * Connect the audio engine to an audio analyser allowing some amazing
  70458. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  70459. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  70460. * @param analyser The analyser to connect to the engine
  70461. */
  70462. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  70463. if (this._connectedAnalyser) {
  70464. this._connectedAnalyser.stopDebugCanvas();
  70465. }
  70466. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  70467. this._connectedAnalyser = analyser;
  70468. this.masterGain.disconnect();
  70469. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  70470. }
  70471. };
  70472. return AudioEngine;
  70473. }());
  70474. BABYLON.AudioEngine = AudioEngine;
  70475. })(BABYLON || (BABYLON = {}));
  70476. //# sourceMappingURL=babylon.audioEngine.js.map
  70477. var BABYLON;
  70478. (function (BABYLON) {
  70479. /**
  70480. * Defines a sound that can be played in the application.
  70481. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  70482. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70483. */
  70484. var Sound = /** @class */ (function () {
  70485. /**
  70486. * Create a sound and attach it to a scene
  70487. * @param name Name of your sound
  70488. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  70489. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  70490. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  70491. */
  70492. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  70493. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  70494. var _this = this;
  70495. /**
  70496. * Does the sound autoplay once loaded.
  70497. */
  70498. this.autoplay = false;
  70499. /**
  70500. * Does the sound loop after it finishes playing once.
  70501. */
  70502. this.loop = false;
  70503. /**
  70504. * Does the sound use a custom attenuation curve to simulate the falloff
  70505. * happening when the source gets further away from the camera.
  70506. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  70507. */
  70508. this.useCustomAttenuation = false;
  70509. /**
  70510. * Is this sound currently played.
  70511. */
  70512. this.isPlaying = false;
  70513. /**
  70514. * Is this sound currently paused.
  70515. */
  70516. this.isPaused = false;
  70517. /**
  70518. * Does this sound enables spatial sound.
  70519. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70520. */
  70521. this.spatialSound = false;
  70522. /**
  70523. * Define the reference distance the sound should be heard perfectly.
  70524. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70525. */
  70526. this.refDistance = 1;
  70527. /**
  70528. * Define the roll off factor of spatial sounds.
  70529. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70530. */
  70531. this.rolloffFactor = 1;
  70532. /**
  70533. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  70534. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70535. */
  70536. this.maxDistance = 100;
  70537. /**
  70538. * Define the distance attenuation model the sound will follow.
  70539. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70540. */
  70541. this.distanceModel = "linear";
  70542. /**
  70543. * Observable event when the current playing sound finishes.
  70544. */
  70545. this.onEndedObservable = new BABYLON.Observable();
  70546. this._panningModel = "equalpower";
  70547. this._playbackRate = 1;
  70548. this._streaming = false;
  70549. this._startTime = 0;
  70550. this._startOffset = 0;
  70551. this._position = BABYLON.Vector3.Zero();
  70552. /** @hidden */
  70553. this._positionInEmitterSpace = false;
  70554. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  70555. this._volume = 1;
  70556. this._isReadyToPlay = false;
  70557. this._isDirectional = false;
  70558. // Used if you'd like to create a directional sound.
  70559. // If not set, the sound will be omnidirectional
  70560. this._coneInnerAngle = 360;
  70561. this._coneOuterAngle = 360;
  70562. this._coneOuterGain = 0;
  70563. this._isOutputConnected = false;
  70564. this._urlType = "Unknown";
  70565. this.name = name;
  70566. this._scene = scene;
  70567. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  70568. if (!compo) {
  70569. compo = new BABYLON.AudioSceneComponent(scene);
  70570. scene._addComponent(compo);
  70571. }
  70572. this._readyToPlayCallback = readyToPlayCallback;
  70573. // Default custom attenuation function is a linear attenuation
  70574. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  70575. if (currentDistance < maxDistance) {
  70576. return currentVolume * (1 - currentDistance / maxDistance);
  70577. }
  70578. else {
  70579. return 0;
  70580. }
  70581. };
  70582. if (options) {
  70583. this.autoplay = options.autoplay || false;
  70584. this.loop = options.loop || false;
  70585. // if volume === 0, we need another way to check this option
  70586. if (options.volume !== undefined) {
  70587. this._volume = options.volume;
  70588. }
  70589. this.spatialSound = options.spatialSound || false;
  70590. this.maxDistance = options.maxDistance || 100;
  70591. this.useCustomAttenuation = options.useCustomAttenuation || false;
  70592. this.rolloffFactor = options.rolloffFactor || 1;
  70593. this.refDistance = options.refDistance || 1;
  70594. this.distanceModel = options.distanceModel || "linear";
  70595. this._playbackRate = options.playbackRate || 1;
  70596. this._streaming = options.streaming || false;
  70597. }
  70598. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70599. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  70600. this._soundGain.gain.value = this._volume;
  70601. this._inputAudioNode = this._soundGain;
  70602. this._outputAudioNode = this._soundGain;
  70603. if (this.spatialSound) {
  70604. this._createSpatialParameters();
  70605. }
  70606. this._scene.mainSoundTrack.AddSound(this);
  70607. var validParameter = true;
  70608. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  70609. if (urlOrArrayBuffer) {
  70610. try {
  70611. if (typeof (urlOrArrayBuffer) === "string") {
  70612. this._urlType = "String";
  70613. }
  70614. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  70615. this._urlType = "ArrayBuffer";
  70616. }
  70617. else if (urlOrArrayBuffer instanceof MediaStream) {
  70618. this._urlType = "MediaStream";
  70619. }
  70620. else if (Array.isArray(urlOrArrayBuffer)) {
  70621. this._urlType = "Array";
  70622. }
  70623. var urls = [];
  70624. var codecSupportedFound = false;
  70625. switch (this._urlType) {
  70626. case "MediaStream":
  70627. this._streaming = true;
  70628. this._isReadyToPlay = true;
  70629. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  70630. if (this.autoplay) {
  70631. this.play();
  70632. }
  70633. if (this._readyToPlayCallback) {
  70634. this._readyToPlayCallback();
  70635. }
  70636. break;
  70637. case "ArrayBuffer":
  70638. if (urlOrArrayBuffer.byteLength > 0) {
  70639. codecSupportedFound = true;
  70640. this._soundLoaded(urlOrArrayBuffer);
  70641. }
  70642. break;
  70643. case "String":
  70644. urls.push(urlOrArrayBuffer);
  70645. case "Array":
  70646. if (urls.length === 0) {
  70647. urls = urlOrArrayBuffer;
  70648. }
  70649. // If we found a supported format, we load it immediately and stop the loop
  70650. for (var i = 0; i < urls.length; i++) {
  70651. var url = urls[i];
  70652. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  70653. codecSupportedFound = true;
  70654. }
  70655. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  70656. codecSupportedFound = true;
  70657. }
  70658. if (url.indexOf(".wav", url.length - 4) !== -1) {
  70659. codecSupportedFound = true;
  70660. }
  70661. if (url.indexOf("blob:") !== -1) {
  70662. codecSupportedFound = true;
  70663. }
  70664. if (codecSupportedFound) {
  70665. // Loading sound using XHR2
  70666. if (!this._streaming) {
  70667. this._scene._loadFile(url, function (data) {
  70668. _this._soundLoaded(data);
  70669. }, undefined, true, true, function (exception) {
  70670. if (exception) {
  70671. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  70672. }
  70673. BABYLON.Tools.Error("Sound creation aborted.");
  70674. _this._scene.mainSoundTrack.RemoveSound(_this);
  70675. });
  70676. }
  70677. // Streaming sound using HTML5 Audio tag
  70678. else {
  70679. this._htmlAudioElement = new Audio(url);
  70680. this._htmlAudioElement.controls = false;
  70681. this._htmlAudioElement.loop = this.loop;
  70682. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  70683. this._htmlAudioElement.preload = "auto";
  70684. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  70685. _this._isReadyToPlay = true;
  70686. if (_this.autoplay) {
  70687. _this.play();
  70688. }
  70689. if (_this._readyToPlayCallback) {
  70690. _this._readyToPlayCallback();
  70691. }
  70692. });
  70693. document.body.appendChild(this._htmlAudioElement);
  70694. this._htmlAudioElement.load();
  70695. }
  70696. break;
  70697. }
  70698. }
  70699. break;
  70700. default:
  70701. validParameter = false;
  70702. break;
  70703. }
  70704. if (!validParameter) {
  70705. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  70706. }
  70707. else {
  70708. if (!codecSupportedFound) {
  70709. this._isReadyToPlay = true;
  70710. // Simulating a ready to play event to avoid breaking code path
  70711. if (this._readyToPlayCallback) {
  70712. window.setTimeout(function () {
  70713. if (_this._readyToPlayCallback) {
  70714. _this._readyToPlayCallback();
  70715. }
  70716. }, 1000);
  70717. }
  70718. }
  70719. }
  70720. }
  70721. catch (ex) {
  70722. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  70723. this._scene.mainSoundTrack.RemoveSound(this);
  70724. }
  70725. }
  70726. }
  70727. else {
  70728. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  70729. this._scene.mainSoundTrack.AddSound(this);
  70730. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  70731. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  70732. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  70733. }
  70734. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  70735. if (this._readyToPlayCallback) {
  70736. window.setTimeout(function () {
  70737. if (_this._readyToPlayCallback) {
  70738. _this._readyToPlayCallback();
  70739. }
  70740. }, 1000);
  70741. }
  70742. }
  70743. }
  70744. /**
  70745. * Release the sound and its associated resources
  70746. */
  70747. Sound.prototype.dispose = function () {
  70748. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70749. if (this.isPlaying) {
  70750. this.stop();
  70751. }
  70752. this._isReadyToPlay = false;
  70753. if (this.soundTrackId === -1) {
  70754. this._scene.mainSoundTrack.RemoveSound(this);
  70755. }
  70756. else if (this._scene.soundTracks) {
  70757. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  70758. }
  70759. if (this._soundGain) {
  70760. this._soundGain.disconnect();
  70761. this._soundGain = null;
  70762. }
  70763. if (this._soundPanner) {
  70764. this._soundPanner.disconnect();
  70765. this._soundPanner = null;
  70766. }
  70767. if (this._soundSource) {
  70768. this._soundSource.disconnect();
  70769. this._soundSource = null;
  70770. }
  70771. this._audioBuffer = null;
  70772. if (this._htmlAudioElement) {
  70773. this._htmlAudioElement.pause();
  70774. this._htmlAudioElement.src = "";
  70775. document.body.removeChild(this._htmlAudioElement);
  70776. }
  70777. if (this._streamingSource) {
  70778. this._streamingSource.disconnect();
  70779. }
  70780. if (this._connectedMesh && this._registerFunc) {
  70781. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  70782. this._connectedMesh = null;
  70783. }
  70784. }
  70785. };
  70786. /**
  70787. * Gets if the sounds is ready to be played or not.
  70788. * @returns true if ready, otherwise false
  70789. */
  70790. Sound.prototype.isReady = function () {
  70791. return this._isReadyToPlay;
  70792. };
  70793. Sound.prototype._soundLoaded = function (audioData) {
  70794. var _this = this;
  70795. if (!BABYLON.Engine.audioEngine.audioContext) {
  70796. return;
  70797. }
  70798. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  70799. _this._audioBuffer = buffer;
  70800. _this._isReadyToPlay = true;
  70801. if (_this.autoplay) {
  70802. _this.play();
  70803. }
  70804. if (_this._readyToPlayCallback) {
  70805. _this._readyToPlayCallback();
  70806. }
  70807. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  70808. };
  70809. /**
  70810. * Sets the data of the sound from an audiobuffer
  70811. * @param audioBuffer The audioBuffer containing the data
  70812. */
  70813. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  70814. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70815. this._audioBuffer = audioBuffer;
  70816. this._isReadyToPlay = true;
  70817. }
  70818. };
  70819. /**
  70820. * Updates the current sounds options such as maxdistance, loop...
  70821. * @param options A JSON object containing values named as the object properties
  70822. */
  70823. Sound.prototype.updateOptions = function (options) {
  70824. if (options) {
  70825. this.loop = options.loop || this.loop;
  70826. this.maxDistance = options.maxDistance || this.maxDistance;
  70827. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  70828. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  70829. this.refDistance = options.refDistance || this.refDistance;
  70830. this.distanceModel = options.distanceModel || this.distanceModel;
  70831. this._playbackRate = options.playbackRate || this._playbackRate;
  70832. this._updateSpatialParameters();
  70833. if (this.isPlaying) {
  70834. if (this._streaming && this._htmlAudioElement) {
  70835. this._htmlAudioElement.playbackRate = this._playbackRate;
  70836. }
  70837. else {
  70838. if (this._soundSource) {
  70839. this._soundSource.playbackRate.value = this._playbackRate;
  70840. }
  70841. }
  70842. }
  70843. }
  70844. };
  70845. Sound.prototype._createSpatialParameters = function () {
  70846. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70847. if (this._scene.headphone) {
  70848. this._panningModel = "HRTF";
  70849. }
  70850. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  70851. this._updateSpatialParameters();
  70852. this._soundPanner.connect(this._outputAudioNode);
  70853. this._inputAudioNode = this._soundPanner;
  70854. }
  70855. };
  70856. Sound.prototype._updateSpatialParameters = function () {
  70857. if (this.spatialSound && this._soundPanner) {
  70858. if (this.useCustomAttenuation) {
  70859. // Tricks to disable in a way embedded Web Audio attenuation
  70860. this._soundPanner.distanceModel = "linear";
  70861. this._soundPanner.maxDistance = Number.MAX_VALUE;
  70862. this._soundPanner.refDistance = 1;
  70863. this._soundPanner.rolloffFactor = 1;
  70864. this._soundPanner.panningModel = this._panningModel;
  70865. }
  70866. else {
  70867. this._soundPanner.distanceModel = this.distanceModel;
  70868. this._soundPanner.maxDistance = this.maxDistance;
  70869. this._soundPanner.refDistance = this.refDistance;
  70870. this._soundPanner.rolloffFactor = this.rolloffFactor;
  70871. this._soundPanner.panningModel = this._panningModel;
  70872. }
  70873. }
  70874. };
  70875. /**
  70876. * Switch the panning model to HRTF:
  70877. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  70878. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70879. */
  70880. Sound.prototype.switchPanningModelToHRTF = function () {
  70881. this._panningModel = "HRTF";
  70882. this._switchPanningModel();
  70883. };
  70884. /**
  70885. * Switch the panning model to Equal Power:
  70886. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  70887. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70888. */
  70889. Sound.prototype.switchPanningModelToEqualPower = function () {
  70890. this._panningModel = "equalpower";
  70891. this._switchPanningModel();
  70892. };
  70893. Sound.prototype._switchPanningModel = function () {
  70894. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  70895. this._soundPanner.panningModel = this._panningModel;
  70896. }
  70897. };
  70898. /**
  70899. * Connect this sound to a sound track audio node like gain...
  70900. * @param soundTrackAudioNode the sound track audio node to connect to
  70901. */
  70902. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  70903. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70904. if (this._isOutputConnected) {
  70905. this._outputAudioNode.disconnect();
  70906. }
  70907. this._outputAudioNode.connect(soundTrackAudioNode);
  70908. this._isOutputConnected = true;
  70909. }
  70910. };
  70911. /**
  70912. * Transform this sound into a directional source
  70913. * @param coneInnerAngle Size of the inner cone in degree
  70914. * @param coneOuterAngle Size of the outer cone in degree
  70915. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  70916. */
  70917. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  70918. if (coneOuterAngle < coneInnerAngle) {
  70919. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  70920. return;
  70921. }
  70922. this._coneInnerAngle = coneInnerAngle;
  70923. this._coneOuterAngle = coneOuterAngle;
  70924. this._coneOuterGain = coneOuterGain;
  70925. this._isDirectional = true;
  70926. if (this.isPlaying && this.loop) {
  70927. this.stop();
  70928. this.play();
  70929. }
  70930. };
  70931. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  70932. /**
  70933. * Gets or sets the inner angle for the directional cone.
  70934. */
  70935. get: function () {
  70936. return this._coneInnerAngle;
  70937. },
  70938. /**
  70939. * Gets or sets the inner angle for the directional cone.
  70940. */
  70941. set: function (value) {
  70942. if (value != this._coneInnerAngle) {
  70943. if (this._coneOuterAngle < value) {
  70944. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  70945. return;
  70946. }
  70947. this._coneInnerAngle = value;
  70948. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  70949. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  70950. }
  70951. }
  70952. },
  70953. enumerable: true,
  70954. configurable: true
  70955. });
  70956. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  70957. /**
  70958. * Gets or sets the outer angle for the directional cone.
  70959. */
  70960. get: function () {
  70961. return this._coneOuterAngle;
  70962. },
  70963. /**
  70964. * Gets or sets the outer angle for the directional cone.
  70965. */
  70966. set: function (value) {
  70967. if (value != this._coneOuterAngle) {
  70968. if (value < this._coneInnerAngle) {
  70969. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  70970. return;
  70971. }
  70972. this._coneOuterAngle = value;
  70973. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  70974. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  70975. }
  70976. }
  70977. },
  70978. enumerable: true,
  70979. configurable: true
  70980. });
  70981. /**
  70982. * Sets the position of the emitter if spatial sound is enabled
  70983. * @param newPosition Defines the new posisiton
  70984. */
  70985. Sound.prototype.setPosition = function (newPosition) {
  70986. this._position = newPosition;
  70987. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  70988. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  70989. }
  70990. };
  70991. /**
  70992. * Sets the local direction of the emitter if spatial sound is enabled
  70993. * @param newLocalDirection Defines the new local direction
  70994. */
  70995. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  70996. this._localDirection = newLocalDirection;
  70997. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  70998. this._updateDirection();
  70999. }
  71000. };
  71001. Sound.prototype._updateDirection = function () {
  71002. if (!this._connectedMesh || !this._soundPanner) {
  71003. return;
  71004. }
  71005. var mat = this._connectedMesh.getWorldMatrix();
  71006. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71007. direction.normalize();
  71008. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71009. };
  71010. /** @hidden */
  71011. Sound.prototype.updateDistanceFromListener = function () {
  71012. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71013. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  71014. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71015. }
  71016. };
  71017. /**
  71018. * Sets a new custom attenuation function for the sound.
  71019. * @param callback Defines the function used for the attenuation
  71020. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71021. */
  71022. Sound.prototype.setAttenuationFunction = function (callback) {
  71023. this._customAttenuationFunction = callback;
  71024. };
  71025. /**
  71026. * Play the sound
  71027. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71028. * @param offset (optional) Start the sound setting it at a specific time
  71029. */
  71030. Sound.prototype.play = function (time, offset) {
  71031. var _this = this;
  71032. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71033. try {
  71034. if (this._startOffset < 0) {
  71035. time = -this._startOffset;
  71036. this._startOffset = 0;
  71037. }
  71038. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71039. if (!this._soundSource || !this._streamingSource) {
  71040. if (this.spatialSound && this._soundPanner) {
  71041. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71042. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71043. }
  71044. if (this._isDirectional) {
  71045. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71046. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71047. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71048. if (this._connectedMesh) {
  71049. this._updateDirection();
  71050. }
  71051. else {
  71052. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71053. }
  71054. }
  71055. }
  71056. }
  71057. if (this._streaming) {
  71058. if (!this._streamingSource) {
  71059. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71060. this._htmlAudioElement.onended = function () { _this._onended(); };
  71061. this._htmlAudioElement.playbackRate = this._playbackRate;
  71062. }
  71063. this._streamingSource.disconnect();
  71064. this._streamingSource.connect(this._inputAudioNode);
  71065. if (this._htmlAudioElement) {
  71066. // required to manage properly the new suspended default state of Chrome
  71067. // When the option 'streaming: true' is used, we need first to wait for
  71068. // the audio engine to be unlocked by a user gesture before trying to play
  71069. // an HTML Audio elememt
  71070. var tryToPlay = function () {
  71071. if (BABYLON.Engine.audioEngine.unlocked) {
  71072. var playPromise = _this._htmlAudioElement.play();
  71073. // In browsers that don’t yet support this functionality,
  71074. // playPromise won’t be defined.
  71075. if (playPromise !== undefined) {
  71076. playPromise.catch(function (error) {
  71077. // Automatic playback failed.
  71078. // Waiting for the audio engine to be unlocked by user click on unmute
  71079. BABYLON.Engine.audioEngine.lock();
  71080. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71081. });
  71082. }
  71083. }
  71084. else {
  71085. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71086. }
  71087. };
  71088. tryToPlay();
  71089. }
  71090. }
  71091. else {
  71092. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71093. this._soundSource.buffer = this._audioBuffer;
  71094. this._soundSource.connect(this._inputAudioNode);
  71095. this._soundSource.loop = this.loop;
  71096. this._soundSource.playbackRate.value = this._playbackRate;
  71097. this._soundSource.onended = function () { _this._onended(); };
  71098. if (this._soundSource.buffer) {
  71099. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71100. }
  71101. }
  71102. this._startTime = startTime;
  71103. this.isPlaying = true;
  71104. this.isPaused = false;
  71105. }
  71106. catch (ex) {
  71107. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71108. }
  71109. }
  71110. };
  71111. Sound.prototype._onended = function () {
  71112. this.isPlaying = false;
  71113. if (this.onended) {
  71114. this.onended();
  71115. }
  71116. this.onEndedObservable.notifyObservers(this);
  71117. };
  71118. /**
  71119. * Stop the sound
  71120. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71121. */
  71122. Sound.prototype.stop = function (time) {
  71123. if (this.isPlaying) {
  71124. if (this._streaming) {
  71125. if (this._htmlAudioElement) {
  71126. this._htmlAudioElement.pause();
  71127. // Test needed for Firefox or it will generate an Invalid State Error
  71128. if (this._htmlAudioElement.currentTime > 0) {
  71129. this._htmlAudioElement.currentTime = 0;
  71130. }
  71131. }
  71132. else {
  71133. this._streamingSource.disconnect();
  71134. }
  71135. }
  71136. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71137. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71138. this._soundSource.stop(stopTime);
  71139. this._soundSource.onended = function () { };
  71140. if (!this.isPaused) {
  71141. this._startOffset = 0;
  71142. }
  71143. }
  71144. this.isPlaying = false;
  71145. }
  71146. };
  71147. /**
  71148. * Put the sound in pause
  71149. */
  71150. Sound.prototype.pause = function () {
  71151. if (this.isPlaying) {
  71152. this.isPaused = true;
  71153. if (this._streaming) {
  71154. if (this._htmlAudioElement) {
  71155. this._htmlAudioElement.pause();
  71156. }
  71157. else {
  71158. this._streamingSource.disconnect();
  71159. }
  71160. }
  71161. else if (BABYLON.Engine.audioEngine.audioContext) {
  71162. this.stop(0);
  71163. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71164. }
  71165. }
  71166. };
  71167. /**
  71168. * Sets a dedicated volume for this sounds
  71169. * @param newVolume Define the new volume of the sound
  71170. * @param time Define in how long the sound should be at this value
  71171. */
  71172. Sound.prototype.setVolume = function (newVolume, time) {
  71173. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71174. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71175. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71176. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71177. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71178. }
  71179. else {
  71180. this._soundGain.gain.value = newVolume;
  71181. }
  71182. }
  71183. this._volume = newVolume;
  71184. };
  71185. /**
  71186. * Set the sound play back rate
  71187. * @param newPlaybackRate Define the playback rate the sound should be played at
  71188. */
  71189. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71190. this._playbackRate = newPlaybackRate;
  71191. if (this.isPlaying) {
  71192. if (this._streaming && this._htmlAudioElement) {
  71193. this._htmlAudioElement.playbackRate = this._playbackRate;
  71194. }
  71195. else if (this._soundSource) {
  71196. this._soundSource.playbackRate.value = this._playbackRate;
  71197. }
  71198. }
  71199. };
  71200. /**
  71201. * Gets the volume of the sound.
  71202. * @returns the volume of the sound
  71203. */
  71204. Sound.prototype.getVolume = function () {
  71205. return this._volume;
  71206. };
  71207. /**
  71208. * Attach the sound to a dedicated mesh
  71209. * @param meshToConnectTo The mesh to connect the sound with
  71210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71211. */
  71212. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  71213. var _this = this;
  71214. if (this._connectedMesh && this._registerFunc) {
  71215. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71216. this._registerFunc = null;
  71217. }
  71218. this._connectedMesh = meshToConnectTo;
  71219. if (!this.spatialSound) {
  71220. this.spatialSound = true;
  71221. this._createSpatialParameters();
  71222. if (this.isPlaying && this.loop) {
  71223. this.stop();
  71224. this.play();
  71225. }
  71226. }
  71227. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  71228. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  71229. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  71230. };
  71231. /**
  71232. * Detach the sound from the previously attached mesh
  71233. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71234. */
  71235. Sound.prototype.detachFromMesh = function () {
  71236. if (this._connectedMesh && this._registerFunc) {
  71237. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71238. this._registerFunc = null;
  71239. this._connectedMesh = null;
  71240. }
  71241. };
  71242. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71243. if (!node.getBoundingInfo) {
  71244. return;
  71245. }
  71246. var mesh = node;
  71247. if (this._positionInEmitterSpace) {
  71248. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71249. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71250. }
  71251. else {
  71252. var boundingInfo = mesh.getBoundingInfo();
  71253. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71254. }
  71255. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71256. this._updateDirection();
  71257. }
  71258. };
  71259. /**
  71260. * Clone the current sound in the scene.
  71261. * @returns the new sound clone
  71262. */
  71263. Sound.prototype.clone = function () {
  71264. var _this = this;
  71265. if (!this._streaming) {
  71266. var setBufferAndRun = function () {
  71267. if (_this._isReadyToPlay) {
  71268. clonedSound._audioBuffer = _this.getAudioBuffer();
  71269. clonedSound._isReadyToPlay = true;
  71270. if (clonedSound.autoplay) {
  71271. clonedSound.play();
  71272. }
  71273. }
  71274. else {
  71275. window.setTimeout(setBufferAndRun, 300);
  71276. }
  71277. };
  71278. var currentOptions = {
  71279. autoplay: this.autoplay, loop: this.loop,
  71280. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71281. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71282. refDistance: this.refDistance, distanceModel: this.distanceModel
  71283. };
  71284. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71285. if (this.useCustomAttenuation) {
  71286. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71287. }
  71288. clonedSound.setPosition(this._position);
  71289. clonedSound.setPlaybackRate(this._playbackRate);
  71290. setBufferAndRun();
  71291. return clonedSound;
  71292. }
  71293. // Can't clone a streaming sound
  71294. else {
  71295. return null;
  71296. }
  71297. };
  71298. /**
  71299. * Gets the current underlying audio buffer containing the data
  71300. * @returns the audio buffer
  71301. */
  71302. Sound.prototype.getAudioBuffer = function () {
  71303. return this._audioBuffer;
  71304. };
  71305. /**
  71306. * Serializes the Sound in a JSON representation
  71307. * @returns the JSON representation of the sound
  71308. */
  71309. Sound.prototype.serialize = function () {
  71310. var serializationObject = {
  71311. name: this.name,
  71312. url: this.name,
  71313. autoplay: this.autoplay,
  71314. loop: this.loop,
  71315. volume: this._volume,
  71316. spatialSound: this.spatialSound,
  71317. maxDistance: this.maxDistance,
  71318. rolloffFactor: this.rolloffFactor,
  71319. refDistance: this.refDistance,
  71320. distanceModel: this.distanceModel,
  71321. playbackRate: this._playbackRate,
  71322. panningModel: this._panningModel,
  71323. soundTrackId: this.soundTrackId
  71324. };
  71325. if (this.spatialSound) {
  71326. if (this._connectedMesh) {
  71327. serializationObject.connectedMeshId = this._connectedMesh.id;
  71328. }
  71329. serializationObject.position = this._position.asArray();
  71330. serializationObject.refDistance = this.refDistance;
  71331. serializationObject.distanceModel = this.distanceModel;
  71332. serializationObject.isDirectional = this._isDirectional;
  71333. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  71334. serializationObject.coneInnerAngle = this._coneInnerAngle;
  71335. serializationObject.coneOuterAngle = this._coneOuterAngle;
  71336. serializationObject.coneOuterGain = this._coneOuterGain;
  71337. }
  71338. return serializationObject;
  71339. };
  71340. /**
  71341. * Parse a JSON representation of a sound to innstantiate in a given scene
  71342. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  71343. * @param scene Define the scene the new parsed sound should be created in
  71344. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  71345. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  71346. * @returns the newly parsed sound
  71347. */
  71348. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  71349. var soundName = parsedSound.name;
  71350. var soundUrl;
  71351. if (parsedSound.url) {
  71352. soundUrl = rootUrl + parsedSound.url;
  71353. }
  71354. else {
  71355. soundUrl = rootUrl + soundName;
  71356. }
  71357. var options = {
  71358. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  71359. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  71360. rolloffFactor: parsedSound.rolloffFactor,
  71361. refDistance: parsedSound.refDistance,
  71362. distanceModel: parsedSound.distanceModel,
  71363. playbackRate: parsedSound.playbackRate
  71364. };
  71365. var newSound;
  71366. if (!sourceSound) {
  71367. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  71368. scene._addPendingData(newSound);
  71369. }
  71370. else {
  71371. var setBufferAndRun = function () {
  71372. if (sourceSound._isReadyToPlay) {
  71373. newSound._audioBuffer = sourceSound.getAudioBuffer();
  71374. newSound._isReadyToPlay = true;
  71375. if (newSound.autoplay) {
  71376. newSound.play();
  71377. }
  71378. }
  71379. else {
  71380. window.setTimeout(setBufferAndRun, 300);
  71381. }
  71382. };
  71383. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  71384. setBufferAndRun();
  71385. }
  71386. if (parsedSound.position) {
  71387. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  71388. newSound.setPosition(soundPosition);
  71389. }
  71390. if (parsedSound.isDirectional) {
  71391. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  71392. if (parsedSound.localDirectionToMesh) {
  71393. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  71394. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  71395. }
  71396. }
  71397. if (parsedSound.connectedMeshId) {
  71398. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  71399. if (connectedMesh) {
  71400. newSound.attachToMesh(connectedMesh);
  71401. }
  71402. }
  71403. return newSound;
  71404. };
  71405. return Sound;
  71406. }());
  71407. BABYLON.Sound = Sound;
  71408. })(BABYLON || (BABYLON = {}));
  71409. //# sourceMappingURL=babylon.sound.js.map
  71410. var BABYLON;
  71411. (function (BABYLON) {
  71412. /**
  71413. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  71414. * It will be also used in a future release to apply effects on a specific track.
  71415. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71416. */
  71417. var SoundTrack = /** @class */ (function () {
  71418. /**
  71419. * Creates a new sound track.
  71420. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71421. * @param scene Define the scene the sound track belongs to
  71422. * @param options
  71423. */
  71424. function SoundTrack(scene, options) {
  71425. if (options === void 0) { options = {}; }
  71426. /**
  71427. * The unique identifier of the sound track in the scene.
  71428. */
  71429. this.id = -1;
  71430. this._isMainTrack = false;
  71431. this._isInitialized = false;
  71432. this._scene = scene;
  71433. this.soundCollection = new Array();
  71434. this._options = options;
  71435. if (!this._isMainTrack && this._scene.soundTracks) {
  71436. this._scene.soundTracks.push(this);
  71437. this.id = this._scene.soundTracks.length - 1;
  71438. }
  71439. }
  71440. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  71441. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71442. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  71443. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  71444. if (this._options) {
  71445. if (this._options.volume) {
  71446. this._outputAudioNode.gain.value = this._options.volume;
  71447. }
  71448. if (this._options.mainTrack) {
  71449. this._isMainTrack = this._options.mainTrack;
  71450. }
  71451. }
  71452. this._isInitialized = true;
  71453. }
  71454. };
  71455. /**
  71456. * Release the sound track and its associated resources
  71457. */
  71458. SoundTrack.prototype.dispose = function () {
  71459. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  71460. if (this._connectedAnalyser) {
  71461. this._connectedAnalyser.stopDebugCanvas();
  71462. }
  71463. while (this.soundCollection.length) {
  71464. this.soundCollection[0].dispose();
  71465. }
  71466. if (this._outputAudioNode) {
  71467. this._outputAudioNode.disconnect();
  71468. }
  71469. this._outputAudioNode = null;
  71470. }
  71471. };
  71472. /**
  71473. * Adds a sound to this sound track
  71474. * @param sound define the cound to add
  71475. * @ignoreNaming
  71476. */
  71477. SoundTrack.prototype.AddSound = function (sound) {
  71478. if (!this._isInitialized) {
  71479. this._initializeSoundTrackAudioGraph();
  71480. }
  71481. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71482. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  71483. }
  71484. if (sound.soundTrackId) {
  71485. if (sound.soundTrackId === -1) {
  71486. this._scene.mainSoundTrack.RemoveSound(sound);
  71487. }
  71488. else if (this._scene.soundTracks) {
  71489. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  71490. }
  71491. }
  71492. this.soundCollection.push(sound);
  71493. sound.soundTrackId = this.id;
  71494. };
  71495. /**
  71496. * Removes a sound to this sound track
  71497. * @param sound define the cound to remove
  71498. * @ignoreNaming
  71499. */
  71500. SoundTrack.prototype.RemoveSound = function (sound) {
  71501. var index = this.soundCollection.indexOf(sound);
  71502. if (index !== -1) {
  71503. this.soundCollection.splice(index, 1);
  71504. }
  71505. };
  71506. /**
  71507. * Set a global volume for the full sound track.
  71508. * @param newVolume Define the new volume of the sound track
  71509. */
  71510. SoundTrack.prototype.setVolume = function (newVolume) {
  71511. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71512. this._outputAudioNode.gain.value = newVolume;
  71513. }
  71514. };
  71515. /**
  71516. * Switch the panning model to HRTF:
  71517. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71518. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71519. */
  71520. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  71521. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71522. for (var i = 0; i < this.soundCollection.length; i++) {
  71523. this.soundCollection[i].switchPanningModelToHRTF();
  71524. }
  71525. }
  71526. };
  71527. /**
  71528. * Switch the panning model to Equal Power:
  71529. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71530. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71531. */
  71532. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  71533. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71534. for (var i = 0; i < this.soundCollection.length; i++) {
  71535. this.soundCollection[i].switchPanningModelToEqualPower();
  71536. }
  71537. }
  71538. };
  71539. /**
  71540. * Connect the sound track to an audio analyser allowing some amazing
  71541. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71542. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71543. * @param analyser The analyser to connect to the engine
  71544. */
  71545. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  71546. if (this._connectedAnalyser) {
  71547. this._connectedAnalyser.stopDebugCanvas();
  71548. }
  71549. this._connectedAnalyser = analyser;
  71550. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71551. this._outputAudioNode.disconnect();
  71552. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  71553. }
  71554. };
  71555. return SoundTrack;
  71556. }());
  71557. BABYLON.SoundTrack = SoundTrack;
  71558. })(BABYLON || (BABYLON = {}));
  71559. //# sourceMappingURL=babylon.soundtrack.js.map
  71560. var BABYLON;
  71561. (function (BABYLON) {
  71562. /**
  71563. * Class used to work with sound analyzer using fast fourier transform (FFT)
  71564. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71565. */
  71566. var Analyser = /** @class */ (function () {
  71567. /**
  71568. * Creates a new analyser
  71569. * @param scene defines hosting scene
  71570. */
  71571. function Analyser(scene) {
  71572. /**
  71573. * Gets or sets the smoothing
  71574. * @ignorenaming
  71575. */
  71576. this.SMOOTHING = 0.75;
  71577. /**
  71578. * Gets or sets the FFT table size
  71579. * @ignorenaming
  71580. */
  71581. this.FFT_SIZE = 512;
  71582. /**
  71583. * Gets or sets the bar graph amplitude
  71584. * @ignorenaming
  71585. */
  71586. this.BARGRAPHAMPLITUDE = 256;
  71587. /**
  71588. * Gets or sets the position of the debug canvas
  71589. * @ignorenaming
  71590. */
  71591. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  71592. /**
  71593. * Gets or sets the debug canvas size
  71594. * @ignorenaming
  71595. */
  71596. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  71597. this._scene = scene;
  71598. this._audioEngine = BABYLON.Engine.audioEngine;
  71599. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  71600. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  71601. this._webAudioAnalyser.minDecibels = -140;
  71602. this._webAudioAnalyser.maxDecibels = 0;
  71603. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71604. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71605. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  71606. }
  71607. }
  71608. /**
  71609. * Get the number of data values you will have to play with for the visualization
  71610. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  71611. * @returns a number
  71612. */
  71613. Analyser.prototype.getFrequencyBinCount = function () {
  71614. if (this._audioEngine.canUseWebAudio) {
  71615. return this._webAudioAnalyser.frequencyBinCount;
  71616. }
  71617. else {
  71618. return 0;
  71619. }
  71620. };
  71621. /**
  71622. * Gets the current frequency data as a byte array
  71623. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71624. * @returns a Uint8Array
  71625. */
  71626. Analyser.prototype.getByteFrequencyData = function () {
  71627. if (this._audioEngine.canUseWebAudio) {
  71628. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71629. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71630. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  71631. }
  71632. return this._byteFreqs;
  71633. };
  71634. /**
  71635. * Gets the current waveform as a byte array
  71636. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  71637. * @returns a Uint8Array
  71638. */
  71639. Analyser.prototype.getByteTimeDomainData = function () {
  71640. if (this._audioEngine.canUseWebAudio) {
  71641. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71642. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71643. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  71644. }
  71645. return this._byteTime;
  71646. };
  71647. /**
  71648. * Gets the current frequency data as a float array
  71649. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71650. * @returns a Float32Array
  71651. */
  71652. Analyser.prototype.getFloatFrequencyData = function () {
  71653. if (this._audioEngine.canUseWebAudio) {
  71654. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71655. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71656. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  71657. }
  71658. return this._floatFreqs;
  71659. };
  71660. /**
  71661. * Renders the debug canvas
  71662. */
  71663. Analyser.prototype.drawDebugCanvas = function () {
  71664. var _this = this;
  71665. if (this._audioEngine.canUseWebAudio) {
  71666. if (!this._debugCanvas) {
  71667. this._debugCanvas = document.createElement("canvas");
  71668. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  71669. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  71670. this._debugCanvas.style.position = "absolute";
  71671. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  71672. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  71673. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  71674. document.body.appendChild(this._debugCanvas);
  71675. this._registerFunc = function () {
  71676. _this.drawDebugCanvas();
  71677. };
  71678. this._scene.registerBeforeRender(this._registerFunc);
  71679. }
  71680. if (this._registerFunc && this._debugCanvasContext) {
  71681. var workingArray = this.getByteFrequencyData();
  71682. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  71683. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  71684. // Draw the frequency domain chart.
  71685. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  71686. var value = workingArray[i];
  71687. var percent = value / this.BARGRAPHAMPLITUDE;
  71688. var height = this.DEBUGCANVASSIZE.height * percent;
  71689. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  71690. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  71691. var hue = i / this.getFrequencyBinCount() * 360;
  71692. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  71693. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  71694. }
  71695. }
  71696. }
  71697. };
  71698. /**
  71699. * Stops rendering the debug canvas and removes it
  71700. */
  71701. Analyser.prototype.stopDebugCanvas = function () {
  71702. if (this._debugCanvas) {
  71703. if (this._registerFunc) {
  71704. this._scene.unregisterBeforeRender(this._registerFunc);
  71705. this._registerFunc = null;
  71706. }
  71707. document.body.removeChild(this._debugCanvas);
  71708. this._debugCanvas = null;
  71709. this._debugCanvasContext = null;
  71710. }
  71711. };
  71712. /**
  71713. * Connects two audio nodes
  71714. * @param inputAudioNode defines first node to connect
  71715. * @param outputAudioNode defines second node to connect
  71716. */
  71717. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  71718. if (this._audioEngine.canUseWebAudio) {
  71719. inputAudioNode.connect(this._webAudioAnalyser);
  71720. this._webAudioAnalyser.connect(outputAudioNode);
  71721. }
  71722. };
  71723. /**
  71724. * Releases all associated resources
  71725. */
  71726. Analyser.prototype.dispose = function () {
  71727. if (this._audioEngine.canUseWebAudio) {
  71728. this._webAudioAnalyser.disconnect();
  71729. }
  71730. };
  71731. return Analyser;
  71732. }());
  71733. BABYLON.Analyser = Analyser;
  71734. })(BABYLON || (BABYLON = {}));
  71735. //# sourceMappingURL=babylon.analyser.js.map
  71736. var BABYLON;
  71737. (function (BABYLON) {
  71738. /**
  71739. * Wraps one or more Sound objects and selects one with random weight for playback.
  71740. */
  71741. var WeightedSound = /** @class */ (function () {
  71742. /**
  71743. * Creates a new WeightedSound from the list of sounds given.
  71744. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  71745. * @param sounds Array of Sounds that will be selected from.
  71746. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  71747. */
  71748. function WeightedSound(loop, sounds, weights) {
  71749. var _this = this;
  71750. /** When true a Sound will be selected and played when the current playing Sound completes. */
  71751. this.loop = false;
  71752. this._coneInnerAngle = 360;
  71753. this._coneOuterAngle = 360;
  71754. this._volume = 1;
  71755. /** A Sound is currently playing. */
  71756. this.isPlaying = false;
  71757. /** A Sound is currently paused. */
  71758. this.isPaused = false;
  71759. this._sounds = [];
  71760. this._weights = [];
  71761. if (sounds.length !== weights.length) {
  71762. throw new Error('Sounds length does not equal weights length');
  71763. }
  71764. this.loop = loop;
  71765. this._weights = weights;
  71766. // Normalize the weights
  71767. var weightSum = 0;
  71768. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  71769. var weight = weights_1[_i];
  71770. weightSum += weight;
  71771. }
  71772. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  71773. for (var i = 0; i < this._weights.length; i++) {
  71774. this._weights[i] *= invWeightSum;
  71775. }
  71776. this._sounds = sounds;
  71777. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  71778. var sound = _b[_a];
  71779. sound.onEndedObservable.add(function () { _this._onended(); });
  71780. }
  71781. }
  71782. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  71783. /**
  71784. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  71785. */
  71786. get: function () {
  71787. return this._coneInnerAngle;
  71788. },
  71789. /**
  71790. * The size of cone in degress for a directional sound in which there will be no attenuation.
  71791. */
  71792. set: function (value) {
  71793. if (value !== this._coneInnerAngle) {
  71794. if (this._coneOuterAngle < value) {
  71795. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71796. return;
  71797. }
  71798. this._coneInnerAngle = value;
  71799. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71800. var sound = _a[_i];
  71801. sound.directionalConeInnerAngle = value;
  71802. }
  71803. }
  71804. },
  71805. enumerable: true,
  71806. configurable: true
  71807. });
  71808. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  71809. /**
  71810. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  71811. * Listener angles between innerAngle and outerAngle will falloff linearly.
  71812. */
  71813. get: function () {
  71814. return this._coneOuterAngle;
  71815. },
  71816. /**
  71817. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  71818. * Listener angles between innerAngle and outerAngle will falloff linearly.
  71819. */
  71820. set: function (value) {
  71821. if (value !== this._coneOuterAngle) {
  71822. if (value < this._coneInnerAngle) {
  71823. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71824. return;
  71825. }
  71826. this._coneOuterAngle = value;
  71827. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71828. var sound = _a[_i];
  71829. sound.directionalConeOuterAngle = value;
  71830. }
  71831. }
  71832. },
  71833. enumerable: true,
  71834. configurable: true
  71835. });
  71836. Object.defineProperty(WeightedSound.prototype, "volume", {
  71837. /**
  71838. * Playback volume.
  71839. */
  71840. get: function () {
  71841. return this._volume;
  71842. },
  71843. /**
  71844. * Playback volume.
  71845. */
  71846. set: function (value) {
  71847. if (value !== this._volume) {
  71848. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71849. var sound = _a[_i];
  71850. sound.setVolume(value);
  71851. }
  71852. }
  71853. },
  71854. enumerable: true,
  71855. configurable: true
  71856. });
  71857. WeightedSound.prototype._onended = function () {
  71858. if (this._currentIndex !== undefined) {
  71859. this._sounds[this._currentIndex].autoplay = false;
  71860. }
  71861. if (this.loop && this.isPlaying) {
  71862. this.play();
  71863. }
  71864. else {
  71865. this.isPlaying = false;
  71866. }
  71867. };
  71868. /**
  71869. * Suspend playback
  71870. */
  71871. WeightedSound.prototype.pause = function () {
  71872. this.isPaused = true;
  71873. if (this._currentIndex !== undefined) {
  71874. this._sounds[this._currentIndex].pause();
  71875. }
  71876. };
  71877. /**
  71878. * Stop playback
  71879. */
  71880. WeightedSound.prototype.stop = function () {
  71881. this.isPlaying = false;
  71882. if (this._currentIndex !== undefined) {
  71883. this._sounds[this._currentIndex].stop();
  71884. }
  71885. };
  71886. /**
  71887. * Start playback.
  71888. * @param startOffset Position the clip head at a specific time in seconds.
  71889. */
  71890. WeightedSound.prototype.play = function (startOffset) {
  71891. if (!this.isPaused) {
  71892. this.stop();
  71893. var randomValue = Math.random();
  71894. var total = 0;
  71895. for (var i = 0; i < this._weights.length; i++) {
  71896. total += this._weights[i];
  71897. if (randomValue <= total) {
  71898. this._currentIndex = i;
  71899. break;
  71900. }
  71901. }
  71902. }
  71903. var sound = this._sounds[this._currentIndex];
  71904. if (sound.isReady()) {
  71905. sound.play(0, this.isPaused ? undefined : startOffset);
  71906. }
  71907. else {
  71908. sound.autoplay = true;
  71909. }
  71910. this.isPlaying = true;
  71911. this.isPaused = false;
  71912. };
  71913. return WeightedSound;
  71914. }());
  71915. BABYLON.WeightedSound = WeightedSound;
  71916. })(BABYLON || (BABYLON = {}));
  71917. //# sourceMappingURL=babylon.weightedsound.js.map
  71918. var BABYLON;
  71919. (function (BABYLON) {
  71920. // Adds the parser to the scene parsers.
  71921. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  71922. // TODO: add sound
  71923. var loadedSounds = [];
  71924. var loadedSound;
  71925. container.sounds = container.sounds || [];
  71926. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  71927. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  71928. var parsedSound = parsedData.sounds[index];
  71929. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71930. if (!parsedSound.url) {
  71931. parsedSound.url = parsedSound.name;
  71932. }
  71933. if (!loadedSounds[parsedSound.url]) {
  71934. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  71935. loadedSounds[parsedSound.url] = loadedSound;
  71936. container.sounds.push(loadedSound);
  71937. }
  71938. else {
  71939. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  71940. }
  71941. }
  71942. else {
  71943. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  71944. }
  71945. }
  71946. }
  71947. loadedSounds = [];
  71948. });
  71949. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  71950. get: function () {
  71951. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71952. if (!compo) {
  71953. compo = new AudioSceneComponent(this);
  71954. this._addComponent(compo);
  71955. }
  71956. if (!this._mainSoundTrack) {
  71957. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  71958. }
  71959. return this._mainSoundTrack;
  71960. },
  71961. enumerable: true,
  71962. configurable: true
  71963. });
  71964. BABYLON.Scene.prototype.getSoundByName = function (name) {
  71965. var index;
  71966. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  71967. if (this.mainSoundTrack.soundCollection[index].name === name) {
  71968. return this.mainSoundTrack.soundCollection[index];
  71969. }
  71970. }
  71971. if (this.soundTracks) {
  71972. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  71973. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  71974. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  71975. return this.soundTracks[sdIndex].soundCollection[index];
  71976. }
  71977. }
  71978. }
  71979. }
  71980. return null;
  71981. };
  71982. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  71983. get: function () {
  71984. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71985. if (!compo) {
  71986. compo = new AudioSceneComponent(this);
  71987. this._addComponent(compo);
  71988. }
  71989. return compo.audioEnabled;
  71990. },
  71991. set: function (value) {
  71992. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71993. if (!compo) {
  71994. compo = new AudioSceneComponent(this);
  71995. this._addComponent(compo);
  71996. }
  71997. if (value) {
  71998. compo.enableAudio();
  71999. }
  72000. else {
  72001. compo.disableAudio();
  72002. }
  72003. },
  72004. enumerable: true,
  72005. configurable: true
  72006. });
  72007. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72008. get: function () {
  72009. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72010. if (!compo) {
  72011. compo = new AudioSceneComponent(this);
  72012. this._addComponent(compo);
  72013. }
  72014. return compo.headphone;
  72015. },
  72016. set: function (value) {
  72017. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72018. if (!compo) {
  72019. compo = new AudioSceneComponent(this);
  72020. this._addComponent(compo);
  72021. }
  72022. if (value) {
  72023. compo.switchAudioModeForHeadphones();
  72024. }
  72025. else {
  72026. compo.switchAudioModeForNormalSpeakers();
  72027. }
  72028. },
  72029. enumerable: true,
  72030. configurable: true
  72031. });
  72032. /**
  72033. * Defines the sound scene component responsible to manage any sounds
  72034. * in a given scene.
  72035. */
  72036. var AudioSceneComponent = /** @class */ (function () {
  72037. /**
  72038. * Creates a new instance of the component for the given scene
  72039. * @param scene Defines the scene to register the component in
  72040. */
  72041. function AudioSceneComponent(scene) {
  72042. /**
  72043. * The component name helpfull to identify the component in the list of scene components.
  72044. */
  72045. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72046. this._audioEnabled = true;
  72047. this._headphone = false;
  72048. this.scene = scene;
  72049. scene.soundTracks = new Array();
  72050. scene.sounds = new Array();
  72051. }
  72052. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72053. /**
  72054. * Gets whether audio is enabled or not.
  72055. * Please use related enable/disable method to switch state.
  72056. */
  72057. get: function () {
  72058. return this._audioEnabled;
  72059. },
  72060. enumerable: true,
  72061. configurable: true
  72062. });
  72063. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72064. /**
  72065. * Gets whether audio is outputing to headphone or not.
  72066. * Please use the according Switch methods to change output.
  72067. */
  72068. get: function () {
  72069. return this._headphone;
  72070. },
  72071. enumerable: true,
  72072. configurable: true
  72073. });
  72074. /**
  72075. * Registers the component in a given scene
  72076. */
  72077. AudioSceneComponent.prototype.register = function () {
  72078. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72079. };
  72080. /**
  72081. * Rebuilds the elements related to this component in case of
  72082. * context lost for instance.
  72083. */
  72084. AudioSceneComponent.prototype.rebuild = function () {
  72085. // Nothing to do here. (Not rendering related)
  72086. };
  72087. /**
  72088. * Serializes the component data to the specified json object
  72089. * @param serializationObject The object to serialize to
  72090. */
  72091. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72092. serializationObject.sounds = [];
  72093. if (this.scene.soundTracks) {
  72094. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72095. var soundtrack = this.scene.soundTracks[index];
  72096. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72097. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72098. }
  72099. }
  72100. }
  72101. };
  72102. /**
  72103. * Adds all the element from the container to the scene
  72104. * @param container the container holding the elements
  72105. */
  72106. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72107. var _this = this;
  72108. if (!container.sounds) {
  72109. return;
  72110. }
  72111. container.sounds.forEach(function (sound) {
  72112. sound.play();
  72113. sound.autoplay = true;
  72114. _this.scene.mainSoundTrack.AddSound(sound);
  72115. });
  72116. };
  72117. /**
  72118. * Removes all the elements in the container from the scene
  72119. * @param container contains the elements to remove
  72120. */
  72121. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72122. var _this = this;
  72123. if (!container.sounds) {
  72124. return;
  72125. }
  72126. container.sounds.forEach(function (sound) {
  72127. sound.stop();
  72128. sound.autoplay = false;
  72129. _this.scene.mainSoundTrack.RemoveSound(sound);
  72130. });
  72131. };
  72132. /**
  72133. * Disposes the component and the associated ressources.
  72134. */
  72135. AudioSceneComponent.prototype.dispose = function () {
  72136. var scene = this.scene;
  72137. if (scene._mainSoundTrack) {
  72138. scene.mainSoundTrack.dispose();
  72139. }
  72140. if (scene.soundTracks) {
  72141. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72142. scene.soundTracks[scIndex].dispose();
  72143. }
  72144. }
  72145. };
  72146. /**
  72147. * Disables audio in the associated scene.
  72148. */
  72149. AudioSceneComponent.prototype.disableAudio = function () {
  72150. var scene = this.scene;
  72151. this._audioEnabled = false;
  72152. var i;
  72153. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72154. scene.mainSoundTrack.soundCollection[i].pause();
  72155. }
  72156. if (scene.soundTracks) {
  72157. for (i = 0; i < scene.soundTracks.length; i++) {
  72158. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72159. scene.soundTracks[i].soundCollection[j].pause();
  72160. }
  72161. }
  72162. }
  72163. };
  72164. /**
  72165. * Enables audio in the associated scene.
  72166. */
  72167. AudioSceneComponent.prototype.enableAudio = function () {
  72168. var scene = this.scene;
  72169. this._audioEnabled = true;
  72170. var i;
  72171. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72172. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72173. scene.mainSoundTrack.soundCollection[i].play();
  72174. }
  72175. }
  72176. if (scene.soundTracks) {
  72177. for (i = 0; i < scene.soundTracks.length; i++) {
  72178. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72179. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72180. scene.soundTracks[i].soundCollection[j].play();
  72181. }
  72182. }
  72183. }
  72184. }
  72185. };
  72186. /**
  72187. * Switch audio to headphone output.
  72188. */
  72189. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72190. var scene = this.scene;
  72191. this._headphone = true;
  72192. scene.mainSoundTrack.switchPanningModelToHRTF();
  72193. if (scene.soundTracks) {
  72194. for (var i = 0; i < scene.soundTracks.length; i++) {
  72195. scene.soundTracks[i].switchPanningModelToHRTF();
  72196. }
  72197. }
  72198. };
  72199. /**
  72200. * Switch audio to normal speakers.
  72201. */
  72202. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72203. var scene = this.scene;
  72204. this._headphone = false;
  72205. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72206. if (scene.soundTracks) {
  72207. for (var i = 0; i < scene.soundTracks.length; i++) {
  72208. scene.soundTracks[i].switchPanningModelToEqualPower();
  72209. }
  72210. }
  72211. };
  72212. AudioSceneComponent.prototype._afterRender = function () {
  72213. var scene = this.scene;
  72214. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72215. return;
  72216. }
  72217. var listeningCamera;
  72218. var audioEngine = BABYLON.Engine.audioEngine;
  72219. if (scene.activeCameras.length > 0) {
  72220. listeningCamera = scene.activeCameras[0];
  72221. }
  72222. else {
  72223. listeningCamera = scene.activeCamera;
  72224. }
  72225. if (listeningCamera && audioEngine.audioContext) {
  72226. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72227. // for VR cameras
  72228. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72229. listeningCamera = listeningCamera.rigCameras[0];
  72230. }
  72231. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72232. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72233. cameraDirection.normalize();
  72234. // To avoid some errors on GearVR
  72235. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72236. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72237. }
  72238. var i;
  72239. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72240. var sound = scene.mainSoundTrack.soundCollection[i];
  72241. if (sound.useCustomAttenuation) {
  72242. sound.updateDistanceFromListener();
  72243. }
  72244. }
  72245. if (scene.soundTracks) {
  72246. for (i = 0; i < scene.soundTracks.length; i++) {
  72247. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72248. sound = scene.soundTracks[i].soundCollection[j];
  72249. if (sound.useCustomAttenuation) {
  72250. sound.updateDistanceFromListener();
  72251. }
  72252. }
  72253. }
  72254. }
  72255. }
  72256. };
  72257. return AudioSceneComponent;
  72258. }());
  72259. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72260. })(BABYLON || (BABYLON = {}));
  72261. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72262. var BABYLON;
  72263. (function (BABYLON) {
  72264. /**
  72265. * This defines an action helpful to play a defined sound on a triggered action.
  72266. */
  72267. var PlaySoundAction = /** @class */ (function (_super) {
  72268. __extends(PlaySoundAction, _super);
  72269. /**
  72270. * Instantiate the action
  72271. * @param triggerOptions defines the trigger options
  72272. * @param sound defines the sound to play
  72273. * @param condition defines the trigger related conditions
  72274. */
  72275. function PlaySoundAction(triggerOptions, sound, condition) {
  72276. var _this = _super.call(this, triggerOptions, condition) || this;
  72277. _this._sound = sound;
  72278. return _this;
  72279. }
  72280. /** @hidden */
  72281. PlaySoundAction.prototype._prepare = function () {
  72282. };
  72283. /**
  72284. * Execute the action and play the sound.
  72285. */
  72286. PlaySoundAction.prototype.execute = function () {
  72287. if (this._sound !== undefined) {
  72288. this._sound.play();
  72289. }
  72290. };
  72291. /**
  72292. * Serializes the actions and its related information.
  72293. * @param parent defines the object to serialize in
  72294. * @returns the serialized object
  72295. */
  72296. PlaySoundAction.prototype.serialize = function (parent) {
  72297. return _super.prototype._serialize.call(this, {
  72298. name: "PlaySoundAction",
  72299. properties: [{ name: "sound", value: this._sound.name }]
  72300. }, parent);
  72301. };
  72302. return PlaySoundAction;
  72303. }(BABYLON.Action));
  72304. BABYLON.PlaySoundAction = PlaySoundAction;
  72305. /**
  72306. * This defines an action helpful to stop a defined sound on a triggered action.
  72307. */
  72308. var StopSoundAction = /** @class */ (function (_super) {
  72309. __extends(StopSoundAction, _super);
  72310. /**
  72311. * Instantiate the action
  72312. * @param triggerOptions defines the trigger options
  72313. * @param sound defines the sound to stop
  72314. * @param condition defines the trigger related conditions
  72315. */
  72316. function StopSoundAction(triggerOptions, sound, condition) {
  72317. var _this = _super.call(this, triggerOptions, condition) || this;
  72318. _this._sound = sound;
  72319. return _this;
  72320. }
  72321. /** @hidden */
  72322. StopSoundAction.prototype._prepare = function () {
  72323. };
  72324. /**
  72325. * Execute the action and stop the sound.
  72326. */
  72327. StopSoundAction.prototype.execute = function () {
  72328. if (this._sound !== undefined) {
  72329. this._sound.stop();
  72330. }
  72331. };
  72332. /**
  72333. * Serializes the actions and its related information.
  72334. * @param parent defines the object to serialize in
  72335. * @returns the serialized object
  72336. */
  72337. StopSoundAction.prototype.serialize = function (parent) {
  72338. return _super.prototype._serialize.call(this, {
  72339. name: "StopSoundAction",
  72340. properties: [{ name: "sound", value: this._sound.name }]
  72341. }, parent);
  72342. };
  72343. return StopSoundAction;
  72344. }(BABYLON.Action));
  72345. BABYLON.StopSoundAction = StopSoundAction;
  72346. })(BABYLON || (BABYLON = {}));
  72347. //# sourceMappingURL=babylon.directAudioActions.js.map
  72348. var BABYLON;
  72349. (function (BABYLON) {
  72350. /**
  72351. * Class for creating a cube texture
  72352. */
  72353. var CubeTexture = /** @class */ (function (_super) {
  72354. __extends(CubeTexture, _super);
  72355. /**
  72356. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72357. * as prefiltered data.
  72358. * @param rootUrl defines the url of the texture or the root name of the six images
  72359. * @param scene defines the scene the texture is attached to
  72360. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72361. * @param noMipmap defines if mipmaps should be created or not
  72362. * @param files defines the six files to load for the different faces
  72363. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72364. * @param onError defines a callback triggered in case of error during load
  72365. * @param format defines the internal format to use for the texture once loaded
  72366. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72367. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72368. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72369. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72370. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72371. * @return the cube texture
  72372. */
  72373. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  72374. if (extensions === void 0) { extensions = null; }
  72375. if (noMipmap === void 0) { noMipmap = false; }
  72376. if (files === void 0) { files = null; }
  72377. if (onLoad === void 0) { onLoad = null; }
  72378. if (onError === void 0) { onError = null; }
  72379. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72380. if (prefiltered === void 0) { prefiltered = false; }
  72381. if (forcedExtension === void 0) { forcedExtension = null; }
  72382. if (createPolynomials === void 0) { createPolynomials = false; }
  72383. if (lodScale === void 0) { lodScale = 0.8; }
  72384. if (lodOffset === void 0) { lodOffset = 0; }
  72385. var _this = _super.call(this, scene) || this;
  72386. /**
  72387. * Gets or sets the center of the bounding box associated with the cube texture.
  72388. * It must define where the camera used to render the texture was set
  72389. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72390. */
  72391. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72392. _this._rotationY = 0;
  72393. /** @hidden */
  72394. _this._prefiltered = false;
  72395. _this.name = rootUrl;
  72396. _this.url = rootUrl;
  72397. _this._noMipmap = noMipmap;
  72398. _this.hasAlpha = false;
  72399. _this._format = format;
  72400. _this.isCube = true;
  72401. _this._textureMatrix = BABYLON.Matrix.Identity();
  72402. _this._createPolynomials = createPolynomials;
  72403. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  72404. if (!rootUrl && !files) {
  72405. return _this;
  72406. }
  72407. var lastDot = rootUrl.lastIndexOf(".");
  72408. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  72409. var isDDS = (extension === ".dds");
  72410. var isEnv = (extension === ".env");
  72411. if (isEnv) {
  72412. _this.gammaSpace = false;
  72413. _this._prefiltered = false;
  72414. }
  72415. else {
  72416. _this._prefiltered = prefiltered;
  72417. if (prefiltered) {
  72418. _this.gammaSpace = false;
  72419. }
  72420. }
  72421. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  72422. if (!files) {
  72423. if (!isEnv && !isDDS && !extensions) {
  72424. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  72425. }
  72426. files = [];
  72427. if (extensions) {
  72428. for (var index = 0; index < extensions.length; index++) {
  72429. files.push(rootUrl + extensions[index]);
  72430. }
  72431. }
  72432. }
  72433. _this._files = files;
  72434. if (!_this._texture) {
  72435. if (!scene.useDelayedTextureLoading) {
  72436. if (prefiltered) {
  72437. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  72438. }
  72439. else {
  72440. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  72441. }
  72442. }
  72443. else {
  72444. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  72445. }
  72446. }
  72447. else if (onLoad) {
  72448. if (_this._texture.isReady) {
  72449. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  72450. }
  72451. else {
  72452. _this._texture.onLoadedObservable.add(onLoad);
  72453. }
  72454. }
  72455. return _this;
  72456. }
  72457. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  72458. /**
  72459. * Returns the bounding box size
  72460. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72461. */
  72462. get: function () {
  72463. return this._boundingBoxSize;
  72464. },
  72465. /**
  72466. * Gets or sets the size of the bounding box associated with the cube texture
  72467. * When defined, the cubemap will switch to local mode
  72468. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72469. * @example https://www.babylonjs-playground.com/#RNASML
  72470. */
  72471. set: function (value) {
  72472. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72473. return;
  72474. }
  72475. this._boundingBoxSize = value;
  72476. var scene = this.getScene();
  72477. if (scene) {
  72478. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72479. }
  72480. },
  72481. enumerable: true,
  72482. configurable: true
  72483. });
  72484. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  72485. /**
  72486. * Gets texture matrix rotation angle around Y axis radians.
  72487. */
  72488. get: function () {
  72489. return this._rotationY;
  72490. },
  72491. /**
  72492. * Sets texture matrix rotation angle around Y axis in radians.
  72493. */
  72494. set: function (value) {
  72495. this._rotationY = value;
  72496. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  72497. },
  72498. enumerable: true,
  72499. configurable: true
  72500. });
  72501. /**
  72502. * Creates a cube texture from an array of image urls
  72503. * @param files defines an array of image urls
  72504. * @param scene defines the hosting scene
  72505. * @param noMipmap specifies if mip maps are not used
  72506. * @returns a cube texture
  72507. */
  72508. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  72509. var rootUrlKey = "";
  72510. files.forEach(function (url) { return rootUrlKey += url; });
  72511. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  72512. };
  72513. /**
  72514. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72515. * @param url defines the url of the prefiltered texture
  72516. * @param scene defines the scene the texture is attached to
  72517. * @param forcedExtension defines the extension of the file if different from the url
  72518. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72519. * @return the prefiltered texture
  72520. */
  72521. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  72522. if (forcedExtension === void 0) { forcedExtension = null; }
  72523. if (createPolynomials === void 0) { createPolynomials = true; }
  72524. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  72525. };
  72526. /**
  72527. * Delays loading of the cube texture
  72528. */
  72529. CubeTexture.prototype.delayLoad = function () {
  72530. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  72531. return;
  72532. }
  72533. var scene = this.getScene();
  72534. if (!scene) {
  72535. return;
  72536. }
  72537. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  72538. this._texture = this._getFromCache(this.url, this._noMipmap);
  72539. if (!this._texture) {
  72540. if (this._prefiltered) {
  72541. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  72542. }
  72543. else {
  72544. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  72545. }
  72546. }
  72547. };
  72548. /**
  72549. * Returns the reflection texture matrix
  72550. * @returns the reflection texture matrix
  72551. */
  72552. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  72553. return this._textureMatrix;
  72554. };
  72555. /**
  72556. * Sets the reflection texture matrix
  72557. * @param value Reflection texture matrix
  72558. */
  72559. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  72560. this._textureMatrix = value;
  72561. };
  72562. /**
  72563. * Parses text to create a cube texture
  72564. * @param parsedTexture define the serialized text to read from
  72565. * @param scene defines the hosting scene
  72566. * @param rootUrl defines the root url of the cube texture
  72567. * @returns a cube texture
  72568. */
  72569. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  72570. var texture = BABYLON.SerializationHelper.Parse(function () {
  72571. var prefiltered = false;
  72572. if (parsedTexture.prefiltered) {
  72573. prefiltered = parsedTexture.prefiltered;
  72574. }
  72575. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  72576. }, parsedTexture, scene);
  72577. // Local Cubemaps
  72578. if (parsedTexture.boundingBoxPosition) {
  72579. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  72580. }
  72581. if (parsedTexture.boundingBoxSize) {
  72582. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  72583. }
  72584. // Animations
  72585. if (parsedTexture.animations) {
  72586. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  72587. var parsedAnimation = parsedTexture.animations[animationIndex];
  72588. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  72589. }
  72590. }
  72591. return texture;
  72592. };
  72593. /**
  72594. * Makes a clone, or deep copy, of the cube texture
  72595. * @returns a new cube texture
  72596. */
  72597. CubeTexture.prototype.clone = function () {
  72598. var _this = this;
  72599. return BABYLON.SerializationHelper.Clone(function () {
  72600. var scene = _this.getScene();
  72601. if (!scene) {
  72602. return _this;
  72603. }
  72604. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  72605. }, this);
  72606. };
  72607. __decorate([
  72608. BABYLON.serialize("rotationY")
  72609. ], CubeTexture.prototype, "rotationY", null);
  72610. return CubeTexture;
  72611. }(BABYLON.BaseTexture));
  72612. BABYLON.CubeTexture = CubeTexture;
  72613. })(BABYLON || (BABYLON = {}));
  72614. //# sourceMappingURL=babylon.cubeTexture.js.map
  72615. var BABYLON;
  72616. (function (BABYLON) {
  72617. /**
  72618. * Raw cube texture where the raw buffers are passed in
  72619. */
  72620. var RawCubeTexture = /** @class */ (function (_super) {
  72621. __extends(RawCubeTexture, _super);
  72622. /**
  72623. * Creates a cube texture where the raw buffers are passed in.
  72624. * @param scene defines the scene the texture is attached to
  72625. * @param data defines the array of data to use to create each face
  72626. * @param size defines the size of the textures
  72627. * @param format defines the format of the data
  72628. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  72629. * @param generateMipMaps defines if the engine should generate the mip levels
  72630. * @param invertY defines if data must be stored with Y axis inverted
  72631. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  72632. * @param compression defines the compression used (null by default)
  72633. */
  72634. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  72635. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72636. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72637. if (generateMipMaps === void 0) { generateMipMaps = false; }
  72638. if (invertY === void 0) { invertY = false; }
  72639. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72640. if (compression === void 0) { compression = null; }
  72641. var _this = _super.call(this, "", scene) || this;
  72642. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  72643. return _this;
  72644. }
  72645. /**
  72646. * Updates the raw cube texture.
  72647. * @param data defines the data to store
  72648. * @param format defines the data format
  72649. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  72650. * @param invertY defines if data must be stored with Y axis inverted
  72651. * @param compression defines the compression used (null by default)
  72652. * @param level defines which level of the texture to update
  72653. */
  72654. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  72655. if (compression === void 0) { compression = null; }
  72656. if (level === void 0) { level = 0; }
  72657. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  72658. };
  72659. /**
  72660. * Updates a raw cube texture with RGBD encoded data.
  72661. * @param data defines the array of data [mipmap][face] to use to create each face
  72662. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  72663. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72664. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72665. * @returns a promsie that resolves when the operation is complete
  72666. */
  72667. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  72668. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  72669. if (lodScale === void 0) { lodScale = 0.8; }
  72670. if (lodOffset === void 0) { lodOffset = 0; }
  72671. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  72672. };
  72673. /**
  72674. * Clones the raw cube texture.
  72675. * @return a new cube texture
  72676. */
  72677. RawCubeTexture.prototype.clone = function () {
  72678. var _this = this;
  72679. return BABYLON.SerializationHelper.Clone(function () {
  72680. var scene = _this.getScene();
  72681. var internalTexture = _this._texture;
  72682. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  72683. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  72684. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  72685. }
  72686. return texture;
  72687. }, this);
  72688. };
  72689. /** @hidden */
  72690. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  72691. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  72692. internalTexture._bufferViewArrayArray = data;
  72693. internalTexture._lodGenerationScale = lodScale;
  72694. internalTexture._lodGenerationOffset = lodOffset;
  72695. internalTexture._sphericalPolynomial = sphericalPolynomial;
  72696. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  72697. internalTexture.isReady = true;
  72698. });
  72699. };
  72700. return RawCubeTexture;
  72701. }(BABYLON.CubeTexture));
  72702. BABYLON.RawCubeTexture = RawCubeTexture;
  72703. })(BABYLON || (BABYLON = {}));
  72704. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  72705. var BABYLON;
  72706. (function (BABYLON) {
  72707. /**
  72708. * This Helps creating a texture that will be created from a camera in your scene.
  72709. * It is basically a dynamic texture that could be used to create special effects for instance.
  72710. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  72711. */
  72712. var RenderTargetTexture = /** @class */ (function (_super) {
  72713. __extends(RenderTargetTexture, _super);
  72714. /**
  72715. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  72716. * or used a shadow, depth texture...
  72717. * @param name The friendly name of the texture
  72718. * @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)
  72719. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  72720. * @param generateMipMaps True if mip maps need to be generated after render.
  72721. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  72722. * @param type The type of the buffer in the RTT (int, half float, float...)
  72723. * @param isCube True if a cube texture needs to be created
  72724. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  72725. * @param generateDepthBuffer True to generate a depth buffer
  72726. * @param generateStencilBuffer True to generate a stencil buffer
  72727. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  72728. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  72729. */
  72730. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format) {
  72731. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  72732. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72733. if (isCube === void 0) { isCube = false; }
  72734. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72735. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  72736. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  72737. if (isMulti === void 0) { isMulti = false; }
  72738. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72739. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  72740. _this.isCube = isCube;
  72741. /**
  72742. * Define if particles should be rendered in your texture.
  72743. */
  72744. _this.renderParticles = true;
  72745. /**
  72746. * Define if sprites should be rendered in your texture.
  72747. */
  72748. _this.renderSprites = false;
  72749. /**
  72750. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  72751. */
  72752. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  72753. /**
  72754. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  72755. */
  72756. _this.ignoreCameraViewport = false;
  72757. /**
  72758. * An event triggered when the texture is unbind.
  72759. */
  72760. _this.onBeforeBindObservable = new BABYLON.Observable();
  72761. /**
  72762. * An event triggered when the texture is unbind.
  72763. */
  72764. _this.onAfterUnbindObservable = new BABYLON.Observable();
  72765. /**
  72766. * An event triggered before rendering the texture
  72767. */
  72768. _this.onBeforeRenderObservable = new BABYLON.Observable();
  72769. /**
  72770. * An event triggered after rendering the texture
  72771. */
  72772. _this.onAfterRenderObservable = new BABYLON.Observable();
  72773. /**
  72774. * An event triggered after the texture clear
  72775. */
  72776. _this.onClearObservable = new BABYLON.Observable();
  72777. _this._currentRefreshId = -1;
  72778. _this._refreshRate = 1;
  72779. _this._samples = 1;
  72780. /**
  72781. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  72782. * It must define where the camera used to render the texture is set
  72783. */
  72784. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72785. scene = _this.getScene();
  72786. if (!scene) {
  72787. return _this;
  72788. }
  72789. _this.renderList = new Array();
  72790. _this._engine = scene.getEngine();
  72791. _this.name = name;
  72792. _this.isRenderTarget = true;
  72793. _this._initialSizeParameter = size;
  72794. _this._processSizeParameter(size);
  72795. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  72796. });
  72797. _this._generateMipMaps = generateMipMaps ? true : false;
  72798. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  72799. // Rendering groups
  72800. _this._renderingManager = new BABYLON.RenderingManager(scene);
  72801. _this._renderingManager._useSceneAutoClearSetup = true;
  72802. if (isMulti) {
  72803. return _this;
  72804. }
  72805. _this._renderTargetOptions = {
  72806. generateMipMaps: generateMipMaps,
  72807. type: type,
  72808. format: format,
  72809. samplingMode: samplingMode,
  72810. generateDepthBuffer: generateDepthBuffer,
  72811. generateStencilBuffer: generateStencilBuffer
  72812. };
  72813. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  72814. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72815. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72816. }
  72817. if (isCube) {
  72818. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  72819. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  72820. _this._textureMatrix = BABYLON.Matrix.Identity();
  72821. }
  72822. else {
  72823. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  72824. }
  72825. return _this;
  72826. }
  72827. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  72828. /**
  72829. * Use this list to define the list of mesh you want to render.
  72830. */
  72831. get: function () {
  72832. return this._renderList;
  72833. },
  72834. set: function (value) {
  72835. this._renderList = value;
  72836. if (this._renderList) {
  72837. this._hookArray(this._renderList);
  72838. }
  72839. },
  72840. enumerable: true,
  72841. configurable: true
  72842. });
  72843. RenderTargetTexture.prototype._hookArray = function (array) {
  72844. var _this = this;
  72845. var oldPush = array.push;
  72846. array.push = function () {
  72847. var items = [];
  72848. for (var _i = 0; _i < arguments.length; _i++) {
  72849. items[_i] = arguments[_i];
  72850. }
  72851. var wasEmpty = array.length === 0;
  72852. var result = oldPush.apply(array, items);
  72853. if (wasEmpty) {
  72854. _this.getScene().meshes.forEach(function (mesh) {
  72855. mesh._markSubMeshesAsLightDirty();
  72856. });
  72857. }
  72858. return result;
  72859. };
  72860. var oldSplice = array.splice;
  72861. array.splice = function (index, deleteCount) {
  72862. var deleted = oldSplice.apply(array, [index, deleteCount]);
  72863. if (array.length === 0) {
  72864. _this.getScene().meshes.forEach(function (mesh) {
  72865. mesh._markSubMeshesAsLightDirty();
  72866. });
  72867. }
  72868. return deleted;
  72869. };
  72870. };
  72871. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  72872. /**
  72873. * Set a after unbind callback in the texture.
  72874. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  72875. */
  72876. set: function (callback) {
  72877. if (this._onAfterUnbindObserver) {
  72878. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  72879. }
  72880. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  72881. },
  72882. enumerable: true,
  72883. configurable: true
  72884. });
  72885. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  72886. /**
  72887. * Set a before render callback in the texture.
  72888. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  72889. */
  72890. set: function (callback) {
  72891. if (this._onBeforeRenderObserver) {
  72892. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  72893. }
  72894. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  72895. },
  72896. enumerable: true,
  72897. configurable: true
  72898. });
  72899. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  72900. /**
  72901. * Set a after render callback in the texture.
  72902. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  72903. */
  72904. set: function (callback) {
  72905. if (this._onAfterRenderObserver) {
  72906. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  72907. }
  72908. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  72909. },
  72910. enumerable: true,
  72911. configurable: true
  72912. });
  72913. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  72914. /**
  72915. * Set a clear callback in the texture.
  72916. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  72917. */
  72918. set: function (callback) {
  72919. if (this._onClearObserver) {
  72920. this.onClearObservable.remove(this._onClearObserver);
  72921. }
  72922. this._onClearObserver = this.onClearObservable.add(callback);
  72923. },
  72924. enumerable: true,
  72925. configurable: true
  72926. });
  72927. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  72928. /**
  72929. * Gets render target creation options that were used.
  72930. */
  72931. get: function () {
  72932. return this._renderTargetOptions;
  72933. },
  72934. enumerable: true,
  72935. configurable: true
  72936. });
  72937. RenderTargetTexture.prototype._onRatioRescale = function () {
  72938. if (this._sizeRatio) {
  72939. this.resize(this._initialSizeParameter);
  72940. }
  72941. };
  72942. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  72943. get: function () {
  72944. return this._boundingBoxSize;
  72945. },
  72946. /**
  72947. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  72948. * When defined, the cubemap will switch to local mode
  72949. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72950. * @example https://www.babylonjs-playground.com/#RNASML
  72951. */
  72952. set: function (value) {
  72953. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72954. return;
  72955. }
  72956. this._boundingBoxSize = value;
  72957. var scene = this.getScene();
  72958. if (scene) {
  72959. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72960. }
  72961. },
  72962. enumerable: true,
  72963. configurable: true
  72964. });
  72965. /**
  72966. * Creates a depth stencil texture.
  72967. * This is only available in WebGL 2 or with the depth texture extension available.
  72968. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  72969. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  72970. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  72971. */
  72972. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  72973. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  72974. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  72975. if (generateStencil === void 0) { generateStencil = false; }
  72976. if (!this.getScene()) {
  72977. return;
  72978. }
  72979. var engine = this.getScene().getEngine();
  72980. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  72981. bilinearFiltering: bilinearFiltering,
  72982. comparisonFunction: comparisonFunction,
  72983. generateStencil: generateStencil,
  72984. isCube: this.isCube
  72985. });
  72986. engine.setFrameBufferDepthStencilTexture(this);
  72987. };
  72988. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  72989. if (size.ratio) {
  72990. this._sizeRatio = size.ratio;
  72991. this._size = {
  72992. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  72993. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  72994. };
  72995. }
  72996. else {
  72997. this._size = size;
  72998. }
  72999. };
  73000. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73001. /**
  73002. * Define the number of samples to use in case of MSAA.
  73003. * It defaults to one meaning no MSAA has been enabled.
  73004. */
  73005. get: function () {
  73006. return this._samples;
  73007. },
  73008. set: function (value) {
  73009. if (this._samples === value) {
  73010. return;
  73011. }
  73012. var scene = this.getScene();
  73013. if (!scene) {
  73014. return;
  73015. }
  73016. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73017. },
  73018. enumerable: true,
  73019. configurable: true
  73020. });
  73021. /**
  73022. * Resets the refresh counter of the texture and start bak from scratch.
  73023. * Could be usefull to regenerate the texture if it is setup to render only once.
  73024. */
  73025. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73026. this._currentRefreshId = -1;
  73027. };
  73028. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73029. /**
  73030. * Define the refresh rate of the texture or the rendering frequency.
  73031. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73032. */
  73033. get: function () {
  73034. return this._refreshRate;
  73035. },
  73036. set: function (value) {
  73037. this._refreshRate = value;
  73038. this.resetRefreshCounter();
  73039. },
  73040. enumerable: true,
  73041. configurable: true
  73042. });
  73043. /**
  73044. * Adds a post process to the render target rendering passes.
  73045. * @param postProcess define the post process to add
  73046. */
  73047. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73048. if (!this._postProcessManager) {
  73049. var scene = this.getScene();
  73050. if (!scene) {
  73051. return;
  73052. }
  73053. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73054. this._postProcesses = new Array();
  73055. }
  73056. this._postProcesses.push(postProcess);
  73057. this._postProcesses[0].autoClear = false;
  73058. };
  73059. /**
  73060. * Clear all the post processes attached to the render target
  73061. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73062. */
  73063. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73064. if (dispose === void 0) { dispose = false; }
  73065. if (!this._postProcesses) {
  73066. return;
  73067. }
  73068. if (dispose) {
  73069. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73070. var postProcess = _a[_i];
  73071. postProcess.dispose();
  73072. }
  73073. }
  73074. this._postProcesses = [];
  73075. };
  73076. /**
  73077. * Remove one of the post process from the list of attached post processes to the texture
  73078. * @param postProcess define the post process to remove from the list
  73079. */
  73080. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73081. if (!this._postProcesses) {
  73082. return;
  73083. }
  73084. var index = this._postProcesses.indexOf(postProcess);
  73085. if (index === -1) {
  73086. return;
  73087. }
  73088. this._postProcesses.splice(index, 1);
  73089. if (this._postProcesses.length > 0) {
  73090. this._postProcesses[0].autoClear = false;
  73091. }
  73092. };
  73093. /** @hidden */
  73094. RenderTargetTexture.prototype._shouldRender = function () {
  73095. if (this._currentRefreshId === -1) { // At least render once
  73096. this._currentRefreshId = 1;
  73097. return true;
  73098. }
  73099. if (this.refreshRate === this._currentRefreshId) {
  73100. this._currentRefreshId = 1;
  73101. return true;
  73102. }
  73103. this._currentRefreshId++;
  73104. return false;
  73105. };
  73106. /**
  73107. * Gets the actual render size of the texture.
  73108. * @returns the width of the render size
  73109. */
  73110. RenderTargetTexture.prototype.getRenderSize = function () {
  73111. return this.getRenderWidth();
  73112. };
  73113. /**
  73114. * Gets the actual render width of the texture.
  73115. * @returns the width of the render size
  73116. */
  73117. RenderTargetTexture.prototype.getRenderWidth = function () {
  73118. if (this._size.width) {
  73119. return this._size.width;
  73120. }
  73121. return this._size;
  73122. };
  73123. /**
  73124. * Gets the actual render height of the texture.
  73125. * @returns the height of the render size
  73126. */
  73127. RenderTargetTexture.prototype.getRenderHeight = function () {
  73128. if (this._size.width) {
  73129. return this._size.height;
  73130. }
  73131. return this._size;
  73132. };
  73133. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73134. /**
  73135. * Get if the texture can be rescaled or not.
  73136. */
  73137. get: function () {
  73138. return true;
  73139. },
  73140. enumerable: true,
  73141. configurable: true
  73142. });
  73143. /**
  73144. * Resize the texture using a ratio.
  73145. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73146. */
  73147. RenderTargetTexture.prototype.scale = function (ratio) {
  73148. var newSize = this.getRenderSize() * ratio;
  73149. this.resize(newSize);
  73150. };
  73151. /**
  73152. * Get the texture reflection matrix used to rotate/transform the reflection.
  73153. * @returns the reflection matrix
  73154. */
  73155. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73156. if (this.isCube) {
  73157. return this._textureMatrix;
  73158. }
  73159. return _super.prototype.getReflectionTextureMatrix.call(this);
  73160. };
  73161. /**
  73162. * Resize the texture to a new desired size.
  73163. * Be carrefull as it will recreate all the data in the new texture.
  73164. * @param size Define the new size. It can be:
  73165. * - a number for squared texture,
  73166. * - an object containing { width: number, height: number }
  73167. * - or an object containing a ratio { ratio: number }
  73168. */
  73169. RenderTargetTexture.prototype.resize = function (size) {
  73170. this.releaseInternalTexture();
  73171. var scene = this.getScene();
  73172. if (!scene) {
  73173. return;
  73174. }
  73175. this._processSizeParameter(size);
  73176. if (this.isCube) {
  73177. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73178. }
  73179. else {
  73180. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73181. }
  73182. };
  73183. /**
  73184. * Renders all the objects from the render list into the texture.
  73185. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73186. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73187. */
  73188. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73189. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73190. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73191. var scene = this.getScene();
  73192. if (!scene) {
  73193. return;
  73194. }
  73195. var engine = scene.getEngine();
  73196. if (this.useCameraPostProcesses !== undefined) {
  73197. useCameraPostProcess = this.useCameraPostProcesses;
  73198. }
  73199. if (this._waitingRenderList) {
  73200. this.renderList = [];
  73201. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73202. var id = this._waitingRenderList[index];
  73203. var mesh_1 = scene.getMeshByID(id);
  73204. if (mesh_1) {
  73205. this.renderList.push(mesh_1);
  73206. }
  73207. }
  73208. delete this._waitingRenderList;
  73209. }
  73210. // Is predicate defined?
  73211. if (this.renderListPredicate) {
  73212. if (this.renderList) {
  73213. this.renderList.splice(0); // Clear previous renderList
  73214. }
  73215. else {
  73216. this.renderList = [];
  73217. }
  73218. var scene = this.getScene();
  73219. if (!scene) {
  73220. return;
  73221. }
  73222. var sceneMeshes = scene.meshes;
  73223. for (var index = 0; index < sceneMeshes.length; index++) {
  73224. var mesh = sceneMeshes[index];
  73225. if (this.renderListPredicate(mesh)) {
  73226. this.renderList.push(mesh);
  73227. }
  73228. }
  73229. }
  73230. this.onBeforeBindObservable.notifyObservers(this);
  73231. // Set custom projection.
  73232. // Needs to be before binding to prevent changing the aspect ratio.
  73233. var camera;
  73234. if (this.activeCamera) {
  73235. camera = this.activeCamera;
  73236. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73237. if (this.activeCamera !== scene.activeCamera) {
  73238. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73239. }
  73240. }
  73241. else {
  73242. camera = scene.activeCamera;
  73243. if (camera) {
  73244. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73245. }
  73246. }
  73247. // Prepare renderingManager
  73248. this._renderingManager.reset();
  73249. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73250. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73251. var sceneRenderId = scene.getRenderId();
  73252. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73253. var mesh = currentRenderList[meshIndex];
  73254. if (mesh) {
  73255. if (!mesh.isReady(this.refreshRate === 0)) {
  73256. this.resetRefreshCounter();
  73257. continue;
  73258. }
  73259. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73260. var isMasked = void 0;
  73261. if (!this.renderList && camera) {
  73262. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73263. }
  73264. else {
  73265. isMasked = false;
  73266. }
  73267. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73268. mesh._activate(sceneRenderId);
  73269. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73270. var subMesh = mesh.subMeshes[subIndex];
  73271. scene._activeIndices.addCount(subMesh.indexCount, false);
  73272. this._renderingManager.dispatch(subMesh, mesh);
  73273. }
  73274. }
  73275. }
  73276. }
  73277. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73278. var particleSystem = scene.particleSystems[particleIndex];
  73279. var emitter = particleSystem.emitter;
  73280. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73281. continue;
  73282. }
  73283. if (currentRenderList.indexOf(emitter) >= 0) {
  73284. this._renderingManager.dispatchParticles(particleSystem);
  73285. }
  73286. }
  73287. if (this.isCube) {
  73288. for (var face = 0; face < 6; face++) {
  73289. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73290. scene.incrementRenderId();
  73291. scene.resetCachedMaterial();
  73292. }
  73293. }
  73294. else {
  73295. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73296. }
  73297. this.onAfterUnbindObservable.notifyObservers(this);
  73298. if (scene.activeCamera) {
  73299. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73300. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73301. }
  73302. engine.setViewport(scene.activeCamera.viewport);
  73303. }
  73304. scene.resetCachedMaterial();
  73305. };
  73306. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73307. var minimum = 128;
  73308. var x = renderDimension * scale;
  73309. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73310. // Ensure we don't exceed the render dimension (while staying POT)
  73311. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73312. };
  73313. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73314. var _this = this;
  73315. if (!this._texture) {
  73316. return;
  73317. }
  73318. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73319. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73320. });
  73321. };
  73322. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73323. var scene = this.getScene();
  73324. if (!scene) {
  73325. return;
  73326. }
  73327. var engine = scene.getEngine();
  73328. if (!this._texture) {
  73329. return;
  73330. }
  73331. // Bind
  73332. if (this._postProcessManager) {
  73333. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  73334. }
  73335. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  73336. if (this._texture) {
  73337. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  73338. }
  73339. }
  73340. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  73341. // Clear
  73342. if (this.onClearObservable.hasObservers()) {
  73343. this.onClearObservable.notifyObservers(engine);
  73344. }
  73345. else {
  73346. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  73347. }
  73348. if (!this._doNotChangeAspectRatio) {
  73349. scene.updateTransformMatrix(true);
  73350. }
  73351. // Render
  73352. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  73353. if (this._postProcessManager) {
  73354. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  73355. }
  73356. else if (useCameraPostProcess) {
  73357. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  73358. }
  73359. if (!this._doNotChangeAspectRatio) {
  73360. scene.updateTransformMatrix(true);
  73361. }
  73362. // Dump ?
  73363. if (dumpForDebug) {
  73364. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  73365. }
  73366. // Unbind
  73367. if (!this.isCube || faceIndex === 5) {
  73368. if (this.isCube) {
  73369. if (faceIndex === 5) {
  73370. engine.generateMipMapsForCubemap(this._texture);
  73371. }
  73372. }
  73373. this.unbindFrameBuffer(engine, faceIndex);
  73374. }
  73375. else {
  73376. this.onAfterRenderObservable.notifyObservers(faceIndex);
  73377. }
  73378. };
  73379. /**
  73380. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  73381. * This allowed control for front to back rendering or reversly depending of the special needs.
  73382. *
  73383. * @param renderingGroupId The rendering group id corresponding to its index
  73384. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  73385. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  73386. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  73387. */
  73388. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  73389. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  73390. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  73391. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  73392. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  73393. };
  73394. /**
  73395. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  73396. *
  73397. * @param renderingGroupId The rendering group id corresponding to its index
  73398. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  73399. */
  73400. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  73401. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  73402. this._renderingManager._useSceneAutoClearSetup = false;
  73403. };
  73404. /**
  73405. * Clones the texture.
  73406. * @returns the cloned texture
  73407. */
  73408. RenderTargetTexture.prototype.clone = function () {
  73409. var textureSize = this.getSize();
  73410. 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);
  73411. // Base texture
  73412. newTexture.hasAlpha = this.hasAlpha;
  73413. newTexture.level = this.level;
  73414. // RenderTarget Texture
  73415. newTexture.coordinatesMode = this.coordinatesMode;
  73416. if (this.renderList) {
  73417. newTexture.renderList = this.renderList.slice(0);
  73418. }
  73419. return newTexture;
  73420. };
  73421. /**
  73422. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  73423. * @returns The JSON representation of the texture
  73424. */
  73425. RenderTargetTexture.prototype.serialize = function () {
  73426. if (!this.name) {
  73427. return null;
  73428. }
  73429. var serializationObject = _super.prototype.serialize.call(this);
  73430. serializationObject.renderTargetSize = this.getRenderSize();
  73431. serializationObject.renderList = [];
  73432. if (this.renderList) {
  73433. for (var index = 0; index < this.renderList.length; index++) {
  73434. serializationObject.renderList.push(this.renderList[index].id);
  73435. }
  73436. }
  73437. return serializationObject;
  73438. };
  73439. /**
  73440. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  73441. */
  73442. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  73443. var objBuffer = this.getInternalTexture();
  73444. var scene = this.getScene();
  73445. if (objBuffer && scene) {
  73446. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  73447. }
  73448. };
  73449. /**
  73450. * Dispose the texture and release its associated resources.
  73451. */
  73452. RenderTargetTexture.prototype.dispose = function () {
  73453. if (this._postProcessManager) {
  73454. this._postProcessManager.dispose();
  73455. this._postProcessManager = null;
  73456. }
  73457. this.clearPostProcesses(true);
  73458. if (this._resizeObserver) {
  73459. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  73460. this._resizeObserver = null;
  73461. }
  73462. this.renderList = null;
  73463. // Remove from custom render targets
  73464. var scene = this.getScene();
  73465. if (!scene) {
  73466. return;
  73467. }
  73468. var index = scene.customRenderTargets.indexOf(this);
  73469. if (index >= 0) {
  73470. scene.customRenderTargets.splice(index, 1);
  73471. }
  73472. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  73473. var camera = _a[_i];
  73474. index = camera.customRenderTargets.indexOf(this);
  73475. if (index >= 0) {
  73476. camera.customRenderTargets.splice(index, 1);
  73477. }
  73478. }
  73479. _super.prototype.dispose.call(this);
  73480. };
  73481. /** @hidden */
  73482. RenderTargetTexture.prototype._rebuild = function () {
  73483. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  73484. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  73485. }
  73486. if (this._postProcessManager) {
  73487. this._postProcessManager._rebuild();
  73488. }
  73489. };
  73490. /**
  73491. * Clear the info related to rendering groups preventing retention point in material dispose.
  73492. */
  73493. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  73494. if (this._renderingManager) {
  73495. this._renderingManager.freeRenderingGroups();
  73496. }
  73497. };
  73498. /**
  73499. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  73500. */
  73501. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  73502. /**
  73503. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  73504. */
  73505. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  73506. /**
  73507. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  73508. * the central point of your effect and can save a lot of performances.
  73509. */
  73510. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  73511. return RenderTargetTexture;
  73512. }(BABYLON.Texture));
  73513. BABYLON.RenderTargetTexture = RenderTargetTexture;
  73514. })(BABYLON || (BABYLON = {}));
  73515. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  73516. var BABYLON;
  73517. (function (BABYLON) {
  73518. /**
  73519. * A multi render target, like a render target provides the ability to render to a texture.
  73520. * Unlike the render target, it can render to several draw buffers in one draw.
  73521. * This is specially interesting in deferred rendering or for any effects requiring more than
  73522. * just one color from a single pass.
  73523. */
  73524. var MultiRenderTarget = /** @class */ (function (_super) {
  73525. __extends(MultiRenderTarget, _super);
  73526. /**
  73527. * Instantiate a new multi render target texture.
  73528. * A multi render target, like a render target provides the ability to render to a texture.
  73529. * Unlike the render target, it can render to several draw buffers in one draw.
  73530. * This is specially interesting in deferred rendering or for any effects requiring more than
  73531. * just one color from a single pass.
  73532. * @param name Define the name of the texture
  73533. * @param size Define the size of the buffers to render to
  73534. * @param count Define the number of target we are rendering into
  73535. * @param scene Define the scene the texture belongs to
  73536. * @param options Define the options used to create the multi render target
  73537. */
  73538. function MultiRenderTarget(name, size, count, scene, options) {
  73539. var _this = this;
  73540. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  73541. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  73542. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  73543. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  73544. _this._engine = scene.getEngine();
  73545. if (!_this.isSupported) {
  73546. _this.dispose();
  73547. return;
  73548. }
  73549. var types = [];
  73550. var samplingModes = [];
  73551. for (var i = 0; i < count; i++) {
  73552. if (options && options.types && options.types[i] !== undefined) {
  73553. types.push(options.types[i]);
  73554. }
  73555. else {
  73556. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  73557. }
  73558. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  73559. samplingModes.push(options.samplingModes[i]);
  73560. }
  73561. else {
  73562. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  73563. }
  73564. }
  73565. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  73566. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  73567. _this._size = size;
  73568. _this._multiRenderTargetOptions = {
  73569. samplingModes: samplingModes,
  73570. generateMipMaps: generateMipMaps,
  73571. generateDepthBuffer: generateDepthBuffer,
  73572. generateStencilBuffer: generateStencilBuffer,
  73573. generateDepthTexture: generateDepthTexture,
  73574. types: types,
  73575. textureCount: count
  73576. };
  73577. _this._createInternalTextures();
  73578. _this._createTextures();
  73579. return _this;
  73580. }
  73581. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  73582. /**
  73583. * Get if draw buffers are currently supported by the used hardware and browser.
  73584. */
  73585. get: function () {
  73586. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  73587. },
  73588. enumerable: true,
  73589. configurable: true
  73590. });
  73591. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  73592. /**
  73593. * Get the list of textures generated by the multi render target.
  73594. */
  73595. get: function () {
  73596. return this._textures;
  73597. },
  73598. enumerable: true,
  73599. configurable: true
  73600. });
  73601. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  73602. /**
  73603. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  73604. */
  73605. get: function () {
  73606. return this._textures[this._textures.length - 1];
  73607. },
  73608. enumerable: true,
  73609. configurable: true
  73610. });
  73611. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  73612. /**
  73613. * Set the wrapping mode on U of all the textures we are rendering to.
  73614. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73615. */
  73616. set: function (wrap) {
  73617. if (this._textures) {
  73618. for (var i = 0; i < this._textures.length; i++) {
  73619. this._textures[i].wrapU = wrap;
  73620. }
  73621. }
  73622. },
  73623. enumerable: true,
  73624. configurable: true
  73625. });
  73626. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  73627. /**
  73628. * Set the wrapping mode on V of all the textures we are rendering to.
  73629. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73630. */
  73631. set: function (wrap) {
  73632. if (this._textures) {
  73633. for (var i = 0; i < this._textures.length; i++) {
  73634. this._textures[i].wrapV = wrap;
  73635. }
  73636. }
  73637. },
  73638. enumerable: true,
  73639. configurable: true
  73640. });
  73641. /** @hidden */
  73642. MultiRenderTarget.prototype._rebuild = function () {
  73643. this.releaseInternalTextures();
  73644. this._createInternalTextures();
  73645. for (var i = 0; i < this._internalTextures.length; i++) {
  73646. var texture = this._textures[i];
  73647. texture._texture = this._internalTextures[i];
  73648. }
  73649. // Keeps references to frame buffer and stencil/depth buffer
  73650. this._texture = this._internalTextures[0];
  73651. };
  73652. MultiRenderTarget.prototype._createInternalTextures = function () {
  73653. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  73654. };
  73655. MultiRenderTarget.prototype._createTextures = function () {
  73656. this._textures = [];
  73657. for (var i = 0; i < this._internalTextures.length; i++) {
  73658. var texture = new BABYLON.Texture(null, this.getScene());
  73659. texture._texture = this._internalTextures[i];
  73660. this._textures.push(texture);
  73661. }
  73662. // Keeps references to frame buffer and stencil/depth buffer
  73663. this._texture = this._internalTextures[0];
  73664. };
  73665. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  73666. /**
  73667. * Define the number of samples used if MSAA is enabled.
  73668. */
  73669. get: function () {
  73670. return this._samples;
  73671. },
  73672. set: function (value) {
  73673. if (this._samples === value) {
  73674. return;
  73675. }
  73676. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  73677. },
  73678. enumerable: true,
  73679. configurable: true
  73680. });
  73681. /**
  73682. * Resize all the textures in the multi render target.
  73683. * Be carrefull as it will recreate all the data in the new texture.
  73684. * @param size Define the new size
  73685. */
  73686. MultiRenderTarget.prototype.resize = function (size) {
  73687. this.releaseInternalTextures();
  73688. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  73689. this._createInternalTextures();
  73690. };
  73691. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73692. var _this = this;
  73693. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  73694. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73695. });
  73696. };
  73697. /**
  73698. * Dispose the render targets and their associated resources
  73699. */
  73700. MultiRenderTarget.prototype.dispose = function () {
  73701. this.releaseInternalTextures();
  73702. _super.prototype.dispose.call(this);
  73703. };
  73704. /**
  73705. * Release all the underlying texture used as draw buffers.
  73706. */
  73707. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  73708. if (!this._internalTextures) {
  73709. return;
  73710. }
  73711. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  73712. if (this._internalTextures[i] !== undefined) {
  73713. this._internalTextures[i].dispose();
  73714. this._internalTextures.splice(i, 1);
  73715. }
  73716. }
  73717. };
  73718. return MultiRenderTarget;
  73719. }(BABYLON.RenderTargetTexture));
  73720. BABYLON.MultiRenderTarget = MultiRenderTarget;
  73721. })(BABYLON || (BABYLON = {}));
  73722. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  73723. var BABYLON;
  73724. (function (BABYLON) {
  73725. /**
  73726. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73727. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73728. * You can then easily use it as a reflectionTexture on a flat surface.
  73729. * In case the surface is not a plane, please consider relying on reflection probes.
  73730. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73731. */
  73732. var MirrorTexture = /** @class */ (function (_super) {
  73733. __extends(MirrorTexture, _super);
  73734. /**
  73735. * Instantiates a Mirror Texture.
  73736. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73737. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73738. * You can then easily use it as a reflectionTexture on a flat surface.
  73739. * In case the surface is not a plane, please consider relying on reflection probes.
  73740. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73741. * @param name
  73742. * @param size
  73743. * @param scene
  73744. * @param generateMipMaps
  73745. * @param type
  73746. * @param samplingMode
  73747. * @param generateDepthBuffer
  73748. */
  73749. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  73750. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73751. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  73752. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73753. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  73754. _this.scene = scene;
  73755. /**
  73756. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  73757. * 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.
  73758. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73759. */
  73760. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  73761. _this._transformMatrix = BABYLON.Matrix.Zero();
  73762. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  73763. _this._adaptiveBlurKernel = 0;
  73764. _this._blurKernelX = 0;
  73765. _this._blurKernelY = 0;
  73766. _this._blurRatio = 1.0;
  73767. _this.ignoreCameraViewport = true;
  73768. _this._updateGammaSpace();
  73769. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  73770. _this._updateGammaSpace;
  73771. });
  73772. _this.onBeforeRenderObservable.add(function () {
  73773. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  73774. _this._savedViewMatrix = scene.getViewMatrix();
  73775. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  73776. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  73777. scene.clipPlane = _this.mirrorPlane;
  73778. scene.getEngine().cullBackFaces = false;
  73779. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  73780. });
  73781. _this.onAfterRenderObservable.add(function () {
  73782. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  73783. scene.getEngine().cullBackFaces = true;
  73784. scene._mirroredCameraPosition = null;
  73785. delete scene.clipPlane;
  73786. });
  73787. return _this;
  73788. }
  73789. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  73790. get: function () {
  73791. return this._blurRatio;
  73792. },
  73793. /**
  73794. * Define the blur ratio used to blur the reflection if needed.
  73795. */
  73796. set: function (value) {
  73797. if (this._blurRatio === value) {
  73798. return;
  73799. }
  73800. this._blurRatio = value;
  73801. this._preparePostProcesses();
  73802. },
  73803. enumerable: true,
  73804. configurable: true
  73805. });
  73806. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  73807. /**
  73808. * Define the adaptive blur kernel used to blur the reflection if needed.
  73809. * This will autocompute the closest best match for the `blurKernel`
  73810. */
  73811. set: function (value) {
  73812. this._adaptiveBlurKernel = value;
  73813. this._autoComputeBlurKernel();
  73814. },
  73815. enumerable: true,
  73816. configurable: true
  73817. });
  73818. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  73819. /**
  73820. * Define the blur kernel used to blur the reflection if needed.
  73821. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73822. */
  73823. set: function (value) {
  73824. this.blurKernelX = value;
  73825. this.blurKernelY = value;
  73826. },
  73827. enumerable: true,
  73828. configurable: true
  73829. });
  73830. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  73831. get: function () {
  73832. return this._blurKernelX;
  73833. },
  73834. /**
  73835. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  73836. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73837. */
  73838. set: function (value) {
  73839. if (this._blurKernelX === value) {
  73840. return;
  73841. }
  73842. this._blurKernelX = value;
  73843. this._preparePostProcesses();
  73844. },
  73845. enumerable: true,
  73846. configurable: true
  73847. });
  73848. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  73849. get: function () {
  73850. return this._blurKernelY;
  73851. },
  73852. /**
  73853. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  73854. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73855. */
  73856. set: function (value) {
  73857. if (this._blurKernelY === value) {
  73858. return;
  73859. }
  73860. this._blurKernelY = value;
  73861. this._preparePostProcesses();
  73862. },
  73863. enumerable: true,
  73864. configurable: true
  73865. });
  73866. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  73867. var engine = this.getScene().getEngine();
  73868. var dw = this.getRenderWidth() / engine.getRenderWidth();
  73869. var dh = this.getRenderHeight() / engine.getRenderHeight();
  73870. this.blurKernelX = this._adaptiveBlurKernel * dw;
  73871. this.blurKernelY = this._adaptiveBlurKernel * dh;
  73872. };
  73873. MirrorTexture.prototype._onRatioRescale = function () {
  73874. if (this._sizeRatio) {
  73875. this.resize(this._initialSizeParameter);
  73876. if (!this._adaptiveBlurKernel) {
  73877. this._preparePostProcesses();
  73878. }
  73879. }
  73880. if (this._adaptiveBlurKernel) {
  73881. this._autoComputeBlurKernel();
  73882. }
  73883. };
  73884. MirrorTexture.prototype._updateGammaSpace = function () {
  73885. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  73886. };
  73887. MirrorTexture.prototype._preparePostProcesses = function () {
  73888. this.clearPostProcesses(true);
  73889. if (this._blurKernelX && this._blurKernelY) {
  73890. var engine = this.getScene().getEngine();
  73891. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  73892. 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);
  73893. this._blurX.autoClear = false;
  73894. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  73895. this._blurX.inputTexture = this._texture;
  73896. }
  73897. else {
  73898. this._blurX.alwaysForcePOT = true;
  73899. }
  73900. 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);
  73901. this._blurY.autoClear = false;
  73902. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  73903. this.addPostProcess(this._blurX);
  73904. this.addPostProcess(this._blurY);
  73905. }
  73906. else {
  73907. if (this._blurY) {
  73908. this.removePostProcess(this._blurY);
  73909. this._blurY.dispose();
  73910. this._blurY = null;
  73911. }
  73912. if (this._blurX) {
  73913. this.removePostProcess(this._blurX);
  73914. this._blurX.dispose();
  73915. this._blurX = null;
  73916. }
  73917. }
  73918. };
  73919. /**
  73920. * Clone the mirror texture.
  73921. * @returns the cloned texture
  73922. */
  73923. MirrorTexture.prototype.clone = function () {
  73924. var scene = this.getScene();
  73925. if (!scene) {
  73926. return this;
  73927. }
  73928. var textureSize = this.getSize();
  73929. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  73930. // Base texture
  73931. newTexture.hasAlpha = this.hasAlpha;
  73932. newTexture.level = this.level;
  73933. // Mirror Texture
  73934. newTexture.mirrorPlane = this.mirrorPlane.clone();
  73935. if (this.renderList) {
  73936. newTexture.renderList = this.renderList.slice(0);
  73937. }
  73938. return newTexture;
  73939. };
  73940. /**
  73941. * Serialize the texture to a JSON representation you could use in Parse later on
  73942. * @returns the serialized JSON representation
  73943. */
  73944. MirrorTexture.prototype.serialize = function () {
  73945. if (!this.name) {
  73946. return null;
  73947. }
  73948. var serializationObject = _super.prototype.serialize.call(this);
  73949. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  73950. return serializationObject;
  73951. };
  73952. /**
  73953. * Dispose the texture and release its associated resources.
  73954. */
  73955. MirrorTexture.prototype.dispose = function () {
  73956. _super.prototype.dispose.call(this);
  73957. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  73958. };
  73959. return MirrorTexture;
  73960. }(BABYLON.RenderTargetTexture));
  73961. BABYLON.MirrorTexture = MirrorTexture;
  73962. })(BABYLON || (BABYLON = {}));
  73963. //# sourceMappingURL=babylon.mirrorTexture.js.map
  73964. var BABYLON;
  73965. (function (BABYLON) {
  73966. /**
  73967. * Creates a refraction texture used by refraction channel of the standard material.
  73968. * It is like a mirror but to see through a material.
  73969. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  73970. */
  73971. var RefractionTexture = /** @class */ (function (_super) {
  73972. __extends(RefractionTexture, _super);
  73973. /**
  73974. * Creates a refraction texture used by refraction channel of the standard material.
  73975. * It is like a mirror but to see through a material.
  73976. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  73977. * @param name Define the texture name
  73978. * @param size Define the size of the underlying texture
  73979. * @param scene Define the scene the refraction belongs to
  73980. * @param generateMipMaps Define if we need to generate mips level for the refraction
  73981. */
  73982. function RefractionTexture(name, size, scene, generateMipMaps) {
  73983. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  73984. /**
  73985. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  73986. * 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.
  73987. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  73988. */
  73989. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  73990. /**
  73991. * Define how deep under the surface we should see.
  73992. */
  73993. _this.depth = 2.0;
  73994. _this.onBeforeRenderObservable.add(function () {
  73995. scene.clipPlane = _this.refractionPlane;
  73996. });
  73997. _this.onAfterRenderObservable.add(function () {
  73998. delete scene.clipPlane;
  73999. });
  74000. return _this;
  74001. }
  74002. /**
  74003. * Clone the refraction texture.
  74004. * @returns the cloned texture
  74005. */
  74006. RefractionTexture.prototype.clone = function () {
  74007. var scene = this.getScene();
  74008. if (!scene) {
  74009. return this;
  74010. }
  74011. var textureSize = this.getSize();
  74012. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74013. // Base texture
  74014. newTexture.hasAlpha = this.hasAlpha;
  74015. newTexture.level = this.level;
  74016. // Refraction Texture
  74017. newTexture.refractionPlane = this.refractionPlane.clone();
  74018. if (this.renderList) {
  74019. newTexture.renderList = this.renderList.slice(0);
  74020. }
  74021. newTexture.depth = this.depth;
  74022. return newTexture;
  74023. };
  74024. /**
  74025. * Serialize the texture to a JSON representation you could use in Parse later on
  74026. * @returns the serialized JSON representation
  74027. */
  74028. RefractionTexture.prototype.serialize = function () {
  74029. if (!this.name) {
  74030. return null;
  74031. }
  74032. var serializationObject = _super.prototype.serialize.call(this);
  74033. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74034. serializationObject.depth = this.depth;
  74035. return serializationObject;
  74036. };
  74037. return RefractionTexture;
  74038. }(BABYLON.RenderTargetTexture));
  74039. BABYLON.RefractionTexture = RefractionTexture;
  74040. })(BABYLON || (BABYLON = {}));
  74041. //# sourceMappingURL=babylon.refractionTexture.js.map
  74042. var BABYLON;
  74043. (function (BABYLON) {
  74044. /**
  74045. * A class extending Texture allowing drawing on a texture
  74046. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74047. */
  74048. var DynamicTexture = /** @class */ (function (_super) {
  74049. __extends(DynamicTexture, _super);
  74050. /**
  74051. * Creates a DynamicTexture
  74052. * @param name defines the name of the texture
  74053. * @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
  74054. * @param scene defines the scene where you want the texture
  74055. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74056. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74057. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74058. */
  74059. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74060. if (scene === void 0) { scene = null; }
  74061. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74062. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74063. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74064. _this.name = name;
  74065. _this._engine = _this.getScene().getEngine();
  74066. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74067. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74068. _this._generateMipMaps = generateMipMaps;
  74069. if (options.getContext) {
  74070. _this._canvas = options;
  74071. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74072. }
  74073. else {
  74074. _this._canvas = document.createElement("canvas");
  74075. if (options.width || options.width === 0) {
  74076. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74077. }
  74078. else {
  74079. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74080. }
  74081. }
  74082. var textureSize = _this.getSize();
  74083. _this._canvas.width = textureSize.width;
  74084. _this._canvas.height = textureSize.height;
  74085. _this._context = _this._canvas.getContext("2d");
  74086. return _this;
  74087. }
  74088. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74089. /**
  74090. * Gets the current state of canRescale
  74091. */
  74092. get: function () {
  74093. return true;
  74094. },
  74095. enumerable: true,
  74096. configurable: true
  74097. });
  74098. DynamicTexture.prototype._recreate = function (textureSize) {
  74099. this._canvas.width = textureSize.width;
  74100. this._canvas.height = textureSize.height;
  74101. this.releaseInternalTexture();
  74102. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74103. };
  74104. /**
  74105. * Scales the texture
  74106. * @param ratio the scale factor to apply to both width and height
  74107. */
  74108. DynamicTexture.prototype.scale = function (ratio) {
  74109. var textureSize = this.getSize();
  74110. textureSize.width *= ratio;
  74111. textureSize.height *= ratio;
  74112. this._recreate(textureSize);
  74113. };
  74114. /**
  74115. * Resizes the texture
  74116. * @param width the new width
  74117. * @param height the new height
  74118. */
  74119. DynamicTexture.prototype.scaleTo = function (width, height) {
  74120. var textureSize = this.getSize();
  74121. textureSize.width = width;
  74122. textureSize.height = height;
  74123. this._recreate(textureSize);
  74124. };
  74125. /**
  74126. * Gets the context of the canvas used by the texture
  74127. * @returns the canvas context of the dynamic texture
  74128. */
  74129. DynamicTexture.prototype.getContext = function () {
  74130. return this._context;
  74131. };
  74132. /**
  74133. * Clears the texture
  74134. */
  74135. DynamicTexture.prototype.clear = function () {
  74136. var size = this.getSize();
  74137. this._context.fillRect(0, 0, size.width, size.height);
  74138. };
  74139. /**
  74140. * Updates the texture
  74141. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74142. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74143. */
  74144. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74145. if (premulAlpha === void 0) { premulAlpha = false; }
  74146. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74147. };
  74148. /**
  74149. * Draws text onto the texture
  74150. * @param text defines the text to be drawn
  74151. * @param x defines the placement of the text from the left
  74152. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74153. * @param font defines the font to be used with font-style, font-size, font-name
  74154. * @param color defines the color used for the text
  74155. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74156. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74157. * @param update defines whether texture is immediately update (default is true)
  74158. */
  74159. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74160. if (update === void 0) { update = true; }
  74161. var size = this.getSize();
  74162. if (clearColor) {
  74163. this._context.fillStyle = clearColor;
  74164. this._context.fillRect(0, 0, size.width, size.height);
  74165. }
  74166. this._context.font = font;
  74167. if (x === null || x === undefined) {
  74168. var textSize = this._context.measureText(text);
  74169. x = (size.width - textSize.width) / 2;
  74170. }
  74171. if (y === null || y === undefined) {
  74172. var fontSize = parseInt((font.replace(/\D/g, '')));
  74173. y = (size.height / 2) + (fontSize / 3.65);
  74174. }
  74175. this._context.fillStyle = color;
  74176. this._context.fillText(text, x, y);
  74177. if (update) {
  74178. this.update(invertY);
  74179. }
  74180. };
  74181. /**
  74182. * Clones the texture
  74183. * @returns the clone of the texture.
  74184. */
  74185. DynamicTexture.prototype.clone = function () {
  74186. var scene = this.getScene();
  74187. if (!scene) {
  74188. return this;
  74189. }
  74190. var textureSize = this.getSize();
  74191. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74192. // Base texture
  74193. newTexture.hasAlpha = this.hasAlpha;
  74194. newTexture.level = this.level;
  74195. // Dynamic Texture
  74196. newTexture.wrapU = this.wrapU;
  74197. newTexture.wrapV = this.wrapV;
  74198. return newTexture;
  74199. };
  74200. /**
  74201. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74202. * @returns a serialized dynamic texture object
  74203. */
  74204. DynamicTexture.prototype.serialize = function () {
  74205. var scene = this.getScene();
  74206. if (scene && !scene.isReady()) {
  74207. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74208. }
  74209. var serializationObject = _super.prototype.serialize.call(this);
  74210. serializationObject.base64String = this._canvas.toDataURL();
  74211. serializationObject.invertY = this._invertY;
  74212. serializationObject.samplingMode = this.samplingMode;
  74213. return serializationObject;
  74214. };
  74215. /** @hidden */
  74216. DynamicTexture.prototype._rebuild = function () {
  74217. this.update();
  74218. };
  74219. return DynamicTexture;
  74220. }(BABYLON.Texture));
  74221. BABYLON.DynamicTexture = DynamicTexture;
  74222. })(BABYLON || (BABYLON = {}));
  74223. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74224. var BABYLON;
  74225. (function (BABYLON) {
  74226. /**
  74227. * If you want to display a video in your scene, this is the special texture for that.
  74228. * This special texture works similar to other textures, with the exception of a few parameters.
  74229. * @see https://doc.babylonjs.com/how_to/video_texture
  74230. */
  74231. var VideoTexture = /** @class */ (function (_super) {
  74232. __extends(VideoTexture, _super);
  74233. /**
  74234. * Creates a video texture.
  74235. * If you want to display a video in your scene, this is the special texture for that.
  74236. * This special texture works similar to other textures, with the exception of a few parameters.
  74237. * @see https://doc.babylonjs.com/how_to/video_texture
  74238. * @param name optional name, will detect from video source, if not defined
  74239. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74240. * @param scene is obviously the current scene.
  74241. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74242. * @param invertY is false by default but can be used to invert video on Y axis
  74243. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74244. * @param settings allows finer control over video usage
  74245. */
  74246. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74247. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74248. if (invertY === void 0) { invertY = false; }
  74249. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74250. if (settings === void 0) { settings = {
  74251. autoPlay: true,
  74252. loop: true,
  74253. autoUpdateTexture: true,
  74254. }; }
  74255. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74256. _this._onUserActionRequestedObservable = null;
  74257. _this._stillImageCaptured = false;
  74258. _this._poster = false;
  74259. _this._createInternalTexture = function () {
  74260. if (_this._texture != null) {
  74261. if (_this._poster) {
  74262. _this._texture.dispose();
  74263. _this._poster = false;
  74264. }
  74265. else {
  74266. return;
  74267. }
  74268. }
  74269. if (!_this._engine.needPOTTextures ||
  74270. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74271. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74272. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74273. }
  74274. else {
  74275. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74276. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74277. _this._generateMipMaps = false;
  74278. }
  74279. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74280. if (!_this.video.autoplay) {
  74281. var oldHandler_1 = _this.video.onplaying;
  74282. var error_1 = false;
  74283. _this.video.onplaying = function () {
  74284. _this.video.onplaying = oldHandler_1;
  74285. _this._texture.isReady = true;
  74286. _this._updateInternalTexture();
  74287. if (!error_1) {
  74288. _this.video.pause();
  74289. }
  74290. if (_this.onLoadObservable.hasObservers()) {
  74291. _this.onLoadObservable.notifyObservers(_this);
  74292. }
  74293. };
  74294. var playing = _this.video.play();
  74295. if (playing) {
  74296. playing.then(function () {
  74297. // Everything is good.
  74298. })
  74299. .catch(function () {
  74300. error_1 = true;
  74301. // On Chrome for instance, new policies might prevent playing without user interaction.
  74302. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74303. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74304. }
  74305. });
  74306. }
  74307. else {
  74308. _this.video.onplaying = oldHandler_1;
  74309. _this._texture.isReady = true;
  74310. _this._updateInternalTexture();
  74311. if (_this.onLoadObservable.hasObservers()) {
  74312. _this.onLoadObservable.notifyObservers(_this);
  74313. }
  74314. }
  74315. }
  74316. else {
  74317. _this._texture.isReady = true;
  74318. _this._updateInternalTexture();
  74319. if (_this.onLoadObservable.hasObservers()) {
  74320. _this.onLoadObservable.notifyObservers(_this);
  74321. }
  74322. }
  74323. };
  74324. _this.reset = function () {
  74325. if (_this._texture == null) {
  74326. return;
  74327. }
  74328. if (!_this._poster) {
  74329. _this._texture.dispose();
  74330. _this._texture = null;
  74331. }
  74332. };
  74333. _this._updateInternalTexture = function (e) {
  74334. if (_this._texture == null || !_this._texture.isReady) {
  74335. return;
  74336. }
  74337. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  74338. return;
  74339. }
  74340. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  74341. };
  74342. _this._engine = _this.getScene().getEngine();
  74343. _this._generateMipMaps = generateMipMaps;
  74344. _this._samplingMode = samplingMode;
  74345. _this.autoUpdateTexture = settings.autoUpdateTexture;
  74346. _this.name = name || _this._getName(src);
  74347. _this.video = _this._getVideo(src);
  74348. if (settings.poster) {
  74349. _this.video.poster = settings.poster;
  74350. }
  74351. if (settings.autoPlay !== undefined) {
  74352. _this.video.autoplay = settings.autoPlay;
  74353. }
  74354. if (settings.loop !== undefined) {
  74355. _this.video.loop = settings.loop;
  74356. }
  74357. _this.video.setAttribute("playsinline", "");
  74358. _this.video.addEventListener("canplay", _this._createInternalTexture);
  74359. _this.video.addEventListener("paused", _this._updateInternalTexture);
  74360. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  74361. _this.video.addEventListener("emptied", _this.reset);
  74362. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  74363. _this._createInternalTexture();
  74364. }
  74365. if (settings.poster) {
  74366. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  74367. _this._poster = true;
  74368. }
  74369. return _this;
  74370. }
  74371. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  74372. /**
  74373. * Event triggerd when a dom action is required by the user to play the video.
  74374. * This happens due to recent changes in browser policies preventing video to auto start.
  74375. */
  74376. get: function () {
  74377. if (!this._onUserActionRequestedObservable) {
  74378. this._onUserActionRequestedObservable = new BABYLON.Observable();
  74379. }
  74380. return this._onUserActionRequestedObservable;
  74381. },
  74382. enumerable: true,
  74383. configurable: true
  74384. });
  74385. VideoTexture.prototype._getName = function (src) {
  74386. if (src instanceof HTMLVideoElement) {
  74387. return src.currentSrc;
  74388. }
  74389. if (typeof src === "object") {
  74390. return src.toString();
  74391. }
  74392. return src;
  74393. };
  74394. VideoTexture.prototype._getVideo = function (src) {
  74395. if (src instanceof HTMLVideoElement) {
  74396. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  74397. return src;
  74398. }
  74399. var video = document.createElement("video");
  74400. if (typeof src === "string") {
  74401. BABYLON.Tools.SetCorsBehavior(src, video);
  74402. video.src = src;
  74403. }
  74404. else {
  74405. BABYLON.Tools.SetCorsBehavior(src[0], video);
  74406. src.forEach(function (url) {
  74407. var source = document.createElement("source");
  74408. source.src = url;
  74409. video.appendChild(source);
  74410. });
  74411. }
  74412. return video;
  74413. };
  74414. /**
  74415. * @hidden Internal method to initiate `update`.
  74416. */
  74417. VideoTexture.prototype._rebuild = function () {
  74418. this.update();
  74419. };
  74420. /**
  74421. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  74422. */
  74423. VideoTexture.prototype.update = function () {
  74424. if (!this.autoUpdateTexture) {
  74425. // Expecting user to call `updateTexture` manually
  74426. return;
  74427. }
  74428. this.updateTexture(true);
  74429. };
  74430. /**
  74431. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  74432. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  74433. */
  74434. VideoTexture.prototype.updateTexture = function (isVisible) {
  74435. if (!isVisible) {
  74436. return;
  74437. }
  74438. if (this.video.paused && this._stillImageCaptured) {
  74439. return;
  74440. }
  74441. this._stillImageCaptured = true;
  74442. this._updateInternalTexture();
  74443. };
  74444. /**
  74445. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  74446. * @param url New url.
  74447. */
  74448. VideoTexture.prototype.updateURL = function (url) {
  74449. this.video.src = url;
  74450. };
  74451. /**
  74452. * Dispose the texture and release its associated resources.
  74453. */
  74454. VideoTexture.prototype.dispose = function () {
  74455. _super.prototype.dispose.call(this);
  74456. if (this._onUserActionRequestedObservable) {
  74457. this._onUserActionRequestedObservable.clear();
  74458. this._onUserActionRequestedObservable = null;
  74459. }
  74460. this.video.removeEventListener("canplay", this._createInternalTexture);
  74461. this.video.removeEventListener("paused", this._updateInternalTexture);
  74462. this.video.removeEventListener("seeked", this._updateInternalTexture);
  74463. this.video.removeEventListener("emptied", this.reset);
  74464. this.video.pause();
  74465. };
  74466. /**
  74467. * Creates a video texture straight from your WebCam video feed.
  74468. * @param scene Define the scene the texture should be created in
  74469. * @param onReady Define a callback to triggered once the texture will be ready
  74470. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  74471. */
  74472. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  74473. var video = document.createElement("video");
  74474. video.setAttribute('autoplay', '');
  74475. video.setAttribute('muted', '');
  74476. video.setAttribute('playsinline', '');
  74477. var constraintsDeviceId;
  74478. if (constraints && constraints.deviceId) {
  74479. constraintsDeviceId = {
  74480. exact: constraints.deviceId,
  74481. };
  74482. }
  74483. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  74484. if (navigator.mediaDevices) {
  74485. navigator.mediaDevices.getUserMedia({ video: constraints })
  74486. .then(function (stream) {
  74487. if (video.mozSrcObject !== undefined) {
  74488. // hack for Firefox < 19
  74489. video.mozSrcObject = stream;
  74490. }
  74491. else {
  74492. video.srcObject = stream;
  74493. }
  74494. var onPlaying = function () {
  74495. if (onReady) {
  74496. onReady(new VideoTexture("video", video, scene, true, true));
  74497. }
  74498. video.removeEventListener("playing", onPlaying);
  74499. };
  74500. video.addEventListener("playing", onPlaying);
  74501. video.play();
  74502. })
  74503. .catch(function (err) {
  74504. BABYLON.Tools.Error(err.name);
  74505. });
  74506. }
  74507. else {
  74508. navigator.getUserMedia =
  74509. navigator.getUserMedia ||
  74510. navigator.webkitGetUserMedia ||
  74511. navigator.mozGetUserMedia ||
  74512. navigator.msGetUserMedia;
  74513. if (navigator.getUserMedia) {
  74514. navigator.getUserMedia({
  74515. video: {
  74516. deviceId: constraintsDeviceId,
  74517. width: {
  74518. min: (constraints && constraints.minWidth) || 256,
  74519. max: (constraints && constraints.maxWidth) || 640,
  74520. },
  74521. height: {
  74522. min: (constraints && constraints.minHeight) || 256,
  74523. max: (constraints && constraints.maxHeight) || 480,
  74524. },
  74525. },
  74526. }, function (stream) {
  74527. if (video.mozSrcObject !== undefined) {
  74528. // hack for Firefox < 19
  74529. video.mozSrcObject = stream;
  74530. }
  74531. else {
  74532. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  74533. }
  74534. video.play();
  74535. if (onReady) {
  74536. onReady(new VideoTexture("video", video, scene, true, true));
  74537. }
  74538. }, function (e) {
  74539. BABYLON.Tools.Error(e.name);
  74540. });
  74541. }
  74542. }
  74543. };
  74544. return VideoTexture;
  74545. }(BABYLON.Texture));
  74546. BABYLON.VideoTexture = VideoTexture;
  74547. })(BABYLON || (BABYLON = {}));
  74548. //# sourceMappingURL=babylon.videoTexture.js.map
  74549. var BABYLON;
  74550. (function (BABYLON) {
  74551. /**
  74552. * Raw texture can help creating a texture directly from an array of data.
  74553. * This can be super useful if you either get the data from an uncompressed source or
  74554. * if you wish to create your texture pixel by pixel.
  74555. */
  74556. var RawTexture = /** @class */ (function (_super) {
  74557. __extends(RawTexture, _super);
  74558. /**
  74559. * Instantiates a new RawTexture.
  74560. * Raw texture can help creating a texture directly from an array of data.
  74561. * This can be super useful if you either get the data from an uncompressed source or
  74562. * if you wish to create your texture pixel by pixel.
  74563. * @param data define the array of data to use to create the texture
  74564. * @param width define the width of the texture
  74565. * @param height define the height of the texture
  74566. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74567. * @param scene define the scene the texture belongs to
  74568. * @param generateMipMaps define whether mip maps should be generated or not
  74569. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74570. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74571. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74572. */
  74573. function RawTexture(data, width, height,
  74574. /**
  74575. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74576. */
  74577. format, scene, generateMipMaps, invertY, samplingMode, type) {
  74578. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74579. if (invertY === void 0) { invertY = false; }
  74580. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74581. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74582. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74583. _this.format = format;
  74584. _this._engine = scene.getEngine();
  74585. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  74586. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74587. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74588. return _this;
  74589. }
  74590. /**
  74591. * Updates the texture underlying data.
  74592. * @param data Define the new data of the texture
  74593. */
  74594. RawTexture.prototype.update = function (data) {
  74595. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74596. };
  74597. /**
  74598. * Creates a luminance texture from some data.
  74599. * @param data Define the texture data
  74600. * @param width Define the width of the texture
  74601. * @param height Define the height of the texture
  74602. * @param scene Define the scene the texture belongs to
  74603. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74604. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74605. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74606. * @returns the luminance texture
  74607. */
  74608. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74609. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74610. if (invertY === void 0) { invertY = false; }
  74611. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74612. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  74613. };
  74614. /**
  74615. * Creates a luminance alpha texture from some data.
  74616. * @param data Define the texture data
  74617. * @param width Define the width of the texture
  74618. * @param height Define the height of the texture
  74619. * @param scene Define the scene the texture belongs to
  74620. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74621. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74622. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74623. * @returns the luminance alpha texture
  74624. */
  74625. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74626. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74627. if (invertY === void 0) { invertY = false; }
  74628. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74629. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74630. };
  74631. /**
  74632. * Creates an alpha texture from some data.
  74633. * @param data Define the texture data
  74634. * @param width Define the width of the texture
  74635. * @param height Define the height of the texture
  74636. * @param scene Define the scene the texture belongs to
  74637. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74638. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74639. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74640. * @returns the alpha texture
  74641. */
  74642. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74643. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74644. if (invertY === void 0) { invertY = false; }
  74645. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74646. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74647. };
  74648. /**
  74649. * Creates a RGB texture from some data.
  74650. * @param data Define the texture data
  74651. * @param width Define the width of the texture
  74652. * @param height Define the height of the texture
  74653. * @param scene Define the scene the texture belongs to
  74654. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74655. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74656. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74657. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74658. * @returns the RGB alpha texture
  74659. */
  74660. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74661. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74662. if (invertY === void 0) { invertY = false; }
  74663. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74664. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74665. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  74666. };
  74667. /**
  74668. * Creates a RGBA texture from some data.
  74669. * @param data Define the texture data
  74670. * @param width Define the width of the texture
  74671. * @param height Define the height of the texture
  74672. * @param scene Define the scene the texture belongs to
  74673. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74674. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74675. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74676. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74677. * @returns the RGBA texture
  74678. */
  74679. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74680. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74681. if (invertY === void 0) { invertY = false; }
  74682. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74683. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74684. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  74685. };
  74686. /**
  74687. * Creates a R texture from some data.
  74688. * @param data Define the texture data
  74689. * @param width Define the width of the texture
  74690. * @param height Define the height of the texture
  74691. * @param scene Define the scene the texture belongs to
  74692. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74693. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74694. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74695. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74696. * @returns the R texture
  74697. */
  74698. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74699. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74700. if (invertY === void 0) { invertY = false; }
  74701. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74702. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  74703. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  74704. };
  74705. return RawTexture;
  74706. }(BABYLON.Texture));
  74707. BABYLON.RawTexture = RawTexture;
  74708. })(BABYLON || (BABYLON = {}));
  74709. //# sourceMappingURL=babylon.rawTexture.js.map
  74710. var BABYLON;
  74711. (function (BABYLON) {
  74712. /**
  74713. * Class used to store 3D textures containing user data
  74714. */
  74715. var RawTexture3D = /** @class */ (function (_super) {
  74716. __extends(RawTexture3D, _super);
  74717. /**
  74718. * Create a new RawTexture3D
  74719. * @param data defines the data of the texture
  74720. * @param width defines the width of the texture
  74721. * @param height defines the height of the texture
  74722. * @param depth defines the depth of the texture
  74723. * @param format defines the texture format to use
  74724. * @param scene defines the hosting scene
  74725. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  74726. * @param invertY defines if texture must be stored with Y axis inverted
  74727. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  74728. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  74729. */
  74730. function RawTexture3D(data, width, height, depth,
  74731. /** Gets or sets the texture format to use */
  74732. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  74733. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74734. if (invertY === void 0) { invertY = false; }
  74735. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74736. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74737. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74738. _this.format = format;
  74739. _this._engine = scene.getEngine();
  74740. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  74741. _this.is3D = true;
  74742. return _this;
  74743. }
  74744. /**
  74745. * Update the texture with new data
  74746. * @param data defines the data to store in the texture
  74747. */
  74748. RawTexture3D.prototype.update = function (data) {
  74749. if (!this._texture) {
  74750. return;
  74751. }
  74752. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74753. };
  74754. return RawTexture3D;
  74755. }(BABYLON.Texture));
  74756. BABYLON.RawTexture3D = RawTexture3D;
  74757. })(BABYLON || (BABYLON = {}));
  74758. //# sourceMappingURL=babylon.rawTexture3D.js.map
  74759. var BABYLON;
  74760. (function (BABYLON) {
  74761. /**
  74762. * PostProcessManager is used to manage one or more post processes or post process pipelines
  74763. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  74764. */
  74765. var PostProcessManager = /** @class */ (function () {
  74766. /**
  74767. * Creates a new instance PostProcess
  74768. * @param scene The scene that the post process is associated with.
  74769. */
  74770. function PostProcessManager(scene) {
  74771. this._vertexBuffers = {};
  74772. this._scene = scene;
  74773. }
  74774. PostProcessManager.prototype._prepareBuffers = function () {
  74775. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  74776. return;
  74777. }
  74778. // VBO
  74779. var vertices = [];
  74780. vertices.push(1, 1);
  74781. vertices.push(-1, 1);
  74782. vertices.push(-1, -1);
  74783. vertices.push(1, -1);
  74784. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  74785. this._buildIndexBuffer();
  74786. };
  74787. PostProcessManager.prototype._buildIndexBuffer = function () {
  74788. // Indices
  74789. var indices = [];
  74790. indices.push(0);
  74791. indices.push(1);
  74792. indices.push(2);
  74793. indices.push(0);
  74794. indices.push(2);
  74795. indices.push(3);
  74796. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  74797. };
  74798. /**
  74799. * Rebuilds the vertex buffers of the manager.
  74800. * @hidden
  74801. */
  74802. PostProcessManager.prototype._rebuild = function () {
  74803. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  74804. if (!vb) {
  74805. return;
  74806. }
  74807. vb._rebuild();
  74808. this._buildIndexBuffer();
  74809. };
  74810. // Methods
  74811. /**
  74812. * Prepares a frame to be run through a post process.
  74813. * @param sourceTexture The input texture to the post procesess. (default: null)
  74814. * @param postProcesses An array of post processes to be run. (default: null)
  74815. * @returns True if the post processes were able to be run.
  74816. * @hidden
  74817. */
  74818. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  74819. if (sourceTexture === void 0) { sourceTexture = null; }
  74820. if (postProcesses === void 0) { postProcesses = null; }
  74821. var camera = this._scene.activeCamera;
  74822. if (!camera) {
  74823. return false;
  74824. }
  74825. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  74826. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  74827. return false;
  74828. }
  74829. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  74830. return true;
  74831. };
  74832. /**
  74833. * Manually render a set of post processes to a texture.
  74834. * @param postProcesses An array of post processes to be run.
  74835. * @param targetTexture The target texture to render to.
  74836. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  74837. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  74838. * @param lodLevel defines which lod of the texture to render to
  74839. */
  74840. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  74841. if (targetTexture === void 0) { targetTexture = null; }
  74842. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  74843. if (faceIndex === void 0) { faceIndex = 0; }
  74844. if (lodLevel === void 0) { lodLevel = 0; }
  74845. var engine = this._scene.getEngine();
  74846. for (var index = 0; index < postProcesses.length; index++) {
  74847. if (index < postProcesses.length - 1) {
  74848. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  74849. }
  74850. else {
  74851. if (targetTexture) {
  74852. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  74853. }
  74854. else {
  74855. engine.restoreDefaultFramebuffer();
  74856. }
  74857. }
  74858. var pp = postProcesses[index];
  74859. var effect = pp.apply();
  74860. if (effect) {
  74861. pp.onBeforeRenderObservable.notifyObservers(effect);
  74862. // VBOs
  74863. this._prepareBuffers();
  74864. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  74865. // Draw order
  74866. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  74867. pp.onAfterRenderObservable.notifyObservers(effect);
  74868. }
  74869. }
  74870. // Restore depth buffer
  74871. engine.setDepthBuffer(true);
  74872. engine.setDepthWrite(true);
  74873. };
  74874. /**
  74875. * Finalize the result of the output of the postprocesses.
  74876. * @param doNotPresent If true the result will not be displayed to the screen.
  74877. * @param targetTexture The target texture to render to.
  74878. * @param faceIndex The index of the face to bind the target texture to.
  74879. * @param postProcesses The array of post processes to render.
  74880. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  74881. * @hidden
  74882. */
  74883. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  74884. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  74885. var camera = this._scene.activeCamera;
  74886. if (!camera) {
  74887. return;
  74888. }
  74889. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  74890. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  74891. return;
  74892. }
  74893. var engine = this._scene.getEngine();
  74894. for (var index = 0, len = postProcesses.length; index < len; index++) {
  74895. var pp = postProcesses[index];
  74896. if (index < len - 1) {
  74897. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  74898. }
  74899. else {
  74900. if (targetTexture) {
  74901. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  74902. pp._outputTexture = targetTexture;
  74903. }
  74904. else {
  74905. engine.restoreDefaultFramebuffer();
  74906. pp._outputTexture = null;
  74907. }
  74908. }
  74909. if (doNotPresent) {
  74910. break;
  74911. }
  74912. var effect = pp.apply();
  74913. if (effect) {
  74914. pp.onBeforeRenderObservable.notifyObservers(effect);
  74915. // VBOs
  74916. this._prepareBuffers();
  74917. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  74918. // Draw order
  74919. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  74920. pp.onAfterRenderObservable.notifyObservers(effect);
  74921. }
  74922. }
  74923. // Restore states
  74924. engine.setDepthBuffer(true);
  74925. engine.setDepthWrite(true);
  74926. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  74927. };
  74928. /**
  74929. * Disposes of the post process manager.
  74930. */
  74931. PostProcessManager.prototype.dispose = function () {
  74932. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  74933. if (buffer) {
  74934. buffer.dispose();
  74935. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  74936. }
  74937. if (this._indexBuffer) {
  74938. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  74939. this._indexBuffer = null;
  74940. }
  74941. };
  74942. return PostProcessManager;
  74943. }());
  74944. BABYLON.PostProcessManager = PostProcessManager;
  74945. })(BABYLON || (BABYLON = {}));
  74946. //# sourceMappingURL=babylon.postProcessManager.js.map
  74947. var BABYLON;
  74948. (function (BABYLON) {
  74949. /**
  74950. * PostProcess can be used to apply a shader to a texture after it has been rendered
  74951. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  74952. */
  74953. var PostProcess = /** @class */ (function () {
  74954. /**
  74955. * Creates a new instance PostProcess
  74956. * @param name The name of the PostProcess.
  74957. * @param fragmentUrl The url of the fragment shader to be used.
  74958. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  74959. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  74960. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  74961. * @param camera The camera to apply the render pass to.
  74962. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  74963. * @param engine The engine which the post process will be applied. (default: current engine)
  74964. * @param reusable If the post process can be reused on the same frame. (default: false)
  74965. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  74966. * @param textureType Type of textures used when performing the post process. (default: 0)
  74967. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  74968. * @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
  74969. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  74970. */
  74971. function PostProcess(
  74972. /** Name of the PostProcess. */
  74973. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  74974. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  74975. if (defines === void 0) { defines = null; }
  74976. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74977. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  74978. if (blockCompilation === void 0) { blockCompilation = false; }
  74979. this.name = name;
  74980. /**
  74981. * Width of the texture to apply the post process on
  74982. */
  74983. this.width = -1;
  74984. /**
  74985. * Height of the texture to apply the post process on
  74986. */
  74987. this.height = -1;
  74988. /**
  74989. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  74990. * @hidden
  74991. */
  74992. this._outputTexture = null;
  74993. /**
  74994. * If the buffer needs to be cleared before applying the post process. (default: true)
  74995. * Should be set to false if shader will overwrite all previous pixels.
  74996. */
  74997. this.autoClear = true;
  74998. /**
  74999. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75000. */
  75001. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75002. /**
  75003. * Animations to be used for the post processing
  75004. */
  75005. this.animations = new Array();
  75006. /**
  75007. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75008. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75009. */
  75010. this.enablePixelPerfectMode = false;
  75011. /**
  75012. * Force the postprocess to be applied without taking in account viewport
  75013. */
  75014. this.forceFullscreenViewport = true;
  75015. /**
  75016. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75017. *
  75018. * | Value | Type | Description |
  75019. * | ----- | ----------------------------------- | ----------- |
  75020. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75021. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75022. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75023. *
  75024. */
  75025. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75026. /**
  75027. * Force textures to be a power of two (default: false)
  75028. */
  75029. this.alwaysForcePOT = false;
  75030. this._samples = 1;
  75031. /**
  75032. * Modify the scale of the post process to be the same as the viewport (default: false)
  75033. */
  75034. this.adaptScaleToCurrentViewport = false;
  75035. this._reusable = false;
  75036. /**
  75037. * Smart array of input and output textures for the post process.
  75038. * @hidden
  75039. */
  75040. this._textures = new BABYLON.SmartArray(2);
  75041. /**
  75042. * The index in _textures that corresponds to the output texture.
  75043. * @hidden
  75044. */
  75045. this._currentRenderTextureInd = 0;
  75046. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75047. this._texelSize = BABYLON.Vector2.Zero();
  75048. // Events
  75049. /**
  75050. * An event triggered when the postprocess is activated.
  75051. */
  75052. this.onActivateObservable = new BABYLON.Observable();
  75053. /**
  75054. * An event triggered when the postprocess changes its size.
  75055. */
  75056. this.onSizeChangedObservable = new BABYLON.Observable();
  75057. /**
  75058. * An event triggered when the postprocess applies its effect.
  75059. */
  75060. this.onApplyObservable = new BABYLON.Observable();
  75061. /**
  75062. * An event triggered before rendering the postprocess
  75063. */
  75064. this.onBeforeRenderObservable = new BABYLON.Observable();
  75065. /**
  75066. * An event triggered after rendering the postprocess
  75067. */
  75068. this.onAfterRenderObservable = new BABYLON.Observable();
  75069. if (camera != null) {
  75070. this._camera = camera;
  75071. this._scene = camera.getScene();
  75072. camera.attachPostProcess(this);
  75073. this._engine = this._scene.getEngine();
  75074. this._scene.postProcesses.push(this);
  75075. }
  75076. else if (engine) {
  75077. this._engine = engine;
  75078. this._engine.postProcesses.push(this);
  75079. }
  75080. this._options = options;
  75081. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75082. this._reusable = reusable || false;
  75083. this._textureType = textureType;
  75084. this._samplers = samplers || [];
  75085. this._samplers.push("textureSampler");
  75086. this._fragmentUrl = fragmentUrl;
  75087. this._vertexUrl = vertexUrl;
  75088. this._parameters = parameters || [];
  75089. this._parameters.push("scale");
  75090. this._indexParameters = indexParameters;
  75091. if (!blockCompilation) {
  75092. this.updateEffect(defines);
  75093. }
  75094. }
  75095. Object.defineProperty(PostProcess.prototype, "samples", {
  75096. /**
  75097. * Number of sample textures (default: 1)
  75098. */
  75099. get: function () {
  75100. return this._samples;
  75101. },
  75102. set: function (n) {
  75103. var _this = this;
  75104. this._samples = n;
  75105. this._textures.forEach(function (texture) {
  75106. if (texture.samples !== _this._samples) {
  75107. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75108. }
  75109. });
  75110. },
  75111. enumerable: true,
  75112. configurable: true
  75113. });
  75114. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75115. /**
  75116. * A function that is added to the onActivateObservable
  75117. */
  75118. set: function (callback) {
  75119. if (this._onActivateObserver) {
  75120. this.onActivateObservable.remove(this._onActivateObserver);
  75121. }
  75122. if (callback) {
  75123. this._onActivateObserver = this.onActivateObservable.add(callback);
  75124. }
  75125. },
  75126. enumerable: true,
  75127. configurable: true
  75128. });
  75129. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75130. /**
  75131. * A function that is added to the onSizeChangedObservable
  75132. */
  75133. set: function (callback) {
  75134. if (this._onSizeChangedObserver) {
  75135. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75136. }
  75137. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75138. },
  75139. enumerable: true,
  75140. configurable: true
  75141. });
  75142. Object.defineProperty(PostProcess.prototype, "onApply", {
  75143. /**
  75144. * A function that is added to the onApplyObservable
  75145. */
  75146. set: function (callback) {
  75147. if (this._onApplyObserver) {
  75148. this.onApplyObservable.remove(this._onApplyObserver);
  75149. }
  75150. this._onApplyObserver = this.onApplyObservable.add(callback);
  75151. },
  75152. enumerable: true,
  75153. configurable: true
  75154. });
  75155. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75156. /**
  75157. * A function that is added to the onBeforeRenderObservable
  75158. */
  75159. set: function (callback) {
  75160. if (this._onBeforeRenderObserver) {
  75161. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75162. }
  75163. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75164. },
  75165. enumerable: true,
  75166. configurable: true
  75167. });
  75168. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75169. /**
  75170. * A function that is added to the onAfterRenderObservable
  75171. */
  75172. set: function (callback) {
  75173. if (this._onAfterRenderObserver) {
  75174. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75175. }
  75176. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75177. },
  75178. enumerable: true,
  75179. configurable: true
  75180. });
  75181. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75182. /**
  75183. * 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
  75184. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75185. */
  75186. get: function () {
  75187. return this._textures.data[this._currentRenderTextureInd];
  75188. },
  75189. set: function (value) {
  75190. this._forcedOutputTexture = value;
  75191. },
  75192. enumerable: true,
  75193. configurable: true
  75194. });
  75195. /**
  75196. * Gets the camera which post process is applied to.
  75197. * @returns The camera the post process is applied to.
  75198. */
  75199. PostProcess.prototype.getCamera = function () {
  75200. return this._camera;
  75201. };
  75202. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75203. /**
  75204. * Gets the texel size of the postprocess.
  75205. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75206. */
  75207. get: function () {
  75208. if (this._shareOutputWithPostProcess) {
  75209. return this._shareOutputWithPostProcess.texelSize;
  75210. }
  75211. if (this._forcedOutputTexture) {
  75212. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75213. }
  75214. return this._texelSize;
  75215. },
  75216. enumerable: true,
  75217. configurable: true
  75218. });
  75219. /**
  75220. * Gets the engine which this post process belongs to.
  75221. * @returns The engine the post process was enabled with.
  75222. */
  75223. PostProcess.prototype.getEngine = function () {
  75224. return this._engine;
  75225. };
  75226. /**
  75227. * The effect that is created when initializing the post process.
  75228. * @returns The created effect corrisponding the the postprocess.
  75229. */
  75230. PostProcess.prototype.getEffect = function () {
  75231. return this._effect;
  75232. };
  75233. /**
  75234. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75235. * @param postProcess The post process to share the output with.
  75236. * @returns This post process.
  75237. */
  75238. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75239. this._disposeTextures();
  75240. this._shareOutputWithPostProcess = postProcess;
  75241. return this;
  75242. };
  75243. /**
  75244. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75245. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75246. */
  75247. PostProcess.prototype.useOwnOutput = function () {
  75248. if (this._textures.length == 0) {
  75249. this._textures = new BABYLON.SmartArray(2);
  75250. }
  75251. this._shareOutputWithPostProcess = null;
  75252. };
  75253. /**
  75254. * Updates the effect with the current post process compile time values and recompiles the shader.
  75255. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75256. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75257. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75258. * @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
  75259. * @param onCompiled Called when the shader has been compiled.
  75260. * @param onError Called if there is an error when compiling a shader.
  75261. */
  75262. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75263. if (defines === void 0) { defines = null; }
  75264. if (uniforms === void 0) { uniforms = null; }
  75265. if (samplers === void 0) { samplers = null; }
  75266. 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);
  75267. };
  75268. /**
  75269. * The post process is reusable if it can be used multiple times within one frame.
  75270. * @returns If the post process is reusable
  75271. */
  75272. PostProcess.prototype.isReusable = function () {
  75273. return this._reusable;
  75274. };
  75275. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75276. PostProcess.prototype.markTextureDirty = function () {
  75277. this.width = -1;
  75278. };
  75279. /**
  75280. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75281. * 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.
  75282. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75283. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75284. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75285. * @returns The target texture that was bound to be written to.
  75286. */
  75287. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75288. var _this = this;
  75289. if (sourceTexture === void 0) { sourceTexture = null; }
  75290. camera = camera || this._camera;
  75291. var scene = camera.getScene();
  75292. var engine = scene.getEngine();
  75293. var maxSize = engine.getCaps().maxTextureSize;
  75294. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75295. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75296. // 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
  75297. var webVRCamera = camera.parent;
  75298. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75299. requiredWidth /= 2;
  75300. }
  75301. var desiredWidth = (this._options.width || requiredWidth);
  75302. var desiredHeight = this._options.height || requiredHeight;
  75303. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75304. if (this.adaptScaleToCurrentViewport) {
  75305. var currentViewport = engine.currentViewport;
  75306. if (currentViewport) {
  75307. desiredWidth *= currentViewport.width;
  75308. desiredHeight *= currentViewport.height;
  75309. }
  75310. }
  75311. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75312. if (!this._options.width) {
  75313. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75314. }
  75315. if (!this._options.height) {
  75316. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75317. }
  75318. }
  75319. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  75320. if (this._textures.length > 0) {
  75321. for (var i = 0; i < this._textures.length; i++) {
  75322. this._engine._releaseTexture(this._textures.data[i]);
  75323. }
  75324. this._textures.reset();
  75325. }
  75326. this.width = desiredWidth;
  75327. this.height = desiredHeight;
  75328. var textureSize = { width: this.width, height: this.height };
  75329. var textureOptions = {
  75330. generateMipMaps: false,
  75331. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  75332. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  75333. samplingMode: this.renderTargetSamplingMode,
  75334. type: this._textureType
  75335. };
  75336. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75337. if (this._reusable) {
  75338. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75339. }
  75340. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  75341. this.onSizeChangedObservable.notifyObservers(this);
  75342. }
  75343. this._textures.forEach(function (texture) {
  75344. if (texture.samples !== _this.samples) {
  75345. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  75346. }
  75347. });
  75348. }
  75349. var target;
  75350. if (this._shareOutputWithPostProcess) {
  75351. target = this._shareOutputWithPostProcess.inputTexture;
  75352. }
  75353. else if (this._forcedOutputTexture) {
  75354. target = this._forcedOutputTexture;
  75355. this.width = this._forcedOutputTexture.width;
  75356. this.height = this._forcedOutputTexture.height;
  75357. }
  75358. else {
  75359. target = this.inputTexture;
  75360. }
  75361. // Bind the input of this post process to be used as the output of the previous post process.
  75362. if (this.enablePixelPerfectMode) {
  75363. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  75364. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  75365. }
  75366. else {
  75367. this._scaleRatio.copyFromFloats(1, 1);
  75368. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  75369. }
  75370. this.onActivateObservable.notifyObservers(camera);
  75371. // Clear
  75372. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  75373. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  75374. }
  75375. if (this._reusable) {
  75376. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  75377. }
  75378. return target;
  75379. };
  75380. Object.defineProperty(PostProcess.prototype, "isSupported", {
  75381. /**
  75382. * If the post process is supported.
  75383. */
  75384. get: function () {
  75385. return this._effect.isSupported;
  75386. },
  75387. enumerable: true,
  75388. configurable: true
  75389. });
  75390. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  75391. /**
  75392. * The aspect ratio of the output texture.
  75393. */
  75394. get: function () {
  75395. if (this._shareOutputWithPostProcess) {
  75396. return this._shareOutputWithPostProcess.aspectRatio;
  75397. }
  75398. if (this._forcedOutputTexture) {
  75399. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  75400. }
  75401. return this.width / this.height;
  75402. },
  75403. enumerable: true,
  75404. configurable: true
  75405. });
  75406. /**
  75407. * Get a value indicating if the post-process is ready to be used
  75408. * @returns true if the post-process is ready (shader is compiled)
  75409. */
  75410. PostProcess.prototype.isReady = function () {
  75411. return this._effect && this._effect.isReady();
  75412. };
  75413. /**
  75414. * Binds all textures and uniforms to the shader, this will be run on every pass.
  75415. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  75416. */
  75417. PostProcess.prototype.apply = function () {
  75418. // Check
  75419. if (!this._effect || !this._effect.isReady()) {
  75420. return null;
  75421. }
  75422. // States
  75423. this._engine.enableEffect(this._effect);
  75424. this._engine.setState(false);
  75425. this._engine.setDepthBuffer(false);
  75426. this._engine.setDepthWrite(false);
  75427. // Alpha
  75428. this._engine.setAlphaMode(this.alphaMode);
  75429. if (this.alphaConstants) {
  75430. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  75431. }
  75432. // Bind the output texture of the preivous post process as the input to this post process.
  75433. var source;
  75434. if (this._shareOutputWithPostProcess) {
  75435. source = this._shareOutputWithPostProcess.inputTexture;
  75436. }
  75437. else if (this._forcedOutputTexture) {
  75438. source = this._forcedOutputTexture;
  75439. }
  75440. else {
  75441. source = this.inputTexture;
  75442. }
  75443. this._effect._bindTexture("textureSampler", source);
  75444. // Parameters
  75445. this._effect.setVector2("scale", this._scaleRatio);
  75446. this.onApplyObservable.notifyObservers(this._effect);
  75447. return this._effect;
  75448. };
  75449. PostProcess.prototype._disposeTextures = function () {
  75450. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  75451. return;
  75452. }
  75453. if (this._textures.length > 0) {
  75454. for (var i = 0; i < this._textures.length; i++) {
  75455. this._engine._releaseTexture(this._textures.data[i]);
  75456. }
  75457. }
  75458. this._textures.dispose();
  75459. };
  75460. /**
  75461. * Disposes the post process.
  75462. * @param camera The camera to dispose the post process on.
  75463. */
  75464. PostProcess.prototype.dispose = function (camera) {
  75465. camera = camera || this._camera;
  75466. this._disposeTextures();
  75467. if (this._scene) {
  75468. var index_1 = this._scene.postProcesses.indexOf(this);
  75469. if (index_1 !== -1) {
  75470. this._scene.postProcesses.splice(index_1, 1);
  75471. }
  75472. }
  75473. else {
  75474. var index_2 = this._engine.postProcesses.indexOf(this);
  75475. if (index_2 !== -1) {
  75476. this._engine.postProcesses.splice(index_2, 1);
  75477. }
  75478. }
  75479. if (!camera) {
  75480. return;
  75481. }
  75482. camera.detachPostProcess(this);
  75483. var index = camera._postProcesses.indexOf(this);
  75484. if (index === 0 && camera._postProcesses.length > 0) {
  75485. var firstPostProcess = this._camera._getFirstPostProcess();
  75486. if (firstPostProcess) {
  75487. firstPostProcess.markTextureDirty();
  75488. }
  75489. }
  75490. this.onActivateObservable.clear();
  75491. this.onAfterRenderObservable.clear();
  75492. this.onApplyObservable.clear();
  75493. this.onBeforeRenderObservable.clear();
  75494. this.onSizeChangedObservable.clear();
  75495. };
  75496. return PostProcess;
  75497. }());
  75498. BABYLON.PostProcess = PostProcess;
  75499. })(BABYLON || (BABYLON = {}));
  75500. //# sourceMappingURL=babylon.postProcess.js.map
  75501. var BABYLON;
  75502. (function (BABYLON) {
  75503. /**
  75504. * PassPostProcess which produces an output the same as it's input
  75505. */
  75506. var PassPostProcess = /** @class */ (function (_super) {
  75507. __extends(PassPostProcess, _super);
  75508. /**
  75509. * Creates the PassPostProcess
  75510. * @param name The name of the effect.
  75511. * @param options The required width/height ratio to downsize to before computing the render pass.
  75512. * @param camera The camera to apply the render pass to.
  75513. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75514. * @param engine The engine which the post process will be applied. (default: current engine)
  75515. * @param reusable If the post process can be reused on the same frame. (default: false)
  75516. * @param textureType The type of texture to be used when performing the post processing.
  75517. * @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)
  75518. */
  75519. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  75520. if (camera === void 0) { camera = null; }
  75521. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75522. if (blockCompilation === void 0) { blockCompilation = false; }
  75523. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  75524. }
  75525. return PassPostProcess;
  75526. }(BABYLON.PostProcess));
  75527. BABYLON.PassPostProcess = PassPostProcess;
  75528. })(BABYLON || (BABYLON = {}));
  75529. //# sourceMappingURL=babylon.passPostProcess.js.map
  75530. var __assign = (this && this.__assign) || function () {
  75531. __assign = Object.assign || function(t) {
  75532. for (var s, i = 1, n = arguments.length; i < n; i++) {
  75533. s = arguments[i];
  75534. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  75535. t[p] = s[p];
  75536. }
  75537. return t;
  75538. };
  75539. return __assign.apply(this, arguments);
  75540. };
  75541. var BABYLON;
  75542. (function (BABYLON) {
  75543. /**
  75544. * Default implementation IShadowGenerator.
  75545. * This is the main object responsible of generating shadows in the framework.
  75546. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  75547. */
  75548. var ShadowGenerator = /** @class */ (function () {
  75549. /**
  75550. * Creates a ShadowGenerator object.
  75551. * A ShadowGenerator is the required tool to use the shadows.
  75552. * Each light casting shadows needs to use its own ShadowGenerator.
  75553. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  75554. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75555. * @param light The light object generating the shadows.
  75556. * @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.
  75557. */
  75558. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  75559. this._bias = 0.00005;
  75560. this._normalBias = 0;
  75561. this._blurBoxOffset = 1;
  75562. this._blurScale = 2;
  75563. this._blurKernel = 1;
  75564. this._useKernelBlur = false;
  75565. this._filter = ShadowGenerator.FILTER_NONE;
  75566. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  75567. this._contactHardeningLightSizeUVRatio = 0.1;
  75568. this._darkness = 0;
  75569. this._transparencyShadow = false;
  75570. /**
  75571. * Controls the extent to which the shadows fade out at the edge of the frustum
  75572. * Used only by directionals and spots
  75573. */
  75574. this.frustumEdgeFalloff = 0;
  75575. /**
  75576. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75577. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75578. * It might on the other hand introduce peter panning.
  75579. */
  75580. this.forceBackFacesOnly = false;
  75581. this._lightDirection = BABYLON.Vector3.Zero();
  75582. this._viewMatrix = BABYLON.Matrix.Zero();
  75583. this._projectionMatrix = BABYLON.Matrix.Zero();
  75584. this._transformMatrix = BABYLON.Matrix.Zero();
  75585. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75586. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75587. this._currentFaceIndex = 0;
  75588. this._currentFaceIndexCache = 0;
  75589. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  75590. this._mapSize = mapSize;
  75591. this._light = light;
  75592. this._scene = light.getScene();
  75593. light._shadowGenerator = this;
  75594. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  75595. if (!component) {
  75596. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  75597. this._scene._addComponent(component);
  75598. }
  75599. // Texture type fallback from float to int if not supported.
  75600. var caps = this._scene.getEngine().getCaps();
  75601. if (!useFullFloatFirst) {
  75602. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75603. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75604. }
  75605. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75606. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75607. }
  75608. else {
  75609. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75610. }
  75611. }
  75612. else {
  75613. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75614. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75615. }
  75616. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75617. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75618. }
  75619. else {
  75620. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75621. }
  75622. }
  75623. this._initializeGenerator();
  75624. this._applyFilterValues();
  75625. }
  75626. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  75627. /**
  75628. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  75629. */
  75630. get: function () {
  75631. return this._bias;
  75632. },
  75633. /**
  75634. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  75635. */
  75636. set: function (bias) {
  75637. this._bias = bias;
  75638. },
  75639. enumerable: true,
  75640. configurable: true
  75641. });
  75642. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  75643. /**
  75644. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75645. */
  75646. get: function () {
  75647. return this._normalBias;
  75648. },
  75649. /**
  75650. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75651. */
  75652. set: function (normalBias) {
  75653. this._normalBias = normalBias;
  75654. },
  75655. enumerable: true,
  75656. configurable: true
  75657. });
  75658. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  75659. /**
  75660. * Gets the blur box offset: offset applied during the blur pass.
  75661. * Only usefull if useKernelBlur = false
  75662. */
  75663. get: function () {
  75664. return this._blurBoxOffset;
  75665. },
  75666. /**
  75667. * Sets the blur box offset: offset applied during the blur pass.
  75668. * Only usefull if useKernelBlur = false
  75669. */
  75670. set: function (value) {
  75671. if (this._blurBoxOffset === value) {
  75672. return;
  75673. }
  75674. this._blurBoxOffset = value;
  75675. this._disposeBlurPostProcesses();
  75676. },
  75677. enumerable: true,
  75678. configurable: true
  75679. });
  75680. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  75681. /**
  75682. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  75683. * 2 means half of the size.
  75684. */
  75685. get: function () {
  75686. return this._blurScale;
  75687. },
  75688. /**
  75689. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  75690. * 2 means half of the size.
  75691. */
  75692. set: function (value) {
  75693. if (this._blurScale === value) {
  75694. return;
  75695. }
  75696. this._blurScale = value;
  75697. this._disposeBlurPostProcesses();
  75698. },
  75699. enumerable: true,
  75700. configurable: true
  75701. });
  75702. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  75703. /**
  75704. * Gets the blur kernel: kernel size of the blur pass.
  75705. * Only usefull if useKernelBlur = true
  75706. */
  75707. get: function () {
  75708. return this._blurKernel;
  75709. },
  75710. /**
  75711. * Sets the blur kernel: kernel size of the blur pass.
  75712. * Only usefull if useKernelBlur = true
  75713. */
  75714. set: function (value) {
  75715. if (this._blurKernel === value) {
  75716. return;
  75717. }
  75718. this._blurKernel = value;
  75719. this._disposeBlurPostProcesses();
  75720. },
  75721. enumerable: true,
  75722. configurable: true
  75723. });
  75724. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  75725. /**
  75726. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  75727. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75728. */
  75729. get: function () {
  75730. return this._useKernelBlur;
  75731. },
  75732. /**
  75733. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  75734. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75735. */
  75736. set: function (value) {
  75737. if (this._useKernelBlur === value) {
  75738. return;
  75739. }
  75740. this._useKernelBlur = value;
  75741. this._disposeBlurPostProcesses();
  75742. },
  75743. enumerable: true,
  75744. configurable: true
  75745. });
  75746. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  75747. /**
  75748. * Gets the depth scale used in ESM mode.
  75749. */
  75750. get: function () {
  75751. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  75752. },
  75753. /**
  75754. * Sets the depth scale used in ESM mode.
  75755. * This can override the scale stored on the light.
  75756. */
  75757. set: function (value) {
  75758. this._depthScale = value;
  75759. },
  75760. enumerable: true,
  75761. configurable: true
  75762. });
  75763. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  75764. /**
  75765. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  75766. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75767. */
  75768. get: function () {
  75769. return this._filter;
  75770. },
  75771. /**
  75772. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  75773. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75774. */
  75775. set: function (value) {
  75776. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  75777. if (this._light.needCube()) {
  75778. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  75779. this.useExponentialShadowMap = true;
  75780. return;
  75781. }
  75782. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  75783. this.useCloseExponentialShadowMap = true;
  75784. return;
  75785. }
  75786. // PCF on cubemap would also be expensive
  75787. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  75788. this.usePoissonSampling = true;
  75789. return;
  75790. }
  75791. }
  75792. // Weblg1 fallback for PCF.
  75793. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  75794. if (this._scene.getEngine().webGLVersion === 1) {
  75795. this.usePoissonSampling = true;
  75796. return;
  75797. }
  75798. }
  75799. if (this._filter === value) {
  75800. return;
  75801. }
  75802. this._filter = value;
  75803. this._disposeBlurPostProcesses();
  75804. this._applyFilterValues();
  75805. this._light._markMeshesAsLightDirty();
  75806. },
  75807. enumerable: true,
  75808. configurable: true
  75809. });
  75810. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  75811. /**
  75812. * Gets if the current filter is set to Poisson Sampling.
  75813. */
  75814. get: function () {
  75815. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  75816. },
  75817. /**
  75818. * Sets the current filter to Poisson Sampling.
  75819. */
  75820. set: function (value) {
  75821. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  75822. return;
  75823. }
  75824. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  75825. },
  75826. enumerable: true,
  75827. configurable: true
  75828. });
  75829. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  75830. /**
  75831. * Gets if the current filter is set to VSM.
  75832. * DEPRECATED. Should use useExponentialShadowMap instead.
  75833. */
  75834. get: function () {
  75835. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  75836. return this.useExponentialShadowMap;
  75837. },
  75838. /**
  75839. * Sets the current filter is to VSM.
  75840. * DEPRECATED. Should use useExponentialShadowMap instead.
  75841. */
  75842. set: function (value) {
  75843. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  75844. this.useExponentialShadowMap = value;
  75845. },
  75846. enumerable: true,
  75847. configurable: true
  75848. });
  75849. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  75850. /**
  75851. * Gets if the current filter is set to blurred VSM.
  75852. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  75853. */
  75854. get: function () {
  75855. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  75856. return this.useBlurExponentialShadowMap;
  75857. },
  75858. /**
  75859. * Sets the current filter is to blurred VSM.
  75860. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  75861. */
  75862. set: function (value) {
  75863. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  75864. this.useBlurExponentialShadowMap = value;
  75865. },
  75866. enumerable: true,
  75867. configurable: true
  75868. });
  75869. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  75870. /**
  75871. * Gets if the current filter is set to ESM.
  75872. */
  75873. get: function () {
  75874. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  75875. },
  75876. /**
  75877. * Sets the current filter is to ESM.
  75878. */
  75879. set: function (value) {
  75880. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  75881. return;
  75882. }
  75883. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75884. },
  75885. enumerable: true,
  75886. configurable: true
  75887. });
  75888. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  75889. /**
  75890. * Gets if the current filter is set to filtered ESM.
  75891. */
  75892. get: function () {
  75893. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  75894. },
  75895. /**
  75896. * Gets if the current filter is set to filtered ESM.
  75897. */
  75898. set: function (value) {
  75899. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  75900. return;
  75901. }
  75902. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75903. },
  75904. enumerable: true,
  75905. configurable: true
  75906. });
  75907. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  75908. /**
  75909. * Gets if the current filter is set to "close ESM" (using the inverse of the
  75910. * exponential to prevent steep falloff artifacts).
  75911. */
  75912. get: function () {
  75913. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  75914. },
  75915. /**
  75916. * Sets the current filter to "close ESM" (using the inverse of the
  75917. * exponential to prevent steep falloff artifacts).
  75918. */
  75919. set: function (value) {
  75920. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  75921. return;
  75922. }
  75923. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75924. },
  75925. enumerable: true,
  75926. configurable: true
  75927. });
  75928. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  75929. /**
  75930. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  75931. * exponential to prevent steep falloff artifacts).
  75932. */
  75933. get: function () {
  75934. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  75935. },
  75936. /**
  75937. * Sets the current filter to filtered "close ESM" (using the inverse of the
  75938. * exponential to prevent steep falloff artifacts).
  75939. */
  75940. set: function (value) {
  75941. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  75942. return;
  75943. }
  75944. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75945. },
  75946. enumerable: true,
  75947. configurable: true
  75948. });
  75949. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  75950. /**
  75951. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  75952. */
  75953. get: function () {
  75954. return this.filter === ShadowGenerator.FILTER_PCF;
  75955. },
  75956. /**
  75957. * Sets the current filter to "PCF" (percentage closer filtering).
  75958. */
  75959. set: function (value) {
  75960. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  75961. return;
  75962. }
  75963. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  75964. },
  75965. enumerable: true,
  75966. configurable: true
  75967. });
  75968. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  75969. /**
  75970. * Gets the PCF or PCSS Quality.
  75971. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75972. */
  75973. get: function () {
  75974. return this._filteringQuality;
  75975. },
  75976. /**
  75977. * Sets the PCF or PCSS Quality.
  75978. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  75979. */
  75980. set: function (filteringQuality) {
  75981. this._filteringQuality = filteringQuality;
  75982. },
  75983. enumerable: true,
  75984. configurable: true
  75985. });
  75986. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  75987. /**
  75988. * Gets if the current filter is set to "PCSS" (contact hardening).
  75989. */
  75990. get: function () {
  75991. return this.filter === ShadowGenerator.FILTER_PCSS;
  75992. },
  75993. /**
  75994. * Sets the current filter to "PCSS" (contact hardening).
  75995. */
  75996. set: function (value) {
  75997. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  75998. return;
  75999. }
  76000. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76001. },
  76002. enumerable: true,
  76003. configurable: true
  76004. });
  76005. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76006. /**
  76007. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76008. * Using a ratio helps keeping shape stability independently of the map size.
  76009. *
  76010. * It does not account for the light projection as it was having too much
  76011. * instability during the light setup or during light position changes.
  76012. *
  76013. * Only valid if useContactHardeningShadow is true.
  76014. */
  76015. get: function () {
  76016. return this._contactHardeningLightSizeUVRatio;
  76017. },
  76018. /**
  76019. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76020. * Using a ratio helps keeping shape stability independently of the map size.
  76021. *
  76022. * It does not account for the light projection as it was having too much
  76023. * instability during the light setup or during light position changes.
  76024. *
  76025. * Only valid if useContactHardeningShadow is true.
  76026. */
  76027. set: function (contactHardeningLightSizeUVRatio) {
  76028. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76029. },
  76030. enumerable: true,
  76031. configurable: true
  76032. });
  76033. /**
  76034. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76035. * 0 means strongest and 1 would means no shadow.
  76036. * @returns the darkness.
  76037. */
  76038. ShadowGenerator.prototype.getDarkness = function () {
  76039. return this._darkness;
  76040. };
  76041. /**
  76042. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76043. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76044. * @returns the shadow generator allowing fluent coding.
  76045. */
  76046. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76047. if (darkness >= 1.0) {
  76048. this._darkness = 1.0;
  76049. }
  76050. else if (darkness <= 0.0) {
  76051. this._darkness = 0.0;
  76052. }
  76053. else {
  76054. this._darkness = darkness;
  76055. }
  76056. return this;
  76057. };
  76058. /**
  76059. * Sets the ability to have transparent shadow (boolean).
  76060. * @param transparent True if transparent else False
  76061. * @returns the shadow generator allowing fluent coding
  76062. */
  76063. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76064. this._transparencyShadow = transparent;
  76065. return this;
  76066. };
  76067. /**
  76068. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76069. * @returns The render target texture if present otherwise, null
  76070. */
  76071. ShadowGenerator.prototype.getShadowMap = function () {
  76072. return this._shadowMap;
  76073. };
  76074. /**
  76075. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76076. * @returns The render target texture if the shadow map is present otherwise, null
  76077. */
  76078. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76079. if (this._shadowMap2) {
  76080. return this._shadowMap2;
  76081. }
  76082. return this._shadowMap;
  76083. };
  76084. /**
  76085. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76086. * @param mesh Mesh to add
  76087. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76088. * @returns the Shadow Generator itself
  76089. */
  76090. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76091. if (includeDescendants === void 0) { includeDescendants = true; }
  76092. var _a;
  76093. if (!this._shadowMap) {
  76094. return this;
  76095. }
  76096. if (!this._shadowMap.renderList) {
  76097. this._shadowMap.renderList = [];
  76098. }
  76099. this._shadowMap.renderList.push(mesh);
  76100. if (includeDescendants) {
  76101. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76102. }
  76103. return this;
  76104. };
  76105. /**
  76106. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76107. * @param mesh Mesh to remove
  76108. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76109. * @returns the Shadow Generator itself
  76110. */
  76111. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76112. if (includeDescendants === void 0) { includeDescendants = true; }
  76113. if (!this._shadowMap || !this._shadowMap.renderList) {
  76114. return this;
  76115. }
  76116. var index = this._shadowMap.renderList.indexOf(mesh);
  76117. if (index !== -1) {
  76118. this._shadowMap.renderList.splice(index, 1);
  76119. }
  76120. if (includeDescendants) {
  76121. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76122. var child = _a[_i];
  76123. this.removeShadowCaster(child);
  76124. }
  76125. }
  76126. return this;
  76127. };
  76128. /**
  76129. * Returns the associated light object.
  76130. * @returns the light generating the shadow
  76131. */
  76132. ShadowGenerator.prototype.getLight = function () {
  76133. return this._light;
  76134. };
  76135. ShadowGenerator.prototype._initializeGenerator = function () {
  76136. this._light._markMeshesAsLightDirty();
  76137. this._initializeShadowMap();
  76138. };
  76139. ShadowGenerator.prototype._initializeShadowMap = function () {
  76140. var _this = this;
  76141. // Render target
  76142. var engine = this._scene.getEngine();
  76143. if (engine.webGLVersion > 1) {
  76144. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76145. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76146. }
  76147. else {
  76148. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76149. }
  76150. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76151. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76152. this._shadowMap.anisotropicFilteringLevel = 1;
  76153. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76154. this._shadowMap.renderParticles = false;
  76155. this._shadowMap.ignoreCameraViewport = true;
  76156. // Record Face Index before render.
  76157. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76158. _this._currentFaceIndex = faceIndex;
  76159. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76160. engine.setColorWrite(false);
  76161. }
  76162. });
  76163. // Custom render function.
  76164. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76165. // Blur if required afer render.
  76166. this._shadowMap.onAfterUnbindObservable.add(function () {
  76167. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76168. engine.setColorWrite(true);
  76169. }
  76170. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76171. return;
  76172. }
  76173. var shadowMap = _this.getShadowMapForRendering();
  76174. if (shadowMap) {
  76175. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76176. }
  76177. });
  76178. // Clear according to the chosen filter.
  76179. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76180. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76181. this._shadowMap.onClearObservable.add(function (engine) {
  76182. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76183. engine.clear(clearOne, false, true, false);
  76184. }
  76185. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76186. engine.clear(clearZero, true, true, false);
  76187. }
  76188. else {
  76189. engine.clear(clearOne, true, true, false);
  76190. }
  76191. });
  76192. };
  76193. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76194. var _this = this;
  76195. var engine = this._scene.getEngine();
  76196. var targetSize = this._mapSize / this.blurScale;
  76197. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76198. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76199. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76200. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76201. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76202. }
  76203. if (this.useKernelBlur) {
  76204. 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);
  76205. this._kernelBlurXPostprocess.width = targetSize;
  76206. this._kernelBlurXPostprocess.height = targetSize;
  76207. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76208. effect.setTexture("textureSampler", _this._shadowMap);
  76209. });
  76210. 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);
  76211. this._kernelBlurXPostprocess.autoClear = false;
  76212. this._kernelBlurYPostprocess.autoClear = false;
  76213. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76214. this._kernelBlurXPostprocess.packedFloat = true;
  76215. this._kernelBlurYPostprocess.packedFloat = true;
  76216. }
  76217. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76218. }
  76219. else {
  76220. 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);
  76221. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76222. effect.setFloat2("screenSize", targetSize, targetSize);
  76223. effect.setTexture("textureSampler", _this._shadowMap);
  76224. });
  76225. this._boxBlurPostprocess.autoClear = false;
  76226. this._blurPostProcesses = [this._boxBlurPostprocess];
  76227. }
  76228. };
  76229. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76230. var index;
  76231. var engine = this._scene.getEngine();
  76232. if (depthOnlySubMeshes.length) {
  76233. engine.setColorWrite(false);
  76234. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76235. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76236. }
  76237. engine.setColorWrite(true);
  76238. }
  76239. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76240. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76241. }
  76242. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76243. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76244. }
  76245. if (this._transparencyShadow) {
  76246. for (index = 0; index < transparentSubMeshes.length; index++) {
  76247. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76248. }
  76249. }
  76250. };
  76251. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76252. var _this = this;
  76253. var mesh = subMesh.getRenderingMesh();
  76254. var scene = this._scene;
  76255. var engine = scene.getEngine();
  76256. var material = subMesh.getMaterial();
  76257. if (!material) {
  76258. return;
  76259. }
  76260. // Culling
  76261. engine.setState(material.backFaceCulling);
  76262. // Managing instances
  76263. var batch = mesh._getInstancesRenderList(subMesh._id);
  76264. if (batch.mustReturn) {
  76265. return;
  76266. }
  76267. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76268. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76269. engine.enableEffect(this._effect);
  76270. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76271. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76272. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76273. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76274. this._effect.setVector3("lightData", this._cachedDirection);
  76275. }
  76276. else {
  76277. this._effect.setVector3("lightData", this._cachedPosition);
  76278. }
  76279. if (scene.activeCamera) {
  76280. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76281. }
  76282. // Alpha test
  76283. if (material && material.needAlphaTesting()) {
  76284. var alphaTexture = material.getAlphaTestTexture();
  76285. if (alphaTexture) {
  76286. this._effect.setTexture("diffuseSampler", alphaTexture);
  76287. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76288. }
  76289. }
  76290. // Bones
  76291. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76292. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices((mesh)));
  76293. }
  76294. // Morph targets
  76295. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  76296. if (this.forceBackFacesOnly) {
  76297. engine.setState(true, 0, false, true);
  76298. }
  76299. // Draw
  76300. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76301. if (this.forceBackFacesOnly) {
  76302. engine.setState(true, 0, false, false);
  76303. }
  76304. }
  76305. else {
  76306. // Need to reset refresh rate of the shadowMap
  76307. if (this._shadowMap) {
  76308. this._shadowMap.resetRefreshCounter();
  76309. }
  76310. }
  76311. };
  76312. ShadowGenerator.prototype._applyFilterValues = function () {
  76313. if (!this._shadowMap) {
  76314. return;
  76315. }
  76316. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  76317. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  76318. }
  76319. else {
  76320. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76321. }
  76322. };
  76323. /**
  76324. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76325. * @param onCompiled Callback triggered at the and of the effects compilation
  76326. * @param options Sets of optional options forcing the compilation with different modes
  76327. */
  76328. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  76329. var _this = this;
  76330. var localOptions = __assign({ useInstances: false }, options);
  76331. var shadowMap = this.getShadowMap();
  76332. if (!shadowMap) {
  76333. if (onCompiled) {
  76334. onCompiled(this);
  76335. }
  76336. return;
  76337. }
  76338. var renderList = shadowMap.renderList;
  76339. if (!renderList) {
  76340. if (onCompiled) {
  76341. onCompiled(this);
  76342. }
  76343. return;
  76344. }
  76345. var subMeshes = new Array();
  76346. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  76347. var mesh = renderList_1[_i];
  76348. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  76349. }
  76350. if (subMeshes.length === 0) {
  76351. if (onCompiled) {
  76352. onCompiled(this);
  76353. }
  76354. return;
  76355. }
  76356. var currentIndex = 0;
  76357. var checkReady = function () {
  76358. if (!_this._scene || !_this._scene.getEngine()) {
  76359. return;
  76360. }
  76361. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  76362. currentIndex++;
  76363. if (currentIndex >= subMeshes.length) {
  76364. if (onCompiled) {
  76365. onCompiled(_this);
  76366. }
  76367. return;
  76368. }
  76369. }
  76370. setTimeout(checkReady, 16);
  76371. };
  76372. checkReady();
  76373. };
  76374. /**
  76375. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76376. * @param options Sets of optional options forcing the compilation with different modes
  76377. * @returns A promise that resolves when the compilation completes
  76378. */
  76379. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  76380. var _this = this;
  76381. return new Promise(function (resolve) {
  76382. _this.forceCompilation(function () {
  76383. resolve();
  76384. }, options);
  76385. });
  76386. };
  76387. /**
  76388. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76389. * @param subMesh The submesh we want to render in the shadow map
  76390. * @param useInstances Defines wether will draw in the map using instances
  76391. * @returns true if ready otherwise, false
  76392. */
  76393. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  76394. var defines = [];
  76395. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76396. defines.push("#define FLOAT");
  76397. }
  76398. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76399. defines.push("#define ESM");
  76400. }
  76401. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  76402. defines.push("#define DEPTHTEXTURE");
  76403. }
  76404. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76405. var mesh = subMesh.getMesh();
  76406. var material = subMesh.getMaterial();
  76407. // Normal bias.
  76408. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  76409. attribs.push(BABYLON.VertexBuffer.NormalKind);
  76410. defines.push("#define NORMAL");
  76411. if (mesh.nonUniformScaling) {
  76412. defines.push("#define NONUNIFORMSCALING");
  76413. }
  76414. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76415. defines.push("#define DIRECTIONINLIGHTDATA");
  76416. }
  76417. }
  76418. // Alpha test
  76419. if (material && material.needAlphaTesting()) {
  76420. var alphaTexture = material.getAlphaTestTexture();
  76421. if (alphaTexture) {
  76422. defines.push("#define ALPHATEST");
  76423. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76424. attribs.push(BABYLON.VertexBuffer.UVKind);
  76425. defines.push("#define UV1");
  76426. }
  76427. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76428. if (alphaTexture.coordinatesIndex === 1) {
  76429. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76430. defines.push("#define UV2");
  76431. }
  76432. }
  76433. }
  76434. }
  76435. // Bones
  76436. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76437. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76438. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76439. if (mesh.numBoneInfluencers > 4) {
  76440. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76441. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76442. }
  76443. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76444. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  76445. }
  76446. else {
  76447. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76448. }
  76449. // Morph targets
  76450. var manager = mesh.morphTargetManager;
  76451. var morphInfluencers = 0;
  76452. if (manager) {
  76453. if (manager.numInfluencers > 0) {
  76454. defines.push("#define MORPHTARGETS");
  76455. morphInfluencers = manager.numInfluencers;
  76456. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  76457. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  76458. }
  76459. }
  76460. // Instances
  76461. if (useInstances) {
  76462. defines.push("#define INSTANCES");
  76463. attribs.push("world0");
  76464. attribs.push("world1");
  76465. attribs.push("world2");
  76466. attribs.push("world3");
  76467. }
  76468. // Get correct effect
  76469. var join = defines.join("\n");
  76470. if (this._cachedDefines !== join) {
  76471. this._cachedDefines = join;
  76472. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  76473. }
  76474. if (!this._effect.isReady()) {
  76475. return false;
  76476. }
  76477. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76478. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  76479. this._initializeBlurRTTAndPostProcesses();
  76480. }
  76481. }
  76482. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  76483. return false;
  76484. }
  76485. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  76486. return false;
  76487. }
  76488. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  76489. return false;
  76490. }
  76491. return true;
  76492. };
  76493. /**
  76494. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76495. * @param defines Defines of the material we want to update
  76496. * @param lightIndex Index of the light in the enabled light list of the material
  76497. */
  76498. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  76499. var scene = this._scene;
  76500. var light = this._light;
  76501. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76502. return;
  76503. }
  76504. defines["SHADOW" + lightIndex] = true;
  76505. if (this.useContactHardeningShadow) {
  76506. defines["SHADOWPCSS" + lightIndex] = true;
  76507. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76508. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76509. }
  76510. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76511. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76512. }
  76513. // else default to high.
  76514. }
  76515. if (this.usePercentageCloserFiltering) {
  76516. defines["SHADOWPCF" + lightIndex] = true;
  76517. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76518. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76519. }
  76520. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76521. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76522. }
  76523. // else default to high.
  76524. }
  76525. else if (this.usePoissonSampling) {
  76526. defines["SHADOWPOISSON" + lightIndex] = true;
  76527. }
  76528. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76529. defines["SHADOWESM" + lightIndex] = true;
  76530. }
  76531. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76532. defines["SHADOWCLOSEESM" + lightIndex] = true;
  76533. }
  76534. if (light.needCube()) {
  76535. defines["SHADOWCUBE" + lightIndex] = true;
  76536. }
  76537. };
  76538. /**
  76539. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76540. * defined in the generator but impacting the effect).
  76541. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76542. * @param effect The effect we are binfing the information for
  76543. */
  76544. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  76545. var light = this._light;
  76546. var scene = this._scene;
  76547. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76548. return;
  76549. }
  76550. var camera = scene.activeCamera;
  76551. if (!camera) {
  76552. return;
  76553. }
  76554. var shadowMap = this.getShadowMap();
  76555. if (!shadowMap) {
  76556. return;
  76557. }
  76558. if (!light.needCube()) {
  76559. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  76560. }
  76561. // Only PCF uses depth stencil texture.
  76562. if (this._filter === ShadowGenerator.FILTER_PCF) {
  76563. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76564. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76565. }
  76566. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  76567. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76568. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  76569. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76570. }
  76571. else {
  76572. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76573. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  76574. }
  76575. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  76576. };
  76577. /**
  76578. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76579. * (eq to shadow prjection matrix * light transform matrix)
  76580. * @returns The transform matrix used to create the shadow map
  76581. */
  76582. ShadowGenerator.prototype.getTransformMatrix = function () {
  76583. var scene = this._scene;
  76584. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  76585. return this._transformMatrix;
  76586. }
  76587. this._currentRenderID = scene.getRenderId();
  76588. this._currentFaceIndexCache = this._currentFaceIndex;
  76589. var lightPosition = this._light.position;
  76590. if (this._light.computeTransformedInformation()) {
  76591. lightPosition = this._light.transformedPosition;
  76592. }
  76593. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  76594. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  76595. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  76596. }
  76597. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  76598. this._cachedPosition.copyFrom(lightPosition);
  76599. this._cachedDirection.copyFrom(this._lightDirection);
  76600. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  76601. var shadowMap = this.getShadowMap();
  76602. if (shadowMap) {
  76603. var renderList = shadowMap.renderList;
  76604. if (renderList) {
  76605. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  76606. }
  76607. }
  76608. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  76609. }
  76610. return this._transformMatrix;
  76611. };
  76612. /**
  76613. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76614. * Cube and 2D textures for instance.
  76615. */
  76616. ShadowGenerator.prototype.recreateShadowMap = function () {
  76617. var shadowMap = this._shadowMap;
  76618. if (!shadowMap) {
  76619. return;
  76620. }
  76621. // Track render list.
  76622. var renderList = shadowMap.renderList;
  76623. // Clean up existing data.
  76624. this._disposeRTTandPostProcesses();
  76625. // Reinitializes.
  76626. this._initializeGenerator();
  76627. // Reaffect the filter to ensure a correct fallback if necessary.
  76628. this.filter = this.filter;
  76629. // Reaffect the filter.
  76630. this._applyFilterValues();
  76631. // Reaffect Render List.
  76632. this._shadowMap.renderList = renderList;
  76633. };
  76634. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  76635. if (this._shadowMap2) {
  76636. this._shadowMap2.dispose();
  76637. this._shadowMap2 = null;
  76638. }
  76639. if (this._boxBlurPostprocess) {
  76640. this._boxBlurPostprocess.dispose();
  76641. this._boxBlurPostprocess = null;
  76642. }
  76643. if (this._kernelBlurXPostprocess) {
  76644. this._kernelBlurXPostprocess.dispose();
  76645. this._kernelBlurXPostprocess = null;
  76646. }
  76647. if (this._kernelBlurYPostprocess) {
  76648. this._kernelBlurYPostprocess.dispose();
  76649. this._kernelBlurYPostprocess = null;
  76650. }
  76651. this._blurPostProcesses = [];
  76652. };
  76653. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  76654. if (this._shadowMap) {
  76655. this._shadowMap.dispose();
  76656. this._shadowMap = null;
  76657. }
  76658. this._disposeBlurPostProcesses();
  76659. };
  76660. /**
  76661. * Disposes the ShadowGenerator.
  76662. * Returns nothing.
  76663. */
  76664. ShadowGenerator.prototype.dispose = function () {
  76665. this._disposeRTTandPostProcesses();
  76666. if (this._light) {
  76667. this._light._shadowGenerator = null;
  76668. this._light._markMeshesAsLightDirty();
  76669. }
  76670. };
  76671. /**
  76672. * Serializes the shadow generator setup to a json object.
  76673. * @returns The serialized JSON object
  76674. */
  76675. ShadowGenerator.prototype.serialize = function () {
  76676. var serializationObject = {};
  76677. var shadowMap = this.getShadowMap();
  76678. if (!shadowMap) {
  76679. return serializationObject;
  76680. }
  76681. serializationObject.lightId = this._light.id;
  76682. serializationObject.mapSize = shadowMap.getRenderSize();
  76683. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  76684. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  76685. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76686. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76687. serializationObject.usePoissonSampling = this.usePoissonSampling;
  76688. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  76689. serializationObject.depthScale = this.depthScale;
  76690. serializationObject.darkness = this.getDarkness();
  76691. serializationObject.blurBoxOffset = this.blurBoxOffset;
  76692. serializationObject.blurKernel = this.blurKernel;
  76693. serializationObject.blurScale = this.blurScale;
  76694. serializationObject.useKernelBlur = this.useKernelBlur;
  76695. serializationObject.transparencyShadow = this._transparencyShadow;
  76696. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  76697. serializationObject.bias = this.bias;
  76698. serializationObject.normalBias = this.normalBias;
  76699. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  76700. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  76701. serializationObject.filteringQuality = this.filteringQuality;
  76702. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  76703. serializationObject.renderList = [];
  76704. if (shadowMap.renderList) {
  76705. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  76706. var mesh = shadowMap.renderList[meshIndex];
  76707. serializationObject.renderList.push(mesh.id);
  76708. }
  76709. }
  76710. return serializationObject;
  76711. };
  76712. /**
  76713. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  76714. * @param parsedShadowGenerator The JSON object to parse
  76715. * @param scene The scene to create the shadow map for
  76716. * @returns The parsed shadow generator
  76717. */
  76718. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  76719. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  76720. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  76721. var shadowMap = shadowGenerator.getShadowMap();
  76722. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  76723. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  76724. meshes.forEach(function (mesh) {
  76725. if (!shadowMap) {
  76726. return;
  76727. }
  76728. if (!shadowMap.renderList) {
  76729. shadowMap.renderList = [];
  76730. }
  76731. shadowMap.renderList.push(mesh);
  76732. });
  76733. }
  76734. if (parsedShadowGenerator.usePoissonSampling) {
  76735. shadowGenerator.usePoissonSampling = true;
  76736. }
  76737. else if (parsedShadowGenerator.useExponentialShadowMap) {
  76738. shadowGenerator.useExponentialShadowMap = true;
  76739. }
  76740. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  76741. shadowGenerator.useBlurExponentialShadowMap = true;
  76742. }
  76743. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  76744. shadowGenerator.useCloseExponentialShadowMap = true;
  76745. }
  76746. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  76747. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  76748. }
  76749. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  76750. shadowGenerator.usePercentageCloserFiltering = true;
  76751. }
  76752. else if (parsedShadowGenerator.useContactHardeningShadow) {
  76753. shadowGenerator.useContactHardeningShadow = true;
  76754. }
  76755. if (parsedShadowGenerator.filteringQuality) {
  76756. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  76757. }
  76758. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  76759. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  76760. }
  76761. // Backward compat
  76762. else if (parsedShadowGenerator.useVarianceShadowMap) {
  76763. shadowGenerator.useExponentialShadowMap = true;
  76764. }
  76765. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  76766. shadowGenerator.useBlurExponentialShadowMap = true;
  76767. }
  76768. if (parsedShadowGenerator.depthScale) {
  76769. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  76770. }
  76771. if (parsedShadowGenerator.blurScale) {
  76772. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  76773. }
  76774. if (parsedShadowGenerator.blurBoxOffset) {
  76775. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  76776. }
  76777. if (parsedShadowGenerator.useKernelBlur) {
  76778. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  76779. }
  76780. if (parsedShadowGenerator.blurKernel) {
  76781. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  76782. }
  76783. if (parsedShadowGenerator.bias !== undefined) {
  76784. shadowGenerator.bias = parsedShadowGenerator.bias;
  76785. }
  76786. if (parsedShadowGenerator.normalBias !== undefined) {
  76787. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  76788. }
  76789. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  76790. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  76791. }
  76792. if (parsedShadowGenerator.darkness) {
  76793. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  76794. }
  76795. if (parsedShadowGenerator.transparencyShadow) {
  76796. shadowGenerator.setTransparencyShadow(true);
  76797. }
  76798. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  76799. return shadowGenerator;
  76800. };
  76801. /**
  76802. * Shadow generator mode None: no filtering applied.
  76803. */
  76804. ShadowGenerator.FILTER_NONE = 0;
  76805. /**
  76806. * Shadow generator mode ESM: Exponential Shadow Mapping.
  76807. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76808. */
  76809. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  76810. /**
  76811. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  76812. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  76813. */
  76814. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  76815. /**
  76816. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  76817. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76818. */
  76819. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  76820. /**
  76821. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  76822. * edge artifacts on steep falloff.
  76823. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76824. */
  76825. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  76826. /**
  76827. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  76828. * edge artifacts on steep falloff.
  76829. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76830. */
  76831. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  76832. /**
  76833. * Shadow generator mode PCF: Percentage Closer Filtering
  76834. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76835. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  76836. */
  76837. ShadowGenerator.FILTER_PCF = 6;
  76838. /**
  76839. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  76840. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76841. * Contact Hardening
  76842. */
  76843. ShadowGenerator.FILTER_PCSS = 7;
  76844. /**
  76845. * Reserved for PCF and PCSS
  76846. * Highest Quality.
  76847. *
  76848. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  76849. *
  76850. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  76851. */
  76852. ShadowGenerator.QUALITY_HIGH = 0;
  76853. /**
  76854. * Reserved for PCF and PCSS
  76855. * Good tradeoff for quality/perf cross devices
  76856. *
  76857. * Execute PCF on a 3*3 kernel.
  76858. *
  76859. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  76860. */
  76861. ShadowGenerator.QUALITY_MEDIUM = 1;
  76862. /**
  76863. * Reserved for PCF and PCSS
  76864. * The lowest quality but the fastest.
  76865. *
  76866. * Execute PCF on a 1*1 kernel.
  76867. *
  76868. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  76869. */
  76870. ShadowGenerator.QUALITY_LOW = 2;
  76871. return ShadowGenerator;
  76872. }());
  76873. BABYLON.ShadowGenerator = ShadowGenerator;
  76874. })(BABYLON || (BABYLON = {}));
  76875. //# sourceMappingURL=babylon.shadowGenerator.js.map
  76876. var BABYLON;
  76877. (function (BABYLON) {
  76878. // Adds the parser to the scene parsers.
  76879. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  76880. // Shadows
  76881. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  76882. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  76883. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  76884. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  76885. // SG would be available on their associated lights
  76886. }
  76887. }
  76888. });
  76889. /**
  76890. * Defines the shadow generator component responsible to manage any shadow generators
  76891. * in a given scene.
  76892. */
  76893. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  76894. /**
  76895. * Creates a new instance of the component for the given scene
  76896. * @param scene Defines the scene to register the component in
  76897. */
  76898. function ShadowGeneratorSceneComponent(scene) {
  76899. /**
  76900. * The component name helpfull to identify the component in the list of scene components.
  76901. */
  76902. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  76903. this.scene = scene;
  76904. }
  76905. /**
  76906. * Registers the component in a given scene
  76907. */
  76908. ShadowGeneratorSceneComponent.prototype.register = function () {
  76909. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  76910. };
  76911. /**
  76912. * Rebuilds the elements related to this component in case of
  76913. * context lost for instance.
  76914. */
  76915. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  76916. // Nothing To Do Here.
  76917. };
  76918. /**
  76919. * Serializes the component data to the specified json object
  76920. * @param serializationObject The object to serialize to
  76921. */
  76922. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  76923. // Shadows
  76924. serializationObject.shadowGenerators = [];
  76925. var lights = this.scene.lights;
  76926. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  76927. var light = lights_1[_i];
  76928. var shadowGenerator = light.getShadowGenerator();
  76929. if (shadowGenerator) {
  76930. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  76931. }
  76932. }
  76933. };
  76934. /**
  76935. * Adds all the element from the container to the scene
  76936. * @param container the container holding the elements
  76937. */
  76938. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  76939. // Nothing To Do Here. (directly attached to a light)
  76940. };
  76941. /**
  76942. * Removes all the elements in the container from the scene
  76943. * @param container contains the elements to remove
  76944. */
  76945. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  76946. // Nothing To Do Here. (directly attached to a light)
  76947. };
  76948. /**
  76949. * Rebuilds the elements related to this component in case of
  76950. * context lost for instance.
  76951. */
  76952. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  76953. // Nothing To Do Here.
  76954. };
  76955. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  76956. // Shadows
  76957. var scene = this.scene;
  76958. if (this.scene.shadowsEnabled) {
  76959. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  76960. var light = scene.lights[lightIndex];
  76961. var shadowGenerator = light.getShadowGenerator();
  76962. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  76963. var shadowMap = (shadowGenerator.getShadowMap());
  76964. if (scene.textures.indexOf(shadowMap) !== -1) {
  76965. renderTargets.push(shadowMap);
  76966. }
  76967. }
  76968. }
  76969. }
  76970. };
  76971. return ShadowGeneratorSceneComponent;
  76972. }());
  76973. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  76974. })(BABYLON || (BABYLON = {}));
  76975. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  76976. var BABYLON;
  76977. (function (BABYLON) {
  76978. /**
  76979. * Class used for the default loading screen
  76980. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  76981. */
  76982. var DefaultLoadingScreen = /** @class */ (function () {
  76983. /**
  76984. * Creates a new default loading screen
  76985. * @param _renderingCanvas defines the canvas used to render the scene
  76986. * @param _loadingText defines the default text to display
  76987. * @param _loadingDivBackgroundColor defines the default background color
  76988. */
  76989. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  76990. if (_loadingText === void 0) { _loadingText = ""; }
  76991. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  76992. var _this = this;
  76993. this._renderingCanvas = _renderingCanvas;
  76994. this._loadingText = _loadingText;
  76995. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  76996. // Resize
  76997. this._resizeLoadingUI = function () {
  76998. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  76999. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77000. if (!_this._loadingDiv) {
  77001. return;
  77002. }
  77003. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77004. _this._loadingDiv.style.left = canvasRect.left + "px";
  77005. _this._loadingDiv.style.top = canvasRect.top + "px";
  77006. _this._loadingDiv.style.width = canvasRect.width + "px";
  77007. _this._loadingDiv.style.height = canvasRect.height + "px";
  77008. };
  77009. }
  77010. /**
  77011. * Function called to display the loading screen
  77012. */
  77013. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77014. if (this._loadingDiv) {
  77015. // Do not add a loading screen if there is already one
  77016. return;
  77017. }
  77018. this._loadingDiv = document.createElement("div");
  77019. this._loadingDiv.id = "babylonjsLoadingDiv";
  77020. this._loadingDiv.style.opacity = "0";
  77021. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77022. this._loadingDiv.style.pointerEvents = "none";
  77023. // Loading text
  77024. this._loadingTextDiv = document.createElement("div");
  77025. this._loadingTextDiv.style.position = "absolute";
  77026. this._loadingTextDiv.style.left = "0";
  77027. this._loadingTextDiv.style.top = "50%";
  77028. this._loadingTextDiv.style.marginTop = "80px";
  77029. this._loadingTextDiv.style.width = "100%";
  77030. this._loadingTextDiv.style.height = "20px";
  77031. this._loadingTextDiv.style.fontFamily = "Arial";
  77032. this._loadingTextDiv.style.fontSize = "14px";
  77033. this._loadingTextDiv.style.color = "white";
  77034. this._loadingTextDiv.style.textAlign = "center";
  77035. this._loadingTextDiv.innerHTML = "Loading";
  77036. this._loadingDiv.appendChild(this._loadingTextDiv);
  77037. //set the predefined text
  77038. this._loadingTextDiv.innerHTML = this._loadingText;
  77039. // Generating keyframes
  77040. var style = document.createElement('style');
  77041. style.type = 'text/css';
  77042. 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 }";
  77043. style.innerHTML = keyFrames;
  77044. document.getElementsByTagName('head')[0].appendChild(style);
  77045. // Loading img
  77046. var imgBack = new Image();
  77047. imgBack.src = "data:image/png;base64,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";
  77048. imgBack.style.position = "absolute";
  77049. imgBack.style.left = "50%";
  77050. imgBack.style.top = "50%";
  77051. imgBack.style.marginLeft = "-60px";
  77052. imgBack.style.marginTop = "-60px";
  77053. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77054. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77055. imgBack.style.transformOrigin = "50% 50%";
  77056. imgBack.style.webkitTransformOrigin = "50% 50%";
  77057. this._loadingDiv.appendChild(imgBack);
  77058. this._resizeLoadingUI();
  77059. window.addEventListener("resize", this._resizeLoadingUI);
  77060. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77061. document.body.appendChild(this._loadingDiv);
  77062. this._loadingDiv.style.opacity = "1";
  77063. };
  77064. /**
  77065. * Function called to hide the loading screen
  77066. */
  77067. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77068. var _this = this;
  77069. if (!this._loadingDiv) {
  77070. return;
  77071. }
  77072. var onTransitionEnd = function () {
  77073. if (!_this._loadingDiv) {
  77074. return;
  77075. }
  77076. document.body.removeChild(_this._loadingDiv);
  77077. window.removeEventListener("resize", _this._resizeLoadingUI);
  77078. _this._loadingDiv = null;
  77079. };
  77080. this._loadingDiv.style.opacity = "0";
  77081. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77082. };
  77083. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77084. get: function () {
  77085. return this._loadingText;
  77086. },
  77087. /**
  77088. * Gets or sets the text to display while loading
  77089. */
  77090. set: function (text) {
  77091. this._loadingText = text;
  77092. if (this._loadingTextDiv) {
  77093. this._loadingTextDiv.innerHTML = this._loadingText;
  77094. }
  77095. },
  77096. enumerable: true,
  77097. configurable: true
  77098. });
  77099. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77100. /**
  77101. * Gets or sets the color to use for the background
  77102. */
  77103. get: function () {
  77104. return this._loadingDivBackgroundColor;
  77105. },
  77106. set: function (color) {
  77107. this._loadingDivBackgroundColor = color;
  77108. if (!this._loadingDiv) {
  77109. return;
  77110. }
  77111. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77112. },
  77113. enumerable: true,
  77114. configurable: true
  77115. });
  77116. return DefaultLoadingScreen;
  77117. }());
  77118. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77119. })(BABYLON || (BABYLON = {}));
  77120. //# sourceMappingURL=babylon.loadingScreen.js.map
  77121. var BABYLON;
  77122. (function (BABYLON) {
  77123. /**
  77124. * Class used to represent data loading progression
  77125. */
  77126. var SceneLoaderProgressEvent = /** @class */ (function () {
  77127. /**
  77128. * Create a new progress event
  77129. * @param lengthComputable defines if data length to load can be evaluated
  77130. * @param loaded defines the loaded data length
  77131. * @param total defines the data length to load
  77132. */
  77133. function SceneLoaderProgressEvent(
  77134. /** defines if data length to load can be evaluated */
  77135. lengthComputable,
  77136. /** defines the loaded data length */
  77137. loaded,
  77138. /** defines the data length to load */
  77139. total) {
  77140. this.lengthComputable = lengthComputable;
  77141. this.loaded = loaded;
  77142. this.total = total;
  77143. }
  77144. /**
  77145. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77146. * @param event defines the source event
  77147. * @returns a new SceneLoaderProgressEvent
  77148. */
  77149. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77150. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77151. };
  77152. return SceneLoaderProgressEvent;
  77153. }());
  77154. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77155. /**
  77156. * Class used to load scene from various file formats using registered plugins
  77157. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77158. */
  77159. var SceneLoader = /** @class */ (function () {
  77160. function SceneLoader() {
  77161. }
  77162. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77163. /**
  77164. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77165. */
  77166. get: function () {
  77167. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77168. },
  77169. set: function (value) {
  77170. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77171. },
  77172. enumerable: true,
  77173. configurable: true
  77174. });
  77175. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77176. /**
  77177. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77178. */
  77179. get: function () {
  77180. return SceneLoader._ShowLoadingScreen;
  77181. },
  77182. set: function (value) {
  77183. SceneLoader._ShowLoadingScreen = value;
  77184. },
  77185. enumerable: true,
  77186. configurable: true
  77187. });
  77188. Object.defineProperty(SceneLoader, "loggingLevel", {
  77189. /**
  77190. * Defines the current logging level (while loading the scene)
  77191. * @ignorenaming
  77192. */
  77193. get: function () {
  77194. return SceneLoader._loggingLevel;
  77195. },
  77196. set: function (value) {
  77197. SceneLoader._loggingLevel = value;
  77198. },
  77199. enumerable: true,
  77200. configurable: true
  77201. });
  77202. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77203. /**
  77204. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77205. */
  77206. get: function () {
  77207. return SceneLoader._CleanBoneMatrixWeights;
  77208. },
  77209. set: function (value) {
  77210. SceneLoader._CleanBoneMatrixWeights = value;
  77211. },
  77212. enumerable: true,
  77213. configurable: true
  77214. });
  77215. SceneLoader._getDefaultPlugin = function () {
  77216. return SceneLoader._registeredPlugins[".babylon"];
  77217. };
  77218. SceneLoader._getPluginForExtension = function (extension) {
  77219. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77220. if (registeredPlugin) {
  77221. return registeredPlugin;
  77222. }
  77223. 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");
  77224. return SceneLoader._getDefaultPlugin();
  77225. };
  77226. SceneLoader._getPluginForDirectLoad = function (data) {
  77227. for (var extension in SceneLoader._registeredPlugins) {
  77228. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77229. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77230. return SceneLoader._registeredPlugins[extension];
  77231. }
  77232. }
  77233. return SceneLoader._getDefaultPlugin();
  77234. };
  77235. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77236. var queryStringPosition = sceneFilename.indexOf("?");
  77237. if (queryStringPosition !== -1) {
  77238. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77239. }
  77240. var dotPosition = sceneFilename.lastIndexOf(".");
  77241. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77242. return SceneLoader._getPluginForExtension(extension);
  77243. };
  77244. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77245. SceneLoader._getDirectLoad = function (sceneFilename) {
  77246. if (sceneFilename.substr(0, 5) === "data:") {
  77247. return sceneFilename.substr(5);
  77248. }
  77249. return null;
  77250. };
  77251. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77252. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77253. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77254. var plugin;
  77255. if (registeredPlugin.plugin.createPlugin) {
  77256. plugin = registeredPlugin.plugin.createPlugin();
  77257. }
  77258. else {
  77259. plugin = registeredPlugin.plugin;
  77260. }
  77261. var useArrayBuffer = registeredPlugin.isBinary;
  77262. var database;
  77263. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77264. var dataCallback = function (data, responseURL) {
  77265. if (scene.isDisposed) {
  77266. onError("Scene has been disposed");
  77267. return;
  77268. }
  77269. scene.database = database;
  77270. onSuccess(plugin, data, responseURL);
  77271. };
  77272. var request = null;
  77273. var pluginDisposed = false;
  77274. var onDisposeObservable = plugin.onDisposeObservable;
  77275. if (onDisposeObservable) {
  77276. onDisposeObservable.add(function () {
  77277. pluginDisposed = true;
  77278. if (request) {
  77279. request.abort();
  77280. request = null;
  77281. }
  77282. onDispose();
  77283. });
  77284. }
  77285. var manifestChecked = function () {
  77286. if (pluginDisposed) {
  77287. return;
  77288. }
  77289. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  77290. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  77291. } : undefined, database, useArrayBuffer, function (request, exception) {
  77292. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  77293. });
  77294. };
  77295. if (directLoad) {
  77296. dataCallback(directLoad);
  77297. return plugin;
  77298. }
  77299. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  77300. var engine = scene.getEngine();
  77301. var canUseOfflineSupport = engine.enableOfflineSupport;
  77302. if (canUseOfflineSupport) {
  77303. // Also check for exceptions
  77304. var exceptionFound = false;
  77305. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  77306. var regex = _a[_i];
  77307. if (regex.test(fileInfo.url)) {
  77308. exceptionFound = true;
  77309. break;
  77310. }
  77311. }
  77312. canUseOfflineSupport = !exceptionFound;
  77313. }
  77314. if (canUseOfflineSupport) {
  77315. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77316. database = new BABYLON.Database(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  77317. }
  77318. else {
  77319. manifestChecked();
  77320. }
  77321. }
  77322. // Loading file from disk via input file or drag'n'drop
  77323. else {
  77324. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  77325. if (file) {
  77326. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  77327. }
  77328. else {
  77329. onError("Unable to find file named " + fileInfo.name);
  77330. }
  77331. }
  77332. return plugin;
  77333. };
  77334. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  77335. var url;
  77336. var name;
  77337. if (!sceneFilename) {
  77338. url = rootUrl;
  77339. name = BABYLON.Tools.GetFilename(rootUrl);
  77340. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  77341. }
  77342. else {
  77343. if (sceneFilename.substr(0, 1) === "/") {
  77344. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  77345. return null;
  77346. }
  77347. url = rootUrl + sceneFilename;
  77348. name = sceneFilename;
  77349. }
  77350. return {
  77351. url: url,
  77352. rootUrl: rootUrl,
  77353. name: name
  77354. };
  77355. };
  77356. // Public functions
  77357. /**
  77358. * Gets a plugin that can load the given extension
  77359. * @param extension defines the extension to load
  77360. * @returns a plugin or null if none works
  77361. */
  77362. SceneLoader.GetPluginForExtension = function (extension) {
  77363. return SceneLoader._getPluginForExtension(extension).plugin;
  77364. };
  77365. /**
  77366. * Gets a boolean indicating that the given extension can be loaded
  77367. * @param extension defines the extension to load
  77368. * @returns true if the extension is supported
  77369. */
  77370. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  77371. return !!SceneLoader._registeredPlugins[extension];
  77372. };
  77373. /**
  77374. * Adds a new plugin to the list of registered plugins
  77375. * @param plugin defines the plugin to add
  77376. */
  77377. SceneLoader.RegisterPlugin = function (plugin) {
  77378. if (typeof plugin.extensions === "string") {
  77379. var extension = plugin.extensions;
  77380. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77381. plugin: plugin,
  77382. isBinary: false
  77383. };
  77384. }
  77385. else {
  77386. var extensions = plugin.extensions;
  77387. Object.keys(extensions).forEach(function (extension) {
  77388. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77389. plugin: plugin,
  77390. isBinary: extensions[extension].isBinary
  77391. };
  77392. });
  77393. }
  77394. };
  77395. /**
  77396. * Import meshes into a scene
  77397. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77398. * @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)
  77399. * @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)
  77400. * @param scene the instance of BABYLON.Scene to append to
  77401. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  77402. * @param onProgress a callback with a progress event for each file being loaded
  77403. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77404. * @param pluginExtension the extension used to determine the plugin
  77405. * @returns The loaded plugin
  77406. */
  77407. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77408. if (sceneFilename === void 0) { sceneFilename = ""; }
  77409. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77410. if (onSuccess === void 0) { onSuccess = null; }
  77411. if (onProgress === void 0) { onProgress = null; }
  77412. if (onError === void 0) { onError = null; }
  77413. if (pluginExtension === void 0) { pluginExtension = null; }
  77414. if (!scene) {
  77415. BABYLON.Tools.Error("No scene available to import mesh to");
  77416. return null;
  77417. }
  77418. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77419. if (!fileInfo) {
  77420. return null;
  77421. }
  77422. var loadingToken = {};
  77423. scene._addPendingData(loadingToken);
  77424. var disposeHandler = function () {
  77425. scene._removePendingData(loadingToken);
  77426. };
  77427. var errorHandler = function (message, exception) {
  77428. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  77429. if (onError) {
  77430. onError(scene, errorMessage, exception);
  77431. }
  77432. else {
  77433. BABYLON.Tools.Error(errorMessage);
  77434. // should the exception be thrown?
  77435. }
  77436. disposeHandler();
  77437. };
  77438. var progressHandler = onProgress ? function (event) {
  77439. try {
  77440. onProgress(event);
  77441. }
  77442. catch (e) {
  77443. errorHandler("Error in onProgress callback", e);
  77444. }
  77445. } : undefined;
  77446. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  77447. scene.importedMeshesFiles.push(fileInfo.url);
  77448. if (onSuccess) {
  77449. try {
  77450. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  77451. }
  77452. catch (e) {
  77453. errorHandler("Error in onSuccess callback", e);
  77454. }
  77455. }
  77456. scene._removePendingData(loadingToken);
  77457. };
  77458. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77459. if (plugin.rewriteRootURL) {
  77460. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  77461. }
  77462. if (plugin.importMesh) {
  77463. var syncedPlugin = plugin;
  77464. var meshes = new Array();
  77465. var particleSystems = new Array();
  77466. var skeletons = new Array();
  77467. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  77468. return;
  77469. }
  77470. scene.loadingPluginName = plugin.name;
  77471. successHandler(meshes, particleSystems, skeletons, []);
  77472. }
  77473. else {
  77474. var asyncedPlugin = plugin;
  77475. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  77476. scene.loadingPluginName = plugin.name;
  77477. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  77478. }).catch(function (error) {
  77479. errorHandler(error.message, error);
  77480. });
  77481. }
  77482. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77483. };
  77484. /**
  77485. * Import meshes into a scene
  77486. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77487. * @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)
  77488. * @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)
  77489. * @param scene the instance of BABYLON.Scene to append to
  77490. * @param onProgress a callback with a progress event for each file being loaded
  77491. * @param pluginExtension the extension used to determine the plugin
  77492. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  77493. */
  77494. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77495. if (sceneFilename === void 0) { sceneFilename = ""; }
  77496. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77497. if (onProgress === void 0) { onProgress = null; }
  77498. if (pluginExtension === void 0) { pluginExtension = null; }
  77499. return new Promise(function (resolve, reject) {
  77500. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  77501. resolve({
  77502. meshes: meshes,
  77503. particleSystems: particleSystems,
  77504. skeletons: skeletons,
  77505. animationGroups: animationGroups
  77506. });
  77507. }, onProgress, function (scene, message, exception) {
  77508. reject(exception || new Error(message));
  77509. }, pluginExtension);
  77510. });
  77511. };
  77512. /**
  77513. * Load a scene
  77514. * @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)
  77515. * @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)
  77516. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77517. * @param onSuccess a callback with the scene when import succeeds
  77518. * @param onProgress a callback with a progress event for each file being loaded
  77519. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77520. * @param pluginExtension the extension used to determine the plugin
  77521. * @returns The loaded plugin
  77522. */
  77523. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  77524. if (onSuccess === void 0) { onSuccess = null; }
  77525. if (onProgress === void 0) { onProgress = null; }
  77526. if (onError === void 0) { onError = null; }
  77527. if (pluginExtension === void 0) { pluginExtension = null; }
  77528. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  77529. };
  77530. /**
  77531. * Load a scene
  77532. * @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)
  77533. * @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)
  77534. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77535. * @param onProgress a callback with a progress event for each file being loaded
  77536. * @param pluginExtension the extension used to determine the plugin
  77537. * @returns The loaded scene
  77538. */
  77539. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  77540. if (onProgress === void 0) { onProgress = null; }
  77541. if (pluginExtension === void 0) { pluginExtension = null; }
  77542. return new Promise(function (resolve, reject) {
  77543. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  77544. resolve(scene);
  77545. }, onProgress, function (scene, message, exception) {
  77546. reject(exception || new Error(message));
  77547. }, pluginExtension);
  77548. });
  77549. };
  77550. /**
  77551. * Append a scene
  77552. * @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)
  77553. * @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)
  77554. * @param scene is the instance of BABYLON.Scene to append to
  77555. * @param onSuccess a callback with the scene when import succeeds
  77556. * @param onProgress a callback with a progress event for each file being loaded
  77557. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77558. * @param pluginExtension the extension used to determine the plugin
  77559. * @returns The loaded plugin
  77560. */
  77561. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77562. if (sceneFilename === void 0) { sceneFilename = ""; }
  77563. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77564. if (onSuccess === void 0) { onSuccess = null; }
  77565. if (onProgress === void 0) { onProgress = null; }
  77566. if (onError === void 0) { onError = null; }
  77567. if (pluginExtension === void 0) { pluginExtension = null; }
  77568. if (!scene) {
  77569. BABYLON.Tools.Error("No scene available to append to");
  77570. return null;
  77571. }
  77572. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77573. if (!fileInfo) {
  77574. return null;
  77575. }
  77576. if (SceneLoader.ShowLoadingScreen) {
  77577. scene.getEngine().displayLoadingUI();
  77578. }
  77579. var loadingToken = {};
  77580. scene._addPendingData(loadingToken);
  77581. var disposeHandler = function () {
  77582. scene._removePendingData(loadingToken);
  77583. scene.getEngine().hideLoadingUI();
  77584. };
  77585. var errorHandler = function (message, exception) {
  77586. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  77587. if (onError) {
  77588. onError(scene, errorMessage, exception);
  77589. }
  77590. else {
  77591. BABYLON.Tools.Error(errorMessage);
  77592. // should the exception be thrown?
  77593. }
  77594. disposeHandler();
  77595. };
  77596. var progressHandler = onProgress ? function (event) {
  77597. try {
  77598. onProgress(event);
  77599. }
  77600. catch (e) {
  77601. errorHandler("Error in onProgress callback", e);
  77602. }
  77603. } : undefined;
  77604. var successHandler = function () {
  77605. if (onSuccess) {
  77606. try {
  77607. onSuccess(scene);
  77608. }
  77609. catch (e) {
  77610. errorHandler("Error in onSuccess callback", e);
  77611. }
  77612. }
  77613. scene._removePendingData(loadingToken);
  77614. };
  77615. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77616. if (plugin.load) {
  77617. var syncedPlugin = plugin;
  77618. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  77619. return;
  77620. }
  77621. scene.loadingPluginName = plugin.name;
  77622. successHandler();
  77623. }
  77624. else {
  77625. var asyncedPlugin = plugin;
  77626. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  77627. scene.loadingPluginName = plugin.name;
  77628. successHandler();
  77629. }).catch(function (error) {
  77630. errorHandler(error.message, error);
  77631. });
  77632. }
  77633. if (SceneLoader.ShowLoadingScreen) {
  77634. scene.executeWhenReady(function () {
  77635. scene.getEngine().hideLoadingUI();
  77636. });
  77637. }
  77638. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77639. };
  77640. /**
  77641. * Append a scene
  77642. * @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)
  77643. * @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)
  77644. * @param scene is the instance of BABYLON.Scene to append to
  77645. * @param onProgress a callback with a progress event for each file being loaded
  77646. * @param pluginExtension the extension used to determine the plugin
  77647. * @returns The given scene
  77648. */
  77649. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77650. if (sceneFilename === void 0) { sceneFilename = ""; }
  77651. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77652. if (onProgress === void 0) { onProgress = null; }
  77653. if (pluginExtension === void 0) { pluginExtension = null; }
  77654. return new Promise(function (resolve, reject) {
  77655. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  77656. resolve(scene);
  77657. }, onProgress, function (scene, message, exception) {
  77658. reject(exception || new Error(message));
  77659. }, pluginExtension);
  77660. });
  77661. };
  77662. /**
  77663. * Load a scene into an asset container
  77664. * @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)
  77665. * @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)
  77666. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  77667. * @param onSuccess a callback with the scene when import succeeds
  77668. * @param onProgress a callback with a progress event for each file being loaded
  77669. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77670. * @param pluginExtension the extension used to determine the plugin
  77671. * @returns The loaded plugin
  77672. */
  77673. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77674. if (sceneFilename === void 0) { sceneFilename = ""; }
  77675. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77676. if (onSuccess === void 0) { onSuccess = null; }
  77677. if (onProgress === void 0) { onProgress = null; }
  77678. if (onError === void 0) { onError = null; }
  77679. if (pluginExtension === void 0) { pluginExtension = null; }
  77680. if (!scene) {
  77681. BABYLON.Tools.Error("No scene available to load asset container to");
  77682. return null;
  77683. }
  77684. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77685. if (!fileInfo) {
  77686. return null;
  77687. }
  77688. var loadingToken = {};
  77689. scene._addPendingData(loadingToken);
  77690. var disposeHandler = function () {
  77691. scene._removePendingData(loadingToken);
  77692. };
  77693. var errorHandler = function (message, exception) {
  77694. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  77695. if (onError) {
  77696. onError(scene, errorMessage, exception);
  77697. }
  77698. else {
  77699. BABYLON.Tools.Error(errorMessage);
  77700. // should the exception be thrown?
  77701. }
  77702. disposeHandler();
  77703. };
  77704. var progressHandler = onProgress ? function (event) {
  77705. try {
  77706. onProgress(event);
  77707. }
  77708. catch (e) {
  77709. errorHandler("Error in onProgress callback", e);
  77710. }
  77711. } : undefined;
  77712. var successHandler = function (assets) {
  77713. if (onSuccess) {
  77714. try {
  77715. onSuccess(assets);
  77716. }
  77717. catch (e) {
  77718. errorHandler("Error in onSuccess callback", e);
  77719. }
  77720. }
  77721. scene._removePendingData(loadingToken);
  77722. };
  77723. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77724. if (plugin.loadAssetContainer) {
  77725. var syncedPlugin = plugin;
  77726. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  77727. if (!assetContainer) {
  77728. return;
  77729. }
  77730. scene.loadingPluginName = plugin.name;
  77731. successHandler(assetContainer);
  77732. }
  77733. else if (plugin.loadAssetContainerAsync) {
  77734. var asyncedPlugin = plugin;
  77735. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  77736. scene.loadingPluginName = plugin.name;
  77737. successHandler(assetContainer);
  77738. }).catch(function (error) {
  77739. errorHandler(error.message, error);
  77740. });
  77741. }
  77742. else {
  77743. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  77744. }
  77745. if (SceneLoader.ShowLoadingScreen) {
  77746. scene.executeWhenReady(function () {
  77747. scene.getEngine().hideLoadingUI();
  77748. });
  77749. }
  77750. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77751. };
  77752. /**
  77753. * Load a scene into an asset container
  77754. * @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)
  77755. * @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)
  77756. * @param scene is the instance of BABYLON.Scene to append to
  77757. * @param onProgress a callback with a progress event for each file being loaded
  77758. * @param pluginExtension the extension used to determine the plugin
  77759. * @returns The loaded asset container
  77760. */
  77761. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77762. if (sceneFilename === void 0) { sceneFilename = ""; }
  77763. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77764. if (onProgress === void 0) { onProgress = null; }
  77765. if (pluginExtension === void 0) { pluginExtension = null; }
  77766. return new Promise(function (resolve, reject) {
  77767. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  77768. resolve(assetContainer);
  77769. }, onProgress, function (scene, message, exception) {
  77770. reject(exception || new Error(message));
  77771. }, pluginExtension);
  77772. });
  77773. };
  77774. // Flags
  77775. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  77776. SceneLoader._ShowLoadingScreen = true;
  77777. SceneLoader._CleanBoneMatrixWeights = false;
  77778. /**
  77779. * No logging while loading
  77780. */
  77781. SceneLoader.NO_LOGGING = 0;
  77782. /**
  77783. * Minimal logging while loading
  77784. */
  77785. SceneLoader.MINIMAL_LOGGING = 1;
  77786. /**
  77787. * Summary logging while loading
  77788. */
  77789. SceneLoader.SUMMARY_LOGGING = 2;
  77790. /**
  77791. * Detailled logging while loading
  77792. */
  77793. SceneLoader.DETAILED_LOGGING = 3;
  77794. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  77795. // Members
  77796. /**
  77797. * Event raised when a plugin is used to load a scene
  77798. */
  77799. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  77800. SceneLoader._registeredPlugins = {};
  77801. return SceneLoader;
  77802. }());
  77803. BABYLON.SceneLoader = SceneLoader;
  77804. })(BABYLON || (BABYLON = {}));
  77805. //# sourceMappingURL=babylon.sceneLoader.js.map
  77806. var BABYLON;
  77807. (function (BABYLON) {
  77808. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  77809. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  77810. var parsedMaterial = parsedData.materials[index];
  77811. if (parsedMaterial.id === id) {
  77812. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  77813. }
  77814. }
  77815. return null;
  77816. };
  77817. var isDescendantOf = function (mesh, names, hierarchyIds) {
  77818. for (var i in names) {
  77819. if (mesh.name === names[i]) {
  77820. hierarchyIds.push(mesh.id);
  77821. return true;
  77822. }
  77823. }
  77824. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  77825. hierarchyIds.push(mesh.id);
  77826. return true;
  77827. }
  77828. return false;
  77829. };
  77830. var logOperation = function (operation, producer) {
  77831. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  77832. };
  77833. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  77834. if (addToScene === void 0) { addToScene = false; }
  77835. var container = new BABYLON.AssetContainer(scene);
  77836. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  77837. // when SceneLoader.debugLogging = true (default), or exception encountered.
  77838. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  77839. // and avoid problems with multiple concurrent .babylon loads.
  77840. var log = "importScene has failed JSON parse";
  77841. try {
  77842. var parsedData = JSON.parse(data);
  77843. log = "";
  77844. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  77845. var index;
  77846. var cache;
  77847. // Lights
  77848. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  77849. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  77850. var parsedLight = parsedData.lights[index];
  77851. var light = BABYLON.Light.Parse(parsedLight, scene);
  77852. if (light) {
  77853. container.lights.push(light);
  77854. log += (index === 0 ? "\n\tLights:" : "");
  77855. log += "\n\t\t" + light.toString(fullDetails);
  77856. }
  77857. }
  77858. }
  77859. // Animations
  77860. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  77861. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  77862. var parsedAnimation = parsedData.animations[index];
  77863. var animation = BABYLON.Animation.Parse(parsedAnimation);
  77864. scene.animations.push(animation);
  77865. container.animations.push(animation);
  77866. log += (index === 0 ? "\n\tAnimations:" : "");
  77867. log += "\n\t\t" + animation.toString(fullDetails);
  77868. }
  77869. }
  77870. // Materials
  77871. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  77872. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  77873. var parsedMaterial = parsedData.materials[index];
  77874. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  77875. container.materials.push(mat);
  77876. log += (index === 0 ? "\n\tMaterials:" : "");
  77877. log += "\n\t\t" + mat.toString(fullDetails);
  77878. }
  77879. }
  77880. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  77881. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  77882. var parsedMultiMaterial = parsedData.multiMaterials[index];
  77883. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  77884. container.multiMaterials.push(mmat);
  77885. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  77886. log += "\n\t\t" + mmat.toString(fullDetails);
  77887. }
  77888. }
  77889. // Morph targets
  77890. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  77891. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  77892. var managerData = _a[_i];
  77893. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  77894. }
  77895. }
  77896. // Skeletons
  77897. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  77898. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  77899. var parsedSkeleton = parsedData.skeletons[index];
  77900. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  77901. container.skeletons.push(skeleton);
  77902. log += (index === 0 ? "\n\tSkeletons:" : "");
  77903. log += "\n\t\t" + skeleton.toString(fullDetails);
  77904. }
  77905. }
  77906. // Geometries
  77907. var geometries = parsedData.geometries;
  77908. if (geometries !== undefined && geometries !== null) {
  77909. var addedGeometry = new Array();
  77910. // Boxes
  77911. var boxes = geometries.boxes;
  77912. if (boxes !== undefined && boxes !== null) {
  77913. for (index = 0, cache = boxes.length; index < cache; index++) {
  77914. var parsedBox = boxes[index];
  77915. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  77916. }
  77917. }
  77918. // Spheres
  77919. var spheres = geometries.spheres;
  77920. if (spheres !== undefined && spheres !== null) {
  77921. for (index = 0, cache = spheres.length; index < cache; index++) {
  77922. var parsedSphere = spheres[index];
  77923. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  77924. }
  77925. }
  77926. // Cylinders
  77927. var cylinders = geometries.cylinders;
  77928. if (cylinders !== undefined && cylinders !== null) {
  77929. for (index = 0, cache = cylinders.length; index < cache; index++) {
  77930. var parsedCylinder = cylinders[index];
  77931. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  77932. }
  77933. }
  77934. // Toruses
  77935. var toruses = geometries.toruses;
  77936. if (toruses !== undefined && toruses !== null) {
  77937. for (index = 0, cache = toruses.length; index < cache; index++) {
  77938. var parsedTorus = toruses[index];
  77939. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  77940. }
  77941. }
  77942. // Grounds
  77943. var grounds = geometries.grounds;
  77944. if (grounds !== undefined && grounds !== null) {
  77945. for (index = 0, cache = grounds.length; index < cache; index++) {
  77946. var parsedGround = grounds[index];
  77947. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  77948. }
  77949. }
  77950. // Planes
  77951. var planes = geometries.planes;
  77952. if (planes !== undefined && planes !== null) {
  77953. for (index = 0, cache = planes.length; index < cache; index++) {
  77954. var parsedPlane = planes[index];
  77955. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  77956. }
  77957. }
  77958. // TorusKnots
  77959. var torusKnots = geometries.torusKnots;
  77960. if (torusKnots !== undefined && torusKnots !== null) {
  77961. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  77962. var parsedTorusKnot = torusKnots[index];
  77963. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  77964. }
  77965. }
  77966. // VertexData
  77967. var vertexData = geometries.vertexData;
  77968. if (vertexData !== undefined && vertexData !== null) {
  77969. for (index = 0, cache = vertexData.length; index < cache; index++) {
  77970. var parsedVertexData = vertexData[index];
  77971. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  77972. }
  77973. }
  77974. addedGeometry.forEach(function (g) {
  77975. if (g) {
  77976. container.geometries.push(g);
  77977. }
  77978. });
  77979. }
  77980. // Transform nodes
  77981. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  77982. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  77983. var parsedTransformNode = parsedData.transformNodes[index];
  77984. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  77985. container.transformNodes.push(node);
  77986. }
  77987. }
  77988. // Meshes
  77989. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  77990. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  77991. var parsedMesh = parsedData.meshes[index];
  77992. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  77993. container.meshes.push(mesh);
  77994. log += (index === 0 ? "\n\tMeshes:" : "");
  77995. log += "\n\t\t" + mesh.toString(fullDetails);
  77996. }
  77997. }
  77998. // Cameras
  77999. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78000. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78001. var parsedCamera = parsedData.cameras[index];
  78002. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78003. container.cameras.push(camera);
  78004. log += (index === 0 ? "\n\tCameras:" : "");
  78005. log += "\n\t\t" + camera.toString(fullDetails);
  78006. }
  78007. }
  78008. // Animation Groups
  78009. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78010. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78011. var parsedAnimationGroup = parsedData.animationGroups[index];
  78012. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78013. container.animationGroups.push(animationGroup);
  78014. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78015. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78016. }
  78017. }
  78018. // Browsing all the graph to connect the dots
  78019. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78020. var camera = scene.cameras[index];
  78021. if (camera._waitingParentId) {
  78022. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78023. camera._waitingParentId = null;
  78024. }
  78025. }
  78026. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78027. var light_1 = scene.lights[index];
  78028. if (light_1 && light_1._waitingParentId) {
  78029. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78030. light_1._waitingParentId = null;
  78031. }
  78032. }
  78033. // Connect parents & children and parse actions
  78034. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78035. var transformNode = scene.transformNodes[index];
  78036. if (transformNode._waitingParentId) {
  78037. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78038. transformNode._waitingParentId = null;
  78039. }
  78040. }
  78041. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78042. var mesh = scene.meshes[index];
  78043. if (mesh._waitingParentId) {
  78044. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78045. mesh._waitingParentId = null;
  78046. }
  78047. }
  78048. // freeze world matrix application
  78049. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78050. var currentMesh = scene.meshes[index];
  78051. if (currentMesh._waitingFreezeWorldMatrix) {
  78052. currentMesh.freezeWorldMatrix();
  78053. currentMesh._waitingFreezeWorldMatrix = null;
  78054. }
  78055. else {
  78056. currentMesh.computeWorldMatrix(true);
  78057. }
  78058. }
  78059. // Lights exclusions / inclusions
  78060. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78061. var light_2 = scene.lights[index];
  78062. // Excluded check
  78063. if (light_2._excludedMeshesIds.length > 0) {
  78064. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78065. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78066. if (excludedMesh) {
  78067. light_2.excludedMeshes.push(excludedMesh);
  78068. }
  78069. }
  78070. light_2._excludedMeshesIds = [];
  78071. }
  78072. // Included check
  78073. if (light_2._includedOnlyMeshesIds.length > 0) {
  78074. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78075. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78076. if (includedOnlyMesh) {
  78077. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78078. }
  78079. }
  78080. light_2._includedOnlyMeshesIds = [];
  78081. }
  78082. }
  78083. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78084. // Actions (scene) Done last as it can access other objects.
  78085. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78086. var mesh = scene.meshes[index];
  78087. if (mesh._waitingActions) {
  78088. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78089. mesh._waitingActions = null;
  78090. }
  78091. }
  78092. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78093. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78094. }
  78095. if (!addToScene) {
  78096. container.removeAllFromScene();
  78097. }
  78098. }
  78099. catch (err) {
  78100. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78101. if (onError) {
  78102. onError(msg, err);
  78103. }
  78104. else {
  78105. BABYLON.Tools.Log(msg);
  78106. throw err;
  78107. }
  78108. }
  78109. finally {
  78110. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78111. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78112. }
  78113. }
  78114. return container;
  78115. };
  78116. BABYLON.SceneLoader.RegisterPlugin({
  78117. name: "babylon.js",
  78118. extensions: ".babylon",
  78119. canDirectLoad: function (data) {
  78120. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78121. return true;
  78122. }
  78123. return false;
  78124. },
  78125. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78126. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78127. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78128. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78129. // and avoid problems with multiple concurrent .babylon loads.
  78130. var log = "importMesh has failed JSON parse";
  78131. try {
  78132. var parsedData = JSON.parse(data);
  78133. log = "";
  78134. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78135. if (!meshesNames) {
  78136. meshesNames = null;
  78137. }
  78138. else if (!Array.isArray(meshesNames)) {
  78139. meshesNames = [meshesNames];
  78140. }
  78141. var hierarchyIds = new Array();
  78142. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78143. var loadedSkeletonsIds = [];
  78144. var loadedMaterialsIds = [];
  78145. var index;
  78146. var cache;
  78147. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78148. var parsedMesh = parsedData.meshes[index];
  78149. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78150. if (meshesNames !== null) {
  78151. // Remove found mesh name from list.
  78152. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78153. }
  78154. //Geometry?
  78155. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78156. //does the file contain geometries?
  78157. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78158. //find the correct geometry and add it to the scene
  78159. var found = false;
  78160. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78161. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78162. return;
  78163. }
  78164. else {
  78165. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78166. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78167. switch (geometryType) {
  78168. case "boxes":
  78169. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78170. break;
  78171. case "spheres":
  78172. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78173. break;
  78174. case "cylinders":
  78175. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78176. break;
  78177. case "toruses":
  78178. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78179. break;
  78180. case "grounds":
  78181. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78182. break;
  78183. case "planes":
  78184. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78185. break;
  78186. case "torusKnots":
  78187. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78188. break;
  78189. case "vertexData":
  78190. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78191. break;
  78192. }
  78193. found = true;
  78194. }
  78195. });
  78196. }
  78197. });
  78198. if (found === false) {
  78199. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78200. }
  78201. }
  78202. }
  78203. // Material ?
  78204. if (parsedMesh.materialId) {
  78205. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78206. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78207. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78208. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78209. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78210. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78211. var subMatId = parsedMultiMaterial.materials[matIndex];
  78212. loadedMaterialsIds.push(subMatId);
  78213. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78214. if (mat) {
  78215. log += "\n\tMaterial " + mat.toString(fullDetails);
  78216. }
  78217. }
  78218. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78219. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78220. if (mmat) {
  78221. materialFound = true;
  78222. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78223. }
  78224. break;
  78225. }
  78226. }
  78227. }
  78228. if (materialFound === false) {
  78229. loadedMaterialsIds.push(parsedMesh.materialId);
  78230. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78231. if (!mat) {
  78232. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78233. }
  78234. else {
  78235. log += "\n\tMaterial " + mat.toString(fullDetails);
  78236. }
  78237. }
  78238. }
  78239. // Skeleton ?
  78240. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78241. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78242. if (skeletonAlreadyLoaded === false) {
  78243. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78244. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78245. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78246. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78247. skeletons.push(skeleton);
  78248. loadedSkeletonsIds.push(parsedSkeleton.id);
  78249. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78250. }
  78251. }
  78252. }
  78253. }
  78254. // Morph targets ?
  78255. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78256. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78257. var managerData = _a[_i];
  78258. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78259. }
  78260. }
  78261. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78262. meshes.push(mesh);
  78263. log += "\n\tMesh " + mesh.toString(fullDetails);
  78264. }
  78265. }
  78266. // Connecting parents
  78267. var currentMesh;
  78268. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78269. currentMesh = scene.meshes[index];
  78270. if (currentMesh._waitingParentId) {
  78271. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  78272. currentMesh._waitingParentId = null;
  78273. }
  78274. }
  78275. // freeze and compute world matrix application
  78276. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78277. currentMesh = scene.meshes[index];
  78278. if (currentMesh._waitingFreezeWorldMatrix) {
  78279. currentMesh.freezeWorldMatrix();
  78280. currentMesh._waitingFreezeWorldMatrix = null;
  78281. }
  78282. else {
  78283. currentMesh.computeWorldMatrix(true);
  78284. }
  78285. }
  78286. }
  78287. // Particles
  78288. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  78289. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  78290. if (parser) {
  78291. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  78292. var parsedParticleSystem = parsedData.particleSystems[index];
  78293. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  78294. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  78295. }
  78296. }
  78297. }
  78298. }
  78299. return true;
  78300. }
  78301. catch (err) {
  78302. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  78303. if (onError) {
  78304. onError(msg, err);
  78305. }
  78306. else {
  78307. BABYLON.Tools.Log(msg);
  78308. throw err;
  78309. }
  78310. }
  78311. finally {
  78312. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78313. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78314. }
  78315. }
  78316. return false;
  78317. },
  78318. load: function (scene, data, rootUrl, onError) {
  78319. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78320. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78321. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78322. // and avoid problems with multiple concurrent .babylon loads.
  78323. var log = "importScene has failed JSON parse";
  78324. try {
  78325. var parsedData = JSON.parse(data);
  78326. log = "";
  78327. // Scene
  78328. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  78329. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  78330. }
  78331. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  78332. scene.autoClear = parsedData.autoClear;
  78333. }
  78334. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  78335. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  78336. }
  78337. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  78338. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  78339. }
  78340. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  78341. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  78342. }
  78343. // Fog
  78344. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  78345. scene.fogMode = parsedData.fogMode;
  78346. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  78347. scene.fogStart = parsedData.fogStart;
  78348. scene.fogEnd = parsedData.fogEnd;
  78349. scene.fogDensity = parsedData.fogDensity;
  78350. log += "\tFog mode for scene: ";
  78351. switch (scene.fogMode) {
  78352. // getters not compiling, so using hardcoded
  78353. case 1:
  78354. log += "exp\n";
  78355. break;
  78356. case 2:
  78357. log += "exp2\n";
  78358. break;
  78359. case 3:
  78360. log += "linear\n";
  78361. break;
  78362. }
  78363. }
  78364. //Physics
  78365. if (parsedData.physicsEnabled) {
  78366. var physicsPlugin;
  78367. if (parsedData.physicsEngine === "cannon") {
  78368. physicsPlugin = new BABYLON.CannonJSPlugin();
  78369. }
  78370. else if (parsedData.physicsEngine === "oimo") {
  78371. physicsPlugin = new BABYLON.OimoJSPlugin();
  78372. }
  78373. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  78374. //else - default engine, which is currently oimo
  78375. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  78376. scene.enablePhysics(physicsGravity, physicsPlugin);
  78377. }
  78378. // Metadata
  78379. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  78380. scene.metadata = parsedData.metadata;
  78381. }
  78382. //collisions, if defined. otherwise, default is true
  78383. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  78384. scene.collisionsEnabled = parsedData.collisionsEnabled;
  78385. }
  78386. scene.workerCollisions = !!parsedData.workerCollisions;
  78387. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  78388. if (!container) {
  78389. return false;
  78390. }
  78391. if (parsedData.autoAnimate) {
  78392. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  78393. }
  78394. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  78395. scene.setActiveCameraByID(parsedData.activeCameraID);
  78396. }
  78397. // Environment texture
  78398. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  78399. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  78400. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  78401. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  78402. if (parsedData.environmentTextureRotationY) {
  78403. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  78404. }
  78405. scene.environmentTexture = hdrTexture;
  78406. }
  78407. else {
  78408. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  78409. if (parsedData.environmentTextureRotationY) {
  78410. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  78411. }
  78412. scene.environmentTexture = cubeTexture;
  78413. }
  78414. if (parsedData.createDefaultSkybox === true) {
  78415. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  78416. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  78417. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  78418. }
  78419. }
  78420. // Finish
  78421. return true;
  78422. }
  78423. catch (err) {
  78424. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  78425. if (onError) {
  78426. onError(msg, err);
  78427. }
  78428. else {
  78429. BABYLON.Tools.Log(msg);
  78430. throw err;
  78431. }
  78432. }
  78433. finally {
  78434. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78435. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78436. }
  78437. }
  78438. return false;
  78439. },
  78440. loadAssetContainer: function (scene, data, rootUrl, onError) {
  78441. var container = loadAssetContainer(scene, data, rootUrl, onError);
  78442. return container;
  78443. }
  78444. });
  78445. })(BABYLON || (BABYLON = {}));
  78446. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  78447. var BABYLON;
  78448. (function (BABYLON) {
  78449. /**
  78450. * Class used to help managing file picking and drag'n'drop
  78451. */
  78452. var FilesInput = /** @class */ (function () {
  78453. /**
  78454. * Creates a new FilesInput
  78455. * @param engine defines the rendering engine
  78456. * @param scene defines the hosting scene
  78457. * @param sceneLoadedCallback callback called when scene is loaded
  78458. * @param progressCallback callback called to track progress
  78459. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  78460. * @param textureLoadingCallback callback called when a texture is loading
  78461. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  78462. * @param onReloadCallback callback called when a reload is requested
  78463. * @param errorCallback callback call if an error occurs
  78464. */
  78465. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  78466. /**
  78467. * Callback called when a file is processed
  78468. */
  78469. this.onProcessFileCallback = function () { return true; };
  78470. this._engine = engine;
  78471. this._currentScene = scene;
  78472. this._sceneLoadedCallback = sceneLoadedCallback;
  78473. this._progressCallback = progressCallback;
  78474. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  78475. this._textureLoadingCallback = textureLoadingCallback;
  78476. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  78477. this._onReloadCallback = onReloadCallback;
  78478. this._errorCallback = errorCallback;
  78479. }
  78480. /**
  78481. * Calls this function to listen to drag'n'drop events on a specific DOM element
  78482. * @param elementToMonitor defines the DOM element to track
  78483. */
  78484. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  78485. var _this = this;
  78486. if (elementToMonitor) {
  78487. this._elementToMonitor = elementToMonitor;
  78488. this._dragEnterHandler = function (e) { _this.drag(e); };
  78489. this._dragOverHandler = function (e) { _this.drag(e); };
  78490. this._dropHandler = function (e) { _this.drop(e); };
  78491. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  78492. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  78493. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  78494. }
  78495. };
  78496. /**
  78497. * Release all associated resources
  78498. */
  78499. FilesInput.prototype.dispose = function () {
  78500. if (!this._elementToMonitor) {
  78501. return;
  78502. }
  78503. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  78504. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  78505. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  78506. };
  78507. FilesInput.prototype.renderFunction = function () {
  78508. if (this._additionalRenderLoopLogicCallback) {
  78509. this._additionalRenderLoopLogicCallback();
  78510. }
  78511. if (this._currentScene) {
  78512. if (this._textureLoadingCallback) {
  78513. var remaining = this._currentScene.getWaitingItemsCount();
  78514. if (remaining > 0) {
  78515. this._textureLoadingCallback(remaining);
  78516. }
  78517. }
  78518. this._currentScene.render();
  78519. }
  78520. };
  78521. FilesInput.prototype.drag = function (e) {
  78522. e.stopPropagation();
  78523. e.preventDefault();
  78524. };
  78525. FilesInput.prototype.drop = function (eventDrop) {
  78526. eventDrop.stopPropagation();
  78527. eventDrop.preventDefault();
  78528. this.loadFiles(eventDrop);
  78529. };
  78530. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  78531. var _this = this;
  78532. var reader = folder.createReader();
  78533. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  78534. reader.readEntries(function (entries) {
  78535. remaining.count += entries.length;
  78536. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  78537. var entry = entries_1[_i];
  78538. if (entry.isFile) {
  78539. entry.file(function (file) {
  78540. file.correctName = relativePath + file.name;
  78541. files.push(file);
  78542. if (--remaining.count === 0) {
  78543. callback();
  78544. }
  78545. });
  78546. }
  78547. else if (entry.isDirectory) {
  78548. _this._traverseFolder(entry, files, remaining, callback);
  78549. }
  78550. }
  78551. if (--remaining.count) {
  78552. callback();
  78553. }
  78554. });
  78555. };
  78556. FilesInput.prototype._processFiles = function (files) {
  78557. for (var i = 0; i < files.length; i++) {
  78558. var name = files[i].correctName.toLowerCase();
  78559. var extension = name.split('.').pop();
  78560. if (!this.onProcessFileCallback(files[i], name, extension)) {
  78561. continue;
  78562. }
  78563. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  78564. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  78565. this._sceneFileToLoad = files[i];
  78566. }
  78567. FilesInput.FilesToLoad[name] = files[i];
  78568. }
  78569. };
  78570. /**
  78571. * Load files from a drop event
  78572. * @param event defines the drop event to use as source
  78573. */
  78574. FilesInput.prototype.loadFiles = function (event) {
  78575. var _this = this;
  78576. // Handling data transfer via drag'n'drop
  78577. if (event && event.dataTransfer && event.dataTransfer.files) {
  78578. this._filesToLoad = event.dataTransfer.files;
  78579. }
  78580. // Handling files from input files
  78581. if (event && event.target && event.target.files) {
  78582. this._filesToLoad = event.target.files;
  78583. }
  78584. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  78585. return;
  78586. }
  78587. if (this._startingProcessingFilesCallback) {
  78588. this._startingProcessingFilesCallback(this._filesToLoad);
  78589. }
  78590. if (this._filesToLoad && this._filesToLoad.length > 0) {
  78591. var files_1 = new Array();
  78592. var folders = [];
  78593. var items = event.dataTransfer ? event.dataTransfer.items : null;
  78594. for (var i = 0; i < this._filesToLoad.length; i++) {
  78595. var fileToLoad = this._filesToLoad[i];
  78596. var name_1 = fileToLoad.name.toLowerCase();
  78597. var entry = void 0;
  78598. fileToLoad.correctName = name_1;
  78599. if (items) {
  78600. var item = items[i];
  78601. if (item.getAsEntry) {
  78602. entry = item.getAsEntry();
  78603. }
  78604. else if (item.webkitGetAsEntry) {
  78605. entry = item.webkitGetAsEntry();
  78606. }
  78607. }
  78608. if (!entry) {
  78609. files_1.push(fileToLoad);
  78610. }
  78611. else {
  78612. if (entry.isDirectory) {
  78613. folders.push(entry);
  78614. }
  78615. else {
  78616. files_1.push(fileToLoad);
  78617. }
  78618. }
  78619. }
  78620. if (folders.length === 0) {
  78621. this._processFiles(files_1);
  78622. this._processReload();
  78623. }
  78624. else {
  78625. var remaining = { count: folders.length };
  78626. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  78627. var folder = folders_1[_i];
  78628. this._traverseFolder(folder, files_1, remaining, function () {
  78629. _this._processFiles(files_1);
  78630. if (remaining.count === 0) {
  78631. _this._processReload();
  78632. }
  78633. });
  78634. }
  78635. }
  78636. }
  78637. };
  78638. FilesInput.prototype._processReload = function () {
  78639. if (this._onReloadCallback) {
  78640. this._onReloadCallback(this._sceneFileToLoad);
  78641. }
  78642. else {
  78643. this.reload();
  78644. }
  78645. };
  78646. /**
  78647. * Reload the current scene from the loaded files
  78648. */
  78649. FilesInput.prototype.reload = function () {
  78650. var _this = this;
  78651. // If a scene file has been provided
  78652. if (this._sceneFileToLoad) {
  78653. if (this._currentScene) {
  78654. if (BABYLON.Tools.errorsCount > 0) {
  78655. BABYLON.Tools.ClearLogCache();
  78656. }
  78657. this._engine.stopRenderLoop();
  78658. }
  78659. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  78660. if (_this._progressCallback) {
  78661. _this._progressCallback(progress);
  78662. }
  78663. }).then(function (scene) {
  78664. if (_this._currentScene) {
  78665. _this._currentScene.dispose();
  78666. }
  78667. _this._currentScene = scene;
  78668. if (_this._sceneLoadedCallback) {
  78669. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  78670. }
  78671. // Wait for textures and shaders to be ready
  78672. _this._currentScene.executeWhenReady(function () {
  78673. _this._engine.runRenderLoop(function () {
  78674. _this.renderFunction();
  78675. });
  78676. });
  78677. }).catch(function (error) {
  78678. if (_this._errorCallback) {
  78679. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  78680. }
  78681. });
  78682. }
  78683. else {
  78684. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  78685. }
  78686. };
  78687. /**
  78688. * List of files ready to be loaded
  78689. */
  78690. FilesInput.FilesToLoad = {};
  78691. return FilesInput;
  78692. }());
  78693. BABYLON.FilesInput = FilesInput;
  78694. })(BABYLON || (BABYLON = {}));
  78695. //# sourceMappingURL=babylon.filesInput.js.map
  78696. var BABYLON;
  78697. (function (BABYLON) {
  78698. /**
  78699. * Class used to store custom tags
  78700. */
  78701. var Tags = /** @class */ (function () {
  78702. function Tags() {
  78703. }
  78704. /**
  78705. * Adds support for tags on the given object
  78706. * @param obj defines the object to use
  78707. */
  78708. Tags.EnableFor = function (obj) {
  78709. obj._tags = obj._tags || {};
  78710. obj.hasTags = function () {
  78711. return Tags.HasTags(obj);
  78712. };
  78713. obj.addTags = function (tagsString) {
  78714. return Tags.AddTagsTo(obj, tagsString);
  78715. };
  78716. obj.removeTags = function (tagsString) {
  78717. return Tags.RemoveTagsFrom(obj, tagsString);
  78718. };
  78719. obj.matchesTagsQuery = function (tagsQuery) {
  78720. return Tags.MatchesQuery(obj, tagsQuery);
  78721. };
  78722. };
  78723. /**
  78724. * Removes tags support
  78725. * @param obj defines the object to use
  78726. */
  78727. Tags.DisableFor = function (obj) {
  78728. delete obj._tags;
  78729. delete obj.hasTags;
  78730. delete obj.addTags;
  78731. delete obj.removeTags;
  78732. delete obj.matchesTagsQuery;
  78733. };
  78734. /**
  78735. * Gets a boolean indicating if the given object has tags
  78736. * @param obj defines the object to use
  78737. * @returns a boolean
  78738. */
  78739. Tags.HasTags = function (obj) {
  78740. if (!obj._tags) {
  78741. return false;
  78742. }
  78743. return !BABYLON.Tools.IsEmpty(obj._tags);
  78744. };
  78745. /**
  78746. * Gets the tags available on a given object
  78747. * @param obj defines the object to use
  78748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  78749. * @returns the tags
  78750. */
  78751. Tags.GetTags = function (obj, asString) {
  78752. if (asString === void 0) { asString = true; }
  78753. if (!obj._tags) {
  78754. return null;
  78755. }
  78756. if (asString) {
  78757. var tagsArray = [];
  78758. for (var tag in obj._tags) {
  78759. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  78760. tagsArray.push(tag);
  78761. }
  78762. }
  78763. return tagsArray.join(" ");
  78764. }
  78765. else {
  78766. return obj._tags;
  78767. }
  78768. };
  78769. /**
  78770. * Adds tags to an object
  78771. * @param obj defines the object to use
  78772. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  78773. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  78774. */
  78775. Tags.AddTagsTo = function (obj, tagsString) {
  78776. if (!tagsString) {
  78777. return;
  78778. }
  78779. if (typeof tagsString !== "string") {
  78780. return;
  78781. }
  78782. var tags = tagsString.split(" ");
  78783. tags.forEach(function (tag, index, array) {
  78784. Tags._AddTagTo(obj, tag);
  78785. });
  78786. };
  78787. /**
  78788. * @hidden
  78789. */
  78790. Tags._AddTagTo = function (obj, tag) {
  78791. tag = tag.trim();
  78792. if (tag === "" || tag === "true" || tag === "false") {
  78793. return;
  78794. }
  78795. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  78796. return;
  78797. }
  78798. Tags.EnableFor(obj);
  78799. obj._tags[tag] = true;
  78800. };
  78801. /**
  78802. * Removes specific tags from a specific object
  78803. * @param obj defines the object to use
  78804. * @param tagsString defines the tags to remove
  78805. */
  78806. Tags.RemoveTagsFrom = function (obj, tagsString) {
  78807. if (!Tags.HasTags(obj)) {
  78808. return;
  78809. }
  78810. var tags = tagsString.split(" ");
  78811. for (var t in tags) {
  78812. Tags._RemoveTagFrom(obj, tags[t]);
  78813. }
  78814. };
  78815. /**
  78816. * @hidden
  78817. */
  78818. Tags._RemoveTagFrom = function (obj, tag) {
  78819. delete obj._tags[tag];
  78820. };
  78821. /**
  78822. * Defines if tags hosted on an object match a given query
  78823. * @param obj defines the object to use
  78824. * @param tagsQuery defines the tag query
  78825. * @returns a boolean
  78826. */
  78827. Tags.MatchesQuery = function (obj, tagsQuery) {
  78828. if (tagsQuery === undefined) {
  78829. return true;
  78830. }
  78831. if (tagsQuery === "") {
  78832. return Tags.HasTags(obj);
  78833. }
  78834. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  78835. };
  78836. return Tags;
  78837. }());
  78838. BABYLON.Tags = Tags;
  78839. })(BABYLON || (BABYLON = {}));
  78840. //# sourceMappingURL=babylon.tags.js.map
  78841. var BABYLON;
  78842. (function (BABYLON) {
  78843. /**
  78844. * Class used to evalaute queries containing `and` and `or` operators
  78845. */
  78846. var AndOrNotEvaluator = /** @class */ (function () {
  78847. function AndOrNotEvaluator() {
  78848. }
  78849. /**
  78850. * Evaluate a query
  78851. * @param query defines the query to evaluate
  78852. * @param evaluateCallback defines the callback used to filter result
  78853. * @returns true if the query matches
  78854. */
  78855. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  78856. if (!query.match(/\([^\(\)]*\)/g)) {
  78857. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  78858. }
  78859. else {
  78860. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  78861. // remove parenthesis
  78862. r = r.slice(1, r.length - 1);
  78863. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  78864. });
  78865. }
  78866. if (query === "true") {
  78867. return true;
  78868. }
  78869. if (query === "false") {
  78870. return false;
  78871. }
  78872. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  78873. };
  78874. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  78875. evaluateCallback = evaluateCallback || (function (r) {
  78876. return r === "true" ? true : false;
  78877. });
  78878. var result;
  78879. var or = parenthesisContent.split("||");
  78880. for (var i in or) {
  78881. if (or.hasOwnProperty(i)) {
  78882. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  78883. var and = ori.split("&&");
  78884. if (and.length > 1) {
  78885. for (var j = 0; j < and.length; ++j) {
  78886. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  78887. if (andj !== "true" && andj !== "false") {
  78888. if (andj[0] === "!") {
  78889. result = !evaluateCallback(andj.substring(1));
  78890. }
  78891. else {
  78892. result = evaluateCallback(andj);
  78893. }
  78894. }
  78895. else {
  78896. result = andj === "true" ? true : false;
  78897. }
  78898. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  78899. ori = "false";
  78900. break;
  78901. }
  78902. }
  78903. }
  78904. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  78905. result = true;
  78906. break;
  78907. }
  78908. // result equals false (or undefined)
  78909. if (ori !== "true" && ori !== "false") {
  78910. if (ori[0] === "!") {
  78911. result = !evaluateCallback(ori.substring(1));
  78912. }
  78913. else {
  78914. result = evaluateCallback(ori);
  78915. }
  78916. }
  78917. else {
  78918. result = ori === "true" ? true : false;
  78919. }
  78920. }
  78921. }
  78922. // the whole parenthesis scope is replaced by 'true' or 'false'
  78923. return result ? "true" : "false";
  78924. };
  78925. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  78926. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  78927. // remove whitespaces
  78928. r = r.replace(/[\s]/g, function () { return ""; });
  78929. return r.length % 2 ? "!" : "";
  78930. });
  78931. booleanString = booleanString.trim();
  78932. if (booleanString === "!true") {
  78933. booleanString = "false";
  78934. }
  78935. else if (booleanString === "!false") {
  78936. booleanString = "true";
  78937. }
  78938. return booleanString;
  78939. };
  78940. return AndOrNotEvaluator;
  78941. }());
  78942. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  78943. })(BABYLON || (BABYLON = {}));
  78944. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  78945. var BABYLON;
  78946. (function (BABYLON) {
  78947. /**
  78948. * Class used to enable access to IndexedDB
  78949. * @see @https://developer.mozilla.org/en-US/docs/Web/API/IndexedDB_API
  78950. */
  78951. var Database = /** @class */ (function () {
  78952. /**
  78953. * Creates a new Database
  78954. * @param urlToScene defines the url to load the scene
  78955. * @param callbackManifestChecked defines the callback to use when manifest is checked
  78956. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  78957. */
  78958. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  78959. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  78960. var _this = this;
  78961. // Handling various flavors of prefixed version of IndexedDB
  78962. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  78963. this.callbackManifestChecked = callbackManifestChecked;
  78964. this.currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  78965. this.db = null;
  78966. this._enableSceneOffline = false;
  78967. this._enableTexturesOffline = false;
  78968. this.manifestVersionFound = 0;
  78969. this.mustUpdateRessources = false;
  78970. this.hasReachedQuota = false;
  78971. if (!Database.IDBStorageEnabled) {
  78972. this.callbackManifestChecked(true);
  78973. }
  78974. else {
  78975. if (disableManifestCheck) {
  78976. this._enableSceneOffline = true;
  78977. this._enableTexturesOffline = true;
  78978. this.manifestVersionFound = 1;
  78979. BABYLON.Tools.SetImmediate(function () {
  78980. _this.callbackManifestChecked(true);
  78981. });
  78982. }
  78983. else {
  78984. this._checkManifestFile();
  78985. }
  78986. }
  78987. }
  78988. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  78989. /**
  78990. * Gets a boolean indicating if scene must be saved in the database
  78991. */
  78992. get: function () {
  78993. return this._enableSceneOffline;
  78994. },
  78995. enumerable: true,
  78996. configurable: true
  78997. });
  78998. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  78999. /**
  79000. * Gets a boolean indicating if textures must be saved in the database
  79001. */
  79002. get: function () {
  79003. return this._enableTexturesOffline;
  79004. },
  79005. enumerable: true,
  79006. configurable: true
  79007. });
  79008. Database.prototype._checkManifestFile = function () {
  79009. var _this = this;
  79010. var noManifestFile = function () {
  79011. _this._enableSceneOffline = false;
  79012. _this._enableTexturesOffline = false;
  79013. _this.callbackManifestChecked(false);
  79014. };
  79015. var timeStampUsed = false;
  79016. var manifestURL = this.currentSceneUrl + ".manifest";
  79017. var xhr = new XMLHttpRequest();
  79018. if (navigator.onLine) {
  79019. // Adding a timestamp to by-pass browsers' cache
  79020. timeStampUsed = true;
  79021. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79022. }
  79023. xhr.open("GET", manifestURL, true);
  79024. xhr.addEventListener("load", function () {
  79025. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79026. try {
  79027. var manifestFile = JSON.parse(xhr.response);
  79028. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79029. _this._enableTexturesOffline = manifestFile.enableTexturesOffline;
  79030. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79031. _this.manifestVersionFound = manifestFile.version;
  79032. }
  79033. if (_this.callbackManifestChecked) {
  79034. _this.callbackManifestChecked(true);
  79035. }
  79036. }
  79037. catch (ex) {
  79038. noManifestFile();
  79039. }
  79040. }
  79041. else {
  79042. noManifestFile();
  79043. }
  79044. }, false);
  79045. xhr.addEventListener("error", function (event) {
  79046. if (timeStampUsed) {
  79047. timeStampUsed = false;
  79048. // Let's retry without the timeStamp
  79049. // It could fail when coupled with HTML5 Offline API
  79050. var retryManifestURL = _this.currentSceneUrl + ".manifest";
  79051. xhr.open("GET", retryManifestURL, true);
  79052. xhr.send();
  79053. }
  79054. else {
  79055. noManifestFile();
  79056. }
  79057. }, false);
  79058. try {
  79059. xhr.send();
  79060. }
  79061. catch (ex) {
  79062. BABYLON.Tools.Error("Error on XHR send request.");
  79063. this.callbackManifestChecked(false);
  79064. }
  79065. };
  79066. /**
  79067. * Open the database and make it available
  79068. * @param successCallback defines the callback to call on success
  79069. * @param errorCallback defines the callback to call on error
  79070. */
  79071. Database.prototype.openAsync = function (successCallback, errorCallback) {
  79072. var _this = this;
  79073. var handleError = function () {
  79074. _this.isSupported = false;
  79075. if (errorCallback) {
  79076. errorCallback();
  79077. }
  79078. };
  79079. if (!this.idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79080. // Your browser doesn't support IndexedDB
  79081. this.isSupported = false;
  79082. if (errorCallback) {
  79083. errorCallback();
  79084. }
  79085. }
  79086. else {
  79087. // If the DB hasn't been opened or created yet
  79088. if (!this.db) {
  79089. this.hasReachedQuota = false;
  79090. this.isSupported = true;
  79091. var request = this.idbFactory.open("babylonjs", 1);
  79092. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79093. request.onerror = function (event) {
  79094. handleError();
  79095. };
  79096. // executes when a version change transaction cannot complete due to other active transactions
  79097. request.onblocked = function (event) {
  79098. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79099. handleError();
  79100. };
  79101. // DB has been opened successfully
  79102. request.onsuccess = function (event) {
  79103. _this.db = request.result;
  79104. successCallback();
  79105. };
  79106. // Initialization of the DB. Creating Scenes & Textures stores
  79107. request.onupgradeneeded = function (event) {
  79108. _this.db = (event.target).result;
  79109. if (_this.db) {
  79110. try {
  79111. _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79112. _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79113. _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  79114. }
  79115. catch (ex) {
  79116. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79117. handleError();
  79118. }
  79119. }
  79120. };
  79121. }
  79122. // DB has already been created and opened
  79123. else {
  79124. if (successCallback) {
  79125. successCallback();
  79126. }
  79127. }
  79128. }
  79129. };
  79130. /**
  79131. * Loads an image from the database
  79132. * @param url defines the url to load from
  79133. * @param image defines the target DOM image
  79134. */
  79135. Database.prototype.loadImageFromDB = function (url, image) {
  79136. var _this = this;
  79137. var completeURL = Database._ReturnFullUrlLocation(url);
  79138. var saveAndLoadImage = function () {
  79139. if (!_this.hasReachedQuota && _this.db !== null) {
  79140. // the texture is not yet in the DB, let's try to save it
  79141. _this._saveImageIntoDBAsync(completeURL, image);
  79142. }
  79143. // If the texture is not in the DB and we've reached the DB quota limit
  79144. // let's load it directly from the web
  79145. else {
  79146. image.src = url;
  79147. }
  79148. };
  79149. if (!this.mustUpdateRessources) {
  79150. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79151. }
  79152. // First time we're download the images or update requested in the manifest file by a version change
  79153. else {
  79154. saveAndLoadImage();
  79155. }
  79156. };
  79157. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79158. if (this.isSupported && this.db !== null) {
  79159. var texture;
  79160. var transaction = this.db.transaction(["textures"]);
  79161. transaction.onabort = function (event) {
  79162. image.src = url;
  79163. };
  79164. transaction.oncomplete = function (event) {
  79165. var blobTextureURL;
  79166. if (texture) {
  79167. var URL = window.URL || window.webkitURL;
  79168. blobTextureURL = URL.createObjectURL(texture.data);
  79169. image.onerror = function () {
  79170. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79171. image.src = url;
  79172. };
  79173. image.src = blobTextureURL;
  79174. }
  79175. else {
  79176. notInDBCallback();
  79177. }
  79178. };
  79179. var getRequest = transaction.objectStore("textures").get(url);
  79180. getRequest.onsuccess = function (event) {
  79181. texture = (event.target).result;
  79182. };
  79183. getRequest.onerror = function (event) {
  79184. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79185. image.src = url;
  79186. };
  79187. }
  79188. else {
  79189. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79190. image.src = url;
  79191. }
  79192. };
  79193. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79194. var _this = this;
  79195. if (this.isSupported) {
  79196. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79197. var generateBlobUrl = function () {
  79198. var blobTextureURL;
  79199. if (blob) {
  79200. var URL = window.URL || window.webkitURL;
  79201. try {
  79202. blobTextureURL = URL.createObjectURL(blob);
  79203. }
  79204. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79205. catch (ex) {
  79206. blobTextureURL = URL.createObjectURL(blob);
  79207. }
  79208. }
  79209. if (blobTextureURL) {
  79210. image.src = blobTextureURL;
  79211. }
  79212. };
  79213. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79214. var xhr = new XMLHttpRequest(), blob;
  79215. xhr.open("GET", url, true);
  79216. xhr.responseType = "blob";
  79217. xhr.addEventListener("load", function () {
  79218. if (xhr.status === 200 && _this.db) {
  79219. // Blob as response (XHR2)
  79220. blob = xhr.response;
  79221. var transaction = _this.db.transaction(["textures"], "readwrite");
  79222. // the transaction could abort because of a QuotaExceededError error
  79223. transaction.onabort = function (event) {
  79224. try {
  79225. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79226. var srcElement = (event.srcElement || event.target);
  79227. var error = srcElement.error;
  79228. if (error && error.name === "QuotaExceededError") {
  79229. _this.hasReachedQuota = true;
  79230. }
  79231. }
  79232. catch (ex) { }
  79233. generateBlobUrl();
  79234. };
  79235. transaction.oncomplete = function (event) {
  79236. generateBlobUrl();
  79237. };
  79238. var newTexture = { textureUrl: url, data: blob };
  79239. try {
  79240. // Put the blob into the dabase
  79241. var addRequest = transaction.objectStore("textures").put(newTexture);
  79242. addRequest.onsuccess = function (event) {
  79243. };
  79244. addRequest.onerror = function (event) {
  79245. generateBlobUrl();
  79246. };
  79247. }
  79248. catch (ex) {
  79249. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79250. if (ex.code === 25) {
  79251. Database.IsUASupportingBlobStorage = false;
  79252. }
  79253. image.src = url;
  79254. }
  79255. }
  79256. else {
  79257. image.src = url;
  79258. }
  79259. }, false);
  79260. xhr.addEventListener("error", function (event) {
  79261. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79262. image.src = url;
  79263. }, false);
  79264. xhr.send();
  79265. }
  79266. else {
  79267. image.src = url;
  79268. }
  79269. }
  79270. else {
  79271. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79272. image.src = url;
  79273. }
  79274. };
  79275. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  79276. var _this = this;
  79277. var updateVersion = function () {
  79278. // the version is not yet in the DB or we need to update it
  79279. _this._saveVersionIntoDBAsync(url, versionLoaded);
  79280. };
  79281. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  79282. };
  79283. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  79284. var _this = this;
  79285. if (this.isSupported && this.db) {
  79286. var version;
  79287. try {
  79288. var transaction = this.db.transaction(["versions"]);
  79289. transaction.oncomplete = function (event) {
  79290. if (version) {
  79291. // If the version in the JSON file is different from the version in DB
  79292. if (_this.manifestVersionFound !== version.data) {
  79293. _this.mustUpdateRessources = true;
  79294. updateInDBCallback();
  79295. }
  79296. else {
  79297. callback(version.data);
  79298. }
  79299. }
  79300. // version was not found in DB
  79301. else {
  79302. _this.mustUpdateRessources = true;
  79303. updateInDBCallback();
  79304. }
  79305. };
  79306. transaction.onabort = function (event) {
  79307. callback(-1);
  79308. };
  79309. var getRequest = transaction.objectStore("versions").get(url);
  79310. getRequest.onsuccess = function (event) {
  79311. version = (event.target).result;
  79312. };
  79313. getRequest.onerror = function (event) {
  79314. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  79315. callback(-1);
  79316. };
  79317. }
  79318. catch (ex) {
  79319. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  79320. callback(-1);
  79321. }
  79322. }
  79323. else {
  79324. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79325. callback(-1);
  79326. }
  79327. };
  79328. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  79329. var _this = this;
  79330. if (this.isSupported && !this.hasReachedQuota && this.db) {
  79331. try {
  79332. // Open a transaction to the database
  79333. var transaction = this.db.transaction(["versions"], "readwrite");
  79334. // the transaction could abort because of a QuotaExceededError error
  79335. transaction.onabort = function (event) {
  79336. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79337. var error = event.srcElement['error'];
  79338. if (error && error.name === "QuotaExceededError") {
  79339. _this.hasReachedQuota = true;
  79340. }
  79341. }
  79342. catch (ex) { }
  79343. callback(-1);
  79344. };
  79345. transaction.oncomplete = function (event) {
  79346. callback(_this.manifestVersionFound);
  79347. };
  79348. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  79349. // Put the scene into the database
  79350. var addRequest = transaction.objectStore("versions").put(newVersion);
  79351. addRequest.onsuccess = function (event) {
  79352. };
  79353. addRequest.onerror = function (event) {
  79354. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  79355. };
  79356. }
  79357. catch (ex) {
  79358. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  79359. callback(-1);
  79360. }
  79361. }
  79362. else {
  79363. callback(-1);
  79364. }
  79365. };
  79366. /**
  79367. * Loads a file from database
  79368. * @param url defines the URL to load from
  79369. * @param sceneLoaded defines a callback to call on success
  79370. * @param progressCallBack defines a callback to call when progress changed
  79371. * @param errorCallback defines a callback to call on error
  79372. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  79373. */
  79374. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  79375. var _this = this;
  79376. var completeUrl = Database._ReturnFullUrlLocation(url);
  79377. var saveAndLoadFile = function () {
  79378. // the scene is not yet in the DB, let's try to save it
  79379. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79380. };
  79381. this._checkVersionFromDB(completeUrl, function (version) {
  79382. if (version !== -1) {
  79383. if (!_this.mustUpdateRessources) {
  79384. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  79385. }
  79386. else {
  79387. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79388. }
  79389. }
  79390. else {
  79391. if (errorCallback) {
  79392. errorCallback();
  79393. }
  79394. }
  79395. });
  79396. };
  79397. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  79398. if (this.isSupported && this.db) {
  79399. var targetStore;
  79400. if (url.indexOf(".babylon") !== -1) {
  79401. targetStore = "scenes";
  79402. }
  79403. else {
  79404. targetStore = "textures";
  79405. }
  79406. var file;
  79407. var transaction = this.db.transaction([targetStore]);
  79408. transaction.oncomplete = function (event) {
  79409. if (file) {
  79410. callback(file.data);
  79411. }
  79412. // file was not found in DB
  79413. else {
  79414. notInDBCallback();
  79415. }
  79416. };
  79417. transaction.onabort = function (event) {
  79418. notInDBCallback();
  79419. };
  79420. var getRequest = transaction.objectStore(targetStore).get(url);
  79421. getRequest.onsuccess = function (event) {
  79422. file = (event.target).result;
  79423. };
  79424. getRequest.onerror = function (event) {
  79425. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  79426. notInDBCallback();
  79427. };
  79428. }
  79429. else {
  79430. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79431. callback();
  79432. }
  79433. };
  79434. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  79435. var _this = this;
  79436. if (this.isSupported) {
  79437. var targetStore;
  79438. if (url.indexOf(".babylon") !== -1) {
  79439. targetStore = "scenes";
  79440. }
  79441. else {
  79442. targetStore = "textures";
  79443. }
  79444. // Create XHR
  79445. var xhr = new XMLHttpRequest();
  79446. var fileData;
  79447. xhr.open("GET", url + "?" + Date.now(), true);
  79448. if (useArrayBuffer) {
  79449. xhr.responseType = "arraybuffer";
  79450. }
  79451. if (progressCallback) {
  79452. xhr.onprogress = progressCallback;
  79453. }
  79454. xhr.addEventListener("load", function () {
  79455. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  79456. // Blob as response (XHR2)
  79457. //fileData = xhr.responseText;
  79458. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  79459. if (!_this.hasReachedQuota && _this.db) {
  79460. // Open a transaction to the database
  79461. var transaction = _this.db.transaction([targetStore], "readwrite");
  79462. // the transaction could abort because of a QuotaExceededError error
  79463. transaction.onabort = function (event) {
  79464. try {
  79465. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79466. var error = event.srcElement['error'];
  79467. if (error && error.name === "QuotaExceededError") {
  79468. _this.hasReachedQuota = true;
  79469. }
  79470. }
  79471. catch (ex) { }
  79472. callback(fileData);
  79473. };
  79474. transaction.oncomplete = function (event) {
  79475. callback(fileData);
  79476. };
  79477. var newFile;
  79478. if (targetStore === "scenes") {
  79479. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  79480. }
  79481. else {
  79482. newFile = { textureUrl: url, data: fileData };
  79483. }
  79484. try {
  79485. // Put the scene into the database
  79486. var addRequest = transaction.objectStore(targetStore).put(newFile);
  79487. addRequest.onsuccess = function (event) {
  79488. };
  79489. addRequest.onerror = function (event) {
  79490. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  79491. };
  79492. }
  79493. catch (ex) {
  79494. callback(fileData);
  79495. }
  79496. }
  79497. else {
  79498. callback(fileData);
  79499. }
  79500. }
  79501. else {
  79502. if (xhr.status >= 400 && errorCallback) {
  79503. errorCallback(xhr);
  79504. }
  79505. else {
  79506. callback();
  79507. }
  79508. }
  79509. }, false);
  79510. xhr.addEventListener("error", function (event) {
  79511. BABYLON.Tools.Error("error on XHR request.");
  79512. callback();
  79513. }, false);
  79514. xhr.send();
  79515. }
  79516. else {
  79517. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79518. callback();
  79519. }
  79520. };
  79521. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  79522. Database.IsUASupportingBlobStorage = true;
  79523. /** Gets a boolean indicating if Database storate is enabled */
  79524. Database.IDBStorageEnabled = true;
  79525. Database._ParseURL = function (url) {
  79526. var a = document.createElement('a');
  79527. a.href = url;
  79528. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  79529. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  79530. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  79531. return absLocation;
  79532. };
  79533. Database._ReturnFullUrlLocation = function (url) {
  79534. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  79535. return (Database._ParseURL(window.location.href) + url);
  79536. }
  79537. else {
  79538. return url;
  79539. }
  79540. };
  79541. return Database;
  79542. }());
  79543. BABYLON.Database = Database;
  79544. })(BABYLON || (BABYLON = {}));
  79545. //# sourceMappingURL=babylon.database.js.map
  79546. var BABYLON;
  79547. (function (BABYLON) {
  79548. /**
  79549. * This represents all the required information to add a fresnel effect on a material:
  79550. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  79551. */
  79552. var FresnelParameters = /** @class */ (function () {
  79553. function FresnelParameters() {
  79554. this._isEnabled = true;
  79555. /**
  79556. * Define the color used on edges (grazing angle)
  79557. */
  79558. this.leftColor = BABYLON.Color3.White();
  79559. /**
  79560. * Define the color used on center
  79561. */
  79562. this.rightColor = BABYLON.Color3.Black();
  79563. /**
  79564. * Define bias applied to computed fresnel term
  79565. */
  79566. this.bias = 0;
  79567. /**
  79568. * Defined the power exponent applied to fresnel term
  79569. */
  79570. this.power = 1;
  79571. }
  79572. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  79573. /**
  79574. * Define if the fresnel effect is enable or not.
  79575. */
  79576. get: function () {
  79577. return this._isEnabled;
  79578. },
  79579. set: function (value) {
  79580. if (this._isEnabled === value) {
  79581. return;
  79582. }
  79583. this._isEnabled = value;
  79584. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  79585. },
  79586. enumerable: true,
  79587. configurable: true
  79588. });
  79589. /**
  79590. * Clones the current fresnel and its valuues
  79591. * @returns a clone fresnel configuration
  79592. */
  79593. FresnelParameters.prototype.clone = function () {
  79594. var newFresnelParameters = new FresnelParameters();
  79595. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  79596. return newFresnelParameters;
  79597. };
  79598. /**
  79599. * Serializes the current fresnel parameters to a JSON representation.
  79600. * @return the JSON serialization
  79601. */
  79602. FresnelParameters.prototype.serialize = function () {
  79603. var serializationObject = {};
  79604. serializationObject.isEnabled = this.isEnabled;
  79605. serializationObject.leftColor = this.leftColor.asArray();
  79606. serializationObject.rightColor = this.rightColor.asArray();
  79607. serializationObject.bias = this.bias;
  79608. serializationObject.power = this.power;
  79609. return serializationObject;
  79610. };
  79611. /**
  79612. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  79613. * @param parsedFresnelParameters Define the JSON representation
  79614. * @returns the parsed parameters
  79615. */
  79616. FresnelParameters.Parse = function (parsedFresnelParameters) {
  79617. var fresnelParameters = new FresnelParameters();
  79618. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  79619. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  79620. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  79621. fresnelParameters.bias = parsedFresnelParameters.bias;
  79622. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  79623. return fresnelParameters;
  79624. };
  79625. return FresnelParameters;
  79626. }());
  79627. BABYLON.FresnelParameters = FresnelParameters;
  79628. })(BABYLON || (BABYLON = {}));
  79629. //# sourceMappingURL=babylon.fresnelParameters.js.map
  79630. var BABYLON;
  79631. (function (BABYLON) {
  79632. /**
  79633. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79634. * separate meshes. This can be use to improve performances.
  79635. * @see http://doc.babylonjs.com/how_to/multi_materials
  79636. */
  79637. var MultiMaterial = /** @class */ (function (_super) {
  79638. __extends(MultiMaterial, _super);
  79639. /**
  79640. * Instantiates a new Multi Material
  79641. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79642. * separate meshes. This can be use to improve performances.
  79643. * @see http://doc.babylonjs.com/how_to/multi_materials
  79644. * @param name Define the name in the scene
  79645. * @param scene Define the scene the material belongs to
  79646. */
  79647. function MultiMaterial(name, scene) {
  79648. var _this = _super.call(this, name, scene, true) || this;
  79649. scene.multiMaterials.push(_this);
  79650. _this.subMaterials = new Array();
  79651. _this.storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  79652. return _this;
  79653. }
  79654. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  79655. /**
  79656. * Gets or Sets the list of Materials used within the multi material.
  79657. * They need to be ordered according to the submeshes order in the associated mesh
  79658. */
  79659. get: function () {
  79660. return this._subMaterials;
  79661. },
  79662. set: function (value) {
  79663. this._subMaterials = value;
  79664. this._hookArray(value);
  79665. },
  79666. enumerable: true,
  79667. configurable: true
  79668. });
  79669. MultiMaterial.prototype._hookArray = function (array) {
  79670. var _this = this;
  79671. var oldPush = array.push;
  79672. array.push = function () {
  79673. var items = [];
  79674. for (var _i = 0; _i < arguments.length; _i++) {
  79675. items[_i] = arguments[_i];
  79676. }
  79677. var result = oldPush.apply(array, items);
  79678. _this._markAllSubMeshesAsTexturesDirty();
  79679. return result;
  79680. };
  79681. var oldSplice = array.splice;
  79682. array.splice = function (index, deleteCount) {
  79683. var deleted = oldSplice.apply(array, [index, deleteCount]);
  79684. _this._markAllSubMeshesAsTexturesDirty();
  79685. return deleted;
  79686. };
  79687. };
  79688. /**
  79689. * Get one of the submaterial by its index in the submaterials array
  79690. * @param index The index to look the sub material at
  79691. * @returns The Material if the index has been defined
  79692. */
  79693. MultiMaterial.prototype.getSubMaterial = function (index) {
  79694. if (index < 0 || index >= this.subMaterials.length) {
  79695. return this.getScene().defaultMaterial;
  79696. }
  79697. return this.subMaterials[index];
  79698. };
  79699. /**
  79700. * Get the list of active textures for the whole sub materials list.
  79701. * @returns All the textures that will be used during the rendering
  79702. */
  79703. MultiMaterial.prototype.getActiveTextures = function () {
  79704. var _a;
  79705. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  79706. if (subMaterial) {
  79707. return subMaterial.getActiveTextures();
  79708. }
  79709. else {
  79710. return [];
  79711. }
  79712. }));
  79713. };
  79714. /**
  79715. * Gets the current class name of the material e.g. "MultiMaterial"
  79716. * Mainly use in serialization.
  79717. * @returns the class name
  79718. */
  79719. MultiMaterial.prototype.getClassName = function () {
  79720. return "MultiMaterial";
  79721. };
  79722. /**
  79723. * Checks if the material is ready to render the requested sub mesh
  79724. * @param mesh Define the mesh the submesh belongs to
  79725. * @param subMesh Define the sub mesh to look readyness for
  79726. * @param useInstances Define whether or not the material is used with instances
  79727. * @returns true if ready, otherwise false
  79728. */
  79729. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  79730. for (var index = 0; index < this.subMaterials.length; index++) {
  79731. var subMaterial = this.subMaterials[index];
  79732. if (subMaterial) {
  79733. if (subMaterial.storeEffectOnSubMeshes) {
  79734. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  79735. return false;
  79736. }
  79737. continue;
  79738. }
  79739. if (!subMaterial.isReady(mesh)) {
  79740. return false;
  79741. }
  79742. }
  79743. }
  79744. return true;
  79745. };
  79746. /**
  79747. * Clones the current material and its related sub materials
  79748. * @param name Define the name of the newly cloned material
  79749. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  79750. * @returns the cloned material
  79751. */
  79752. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  79753. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  79754. for (var index = 0; index < this.subMaterials.length; index++) {
  79755. var subMaterial = null;
  79756. var current = this.subMaterials[index];
  79757. if (cloneChildren && current) {
  79758. subMaterial = current.clone(name + "-" + current.name);
  79759. }
  79760. else {
  79761. subMaterial = this.subMaterials[index];
  79762. }
  79763. newMultiMaterial.subMaterials.push(subMaterial);
  79764. }
  79765. return newMultiMaterial;
  79766. };
  79767. /**
  79768. * Serializes the materials into a JSON representation.
  79769. * @returns the JSON representation
  79770. */
  79771. MultiMaterial.prototype.serialize = function () {
  79772. var serializationObject = {};
  79773. serializationObject.name = this.name;
  79774. serializationObject.id = this.id;
  79775. if (BABYLON.Tags) {
  79776. serializationObject.tags = BABYLON.Tags.GetTags(this);
  79777. }
  79778. serializationObject.materials = [];
  79779. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  79780. var subMat = this.subMaterials[matIndex];
  79781. if (subMat) {
  79782. serializationObject.materials.push(subMat.id);
  79783. }
  79784. else {
  79785. serializationObject.materials.push(null);
  79786. }
  79787. }
  79788. return serializationObject;
  79789. };
  79790. /**
  79791. * Dispose the material and release its associated resources
  79792. * @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)
  79793. * @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)
  79794. */
  79795. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  79796. var scene = this.getScene();
  79797. if (!scene) {
  79798. return;
  79799. }
  79800. var index = scene.multiMaterials.indexOf(this);
  79801. if (index >= 0) {
  79802. scene.multiMaterials.splice(index, 1);
  79803. }
  79804. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  79805. };
  79806. return MultiMaterial;
  79807. }(BABYLON.Material));
  79808. BABYLON.MultiMaterial = MultiMaterial;
  79809. })(BABYLON || (BABYLON = {}));
  79810. //# sourceMappingURL=babylon.multiMaterial.js.map
  79811. var BABYLON;
  79812. (function (BABYLON) {
  79813. /**
  79814. * Manage the touch inputs to control the movement of a free camera.
  79815. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79816. */
  79817. var FreeCameraTouchInput = /** @class */ (function () {
  79818. function FreeCameraTouchInput() {
  79819. /**
  79820. * Defines the touch sensibility for rotation.
  79821. * The higher the faster.
  79822. */
  79823. this.touchAngularSensibility = 200000.0;
  79824. /**
  79825. * Defines the touch sensibility for move.
  79826. * The higher the faster.
  79827. */
  79828. this.touchMoveSensibility = 250.0;
  79829. this._offsetX = null;
  79830. this._offsetY = null;
  79831. this._pointerPressed = new Array();
  79832. }
  79833. /**
  79834. * Attach the input controls to a specific dom element to get the input from.
  79835. * @param element Defines the element the controls should be listened from
  79836. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79837. */
  79838. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  79839. var _this = this;
  79840. var previousPosition = null;
  79841. if (this._pointerInput === undefined) {
  79842. this._onLostFocus = function (evt) {
  79843. _this._offsetX = null;
  79844. _this._offsetY = null;
  79845. };
  79846. this._pointerInput = function (p, s) {
  79847. var evt = p.event;
  79848. if (evt.pointerType === "mouse") {
  79849. return;
  79850. }
  79851. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  79852. if (!noPreventDefault) {
  79853. evt.preventDefault();
  79854. }
  79855. _this._pointerPressed.push(evt.pointerId);
  79856. if (_this._pointerPressed.length !== 1) {
  79857. return;
  79858. }
  79859. previousPosition = {
  79860. x: evt.clientX,
  79861. y: evt.clientY
  79862. };
  79863. }
  79864. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  79865. if (!noPreventDefault) {
  79866. evt.preventDefault();
  79867. }
  79868. var index = _this._pointerPressed.indexOf(evt.pointerId);
  79869. if (index === -1) {
  79870. return;
  79871. }
  79872. _this._pointerPressed.splice(index, 1);
  79873. if (index != 0) {
  79874. return;
  79875. }
  79876. previousPosition = null;
  79877. _this._offsetX = null;
  79878. _this._offsetY = null;
  79879. }
  79880. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  79881. if (!noPreventDefault) {
  79882. evt.preventDefault();
  79883. }
  79884. if (!previousPosition) {
  79885. return;
  79886. }
  79887. var index = _this._pointerPressed.indexOf(evt.pointerId);
  79888. if (index != 0) {
  79889. return;
  79890. }
  79891. _this._offsetX = evt.clientX - previousPosition.x;
  79892. _this._offsetY = -(evt.clientY - previousPosition.y);
  79893. }
  79894. };
  79895. }
  79896. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  79897. if (this._onLostFocus) {
  79898. element.addEventListener("blur", this._onLostFocus);
  79899. }
  79900. };
  79901. /**
  79902. * Detach the current controls from the specified dom element.
  79903. * @param element Defines the element to stop listening the inputs from
  79904. */
  79905. FreeCameraTouchInput.prototype.detachControl = function (element) {
  79906. if (this._pointerInput && element) {
  79907. if (this._observer) {
  79908. this.camera.getScene().onPointerObservable.remove(this._observer);
  79909. this._observer = null;
  79910. }
  79911. if (this._onLostFocus) {
  79912. element.removeEventListener("blur", this._onLostFocus);
  79913. this._onLostFocus = null;
  79914. }
  79915. this._pointerPressed = [];
  79916. this._offsetX = null;
  79917. this._offsetY = null;
  79918. }
  79919. };
  79920. /**
  79921. * Update the current camera state depending on the inputs that have been used this frame.
  79922. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79923. */
  79924. FreeCameraTouchInput.prototype.checkInputs = function () {
  79925. if (this._offsetX && this._offsetY) {
  79926. var camera = this.camera;
  79927. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  79928. if (this._pointerPressed.length > 1) {
  79929. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  79930. }
  79931. else {
  79932. var speed = camera._computeLocalCameraSpeed();
  79933. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  79934. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  79935. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  79936. }
  79937. }
  79938. };
  79939. /**
  79940. * Gets the class name of the current intput.
  79941. * @returns the class name
  79942. */
  79943. FreeCameraTouchInput.prototype.getClassName = function () {
  79944. return "FreeCameraTouchInput";
  79945. };
  79946. /**
  79947. * Get the friendly name associated with the input class.
  79948. * @returns the input friendly name
  79949. */
  79950. FreeCameraTouchInput.prototype.getSimpleName = function () {
  79951. return "touch";
  79952. };
  79953. __decorate([
  79954. BABYLON.serialize()
  79955. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  79956. __decorate([
  79957. BABYLON.serialize()
  79958. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  79959. return FreeCameraTouchInput;
  79960. }());
  79961. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  79962. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  79963. })(BABYLON || (BABYLON = {}));
  79964. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  79965. var BABYLON;
  79966. (function (BABYLON) {
  79967. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  79968. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  79969. });
  79970. /**
  79971. * This represents a FPS type of camera controlled by touch.
  79972. * This is like a universal camera minus the Gamepad controls.
  79973. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79974. */
  79975. var TouchCamera = /** @class */ (function (_super) {
  79976. __extends(TouchCamera, _super);
  79977. /**
  79978. * Instantiates a new touch camera.
  79979. * This represents a FPS type of camera controlled by touch.
  79980. * This is like a universal camera minus the Gamepad controls.
  79981. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  79982. * @param name Define the name of the camera in the scene
  79983. * @param position Define the start position of the camera in the scene
  79984. * @param scene Define the scene the camera belongs to
  79985. */
  79986. function TouchCamera(name, position, scene) {
  79987. var _this = _super.call(this, name, position, scene) || this;
  79988. _this.inputs.addTouch();
  79989. _this._setupInputs();
  79990. return _this;
  79991. }
  79992. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  79993. /**
  79994. * Defines the touch sensibility for rotation.
  79995. * The higher the faster.
  79996. */
  79997. get: function () {
  79998. var touch = this.inputs.attached["touch"];
  79999. if (touch) {
  80000. return touch.touchAngularSensibility;
  80001. }
  80002. return 0;
  80003. },
  80004. set: function (value) {
  80005. var touch = this.inputs.attached["touch"];
  80006. if (touch) {
  80007. touch.touchAngularSensibility = value;
  80008. }
  80009. },
  80010. enumerable: true,
  80011. configurable: true
  80012. });
  80013. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80014. /**
  80015. * Defines the touch sensibility for move.
  80016. * The higher the faster.
  80017. */
  80018. get: function () {
  80019. var touch = this.inputs.attached["touch"];
  80020. if (touch) {
  80021. return touch.touchMoveSensibility;
  80022. }
  80023. return 0;
  80024. },
  80025. set: function (value) {
  80026. var touch = this.inputs.attached["touch"];
  80027. if (touch) {
  80028. touch.touchMoveSensibility = value;
  80029. }
  80030. },
  80031. enumerable: true,
  80032. configurable: true
  80033. });
  80034. /**
  80035. * Gets the current object class name.
  80036. * @return the class name
  80037. */
  80038. TouchCamera.prototype.getClassName = function () {
  80039. return "TouchCamera";
  80040. };
  80041. /** @hidden */
  80042. TouchCamera.prototype._setupInputs = function () {
  80043. var mouse = this.inputs.attached["mouse"];
  80044. if (mouse) {
  80045. mouse.touchEnabled = false;
  80046. }
  80047. };
  80048. return TouchCamera;
  80049. }(BABYLON.FreeCamera));
  80050. BABYLON.TouchCamera = TouchCamera;
  80051. })(BABYLON || (BABYLON = {}));
  80052. //# sourceMappingURL=babylon.touchCamera.js.map
  80053. var BABYLON;
  80054. (function (BABYLON) {
  80055. /**
  80056. * 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.
  80057. * This is the base class of any Procedural texture and contains most of the shareable code.
  80058. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80059. */
  80060. var ProceduralTexture = /** @class */ (function (_super) {
  80061. __extends(ProceduralTexture, _super);
  80062. /**
  80063. * Instantiates a new procedural texture.
  80064. * 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.
  80065. * This is the base class of any Procedural texture and contains most of the shareable code.
  80066. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80067. * @param name Define the name of the texture
  80068. * @param size Define the size of the texture to create
  80069. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80070. * @param scene Define the scene the texture belongs to
  80071. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80072. * @param generateMipMaps Define if the texture should creates mip maps or not
  80073. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80074. */
  80075. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80076. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80077. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80078. if (isCube === void 0) { isCube = false; }
  80079. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80080. _this.isCube = isCube;
  80081. /**
  80082. * Define if the texture is enabled or not (disabled texture will not render)
  80083. */
  80084. _this.isEnabled = true;
  80085. /**
  80086. * Define if the texture must be cleared before rendering (default is true)
  80087. */
  80088. _this.autoClear = true;
  80089. /**
  80090. * Event raised when the texture is generated
  80091. */
  80092. _this.onGeneratedObservable = new BABYLON.Observable();
  80093. /** @hidden */
  80094. _this._textures = {};
  80095. _this._currentRefreshId = -1;
  80096. _this._refreshRate = 1;
  80097. _this._vertexBuffers = {};
  80098. _this._uniforms = new Array();
  80099. _this._samplers = new Array();
  80100. _this._floats = {};
  80101. _this._ints = {};
  80102. _this._floatsArrays = {};
  80103. _this._colors3 = {};
  80104. _this._colors4 = {};
  80105. _this._vectors2 = {};
  80106. _this._vectors3 = {};
  80107. _this._matrices = {};
  80108. _this._fallbackTextureUsed = false;
  80109. _this._cachedDefines = "";
  80110. _this._contentUpdateId = -1;
  80111. scene = _this.getScene();
  80112. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80113. if (!component) {
  80114. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80115. scene._addComponent(component);
  80116. }
  80117. scene.proceduralTextures.push(_this);
  80118. _this._engine = scene.getEngine();
  80119. _this.name = name;
  80120. _this.isRenderTarget = true;
  80121. _this._size = size;
  80122. _this._generateMipMaps = generateMipMaps;
  80123. _this.setFragment(fragment);
  80124. _this._fallbackTexture = fallbackTexture;
  80125. if (isCube) {
  80126. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80127. _this.setFloat("face", 0);
  80128. }
  80129. else {
  80130. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80131. }
  80132. // VBO
  80133. var vertices = [];
  80134. vertices.push(1, 1);
  80135. vertices.push(-1, 1);
  80136. vertices.push(-1, -1);
  80137. vertices.push(1, -1);
  80138. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80139. _this._createIndexBuffer();
  80140. return _this;
  80141. }
  80142. /**
  80143. * The effect that is created when initializing the post process.
  80144. * @returns The created effect corrisponding the the postprocess.
  80145. */
  80146. ProceduralTexture.prototype.getEffect = function () {
  80147. return this._effect;
  80148. };
  80149. /**
  80150. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80151. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80152. */
  80153. ProceduralTexture.prototype.getContent = function () {
  80154. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80155. return this._contentData;
  80156. }
  80157. this._contentData = this.readPixels(0, 0, this._contentData);
  80158. this._contentUpdateId = this._currentRefreshId;
  80159. return this._contentData;
  80160. };
  80161. ProceduralTexture.prototype._createIndexBuffer = function () {
  80162. var engine = this._engine;
  80163. // Indices
  80164. var indices = [];
  80165. indices.push(0);
  80166. indices.push(1);
  80167. indices.push(2);
  80168. indices.push(0);
  80169. indices.push(2);
  80170. indices.push(3);
  80171. this._indexBuffer = engine.createIndexBuffer(indices);
  80172. };
  80173. /** @hidden */
  80174. ProceduralTexture.prototype._rebuild = function () {
  80175. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80176. if (vb) {
  80177. vb._rebuild();
  80178. }
  80179. this._createIndexBuffer();
  80180. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80181. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80182. }
  80183. };
  80184. /**
  80185. * Resets the texture in order to recreate its associated resources.
  80186. * This can be called in case of context loss
  80187. */
  80188. ProceduralTexture.prototype.reset = function () {
  80189. if (this._effect === undefined) {
  80190. return;
  80191. }
  80192. var engine = this._engine;
  80193. engine._releaseEffect(this._effect);
  80194. };
  80195. ProceduralTexture.prototype._getDefines = function () {
  80196. return "";
  80197. };
  80198. /**
  80199. * Is the texture ready to be used ? (rendered at least once)
  80200. * @returns true if ready, otherwise, false.
  80201. */
  80202. ProceduralTexture.prototype.isReady = function () {
  80203. var _this = this;
  80204. var engine = this._engine;
  80205. var shaders;
  80206. if (!this._fragment) {
  80207. return false;
  80208. }
  80209. if (this._fallbackTextureUsed) {
  80210. return true;
  80211. }
  80212. var defines = this._getDefines();
  80213. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80214. return true;
  80215. }
  80216. if (this._fragment.fragmentElement !== undefined) {
  80217. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80218. }
  80219. else {
  80220. shaders = { vertex: "procedural", fragment: this._fragment };
  80221. }
  80222. this._cachedDefines = defines;
  80223. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80224. _this.releaseInternalTexture();
  80225. if (_this._fallbackTexture) {
  80226. _this._texture = _this._fallbackTexture._texture;
  80227. if (_this._texture) {
  80228. _this._texture.incrementReferences();
  80229. }
  80230. }
  80231. _this._fallbackTextureUsed = true;
  80232. });
  80233. return this._effect.isReady();
  80234. };
  80235. /**
  80236. * Resets the refresh counter of the texture and start bak from scratch.
  80237. * Could be usefull to regenerate the texture if it is setup to render only once.
  80238. */
  80239. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80240. this._currentRefreshId = -1;
  80241. };
  80242. /**
  80243. * Set the fragment shader to use in order to render the texture.
  80244. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80245. */
  80246. ProceduralTexture.prototype.setFragment = function (fragment) {
  80247. this._fragment = fragment;
  80248. };
  80249. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80250. /**
  80251. * Define the refresh rate of the texture or the rendering frequency.
  80252. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80253. */
  80254. get: function () {
  80255. return this._refreshRate;
  80256. },
  80257. set: function (value) {
  80258. this._refreshRate = value;
  80259. this.resetRefreshCounter();
  80260. },
  80261. enumerable: true,
  80262. configurable: true
  80263. });
  80264. /** @hidden */
  80265. ProceduralTexture.prototype._shouldRender = function () {
  80266. if (!this.isEnabled || !this.isReady() || !this._texture) {
  80267. if (this._texture) {
  80268. this._texture.isReady = false;
  80269. }
  80270. return false;
  80271. }
  80272. if (this._fallbackTextureUsed) {
  80273. return false;
  80274. }
  80275. if (this._currentRefreshId === -1) { // At least render once
  80276. this._currentRefreshId = 1;
  80277. return true;
  80278. }
  80279. if (this.refreshRate === this._currentRefreshId) {
  80280. this._currentRefreshId = 1;
  80281. return true;
  80282. }
  80283. this._currentRefreshId++;
  80284. return false;
  80285. };
  80286. /**
  80287. * Get the size the texture is rendering at.
  80288. * @returns the size (texture is always squared)
  80289. */
  80290. ProceduralTexture.prototype.getRenderSize = function () {
  80291. return this._size;
  80292. };
  80293. /**
  80294. * Resize the texture to new value.
  80295. * @param size Define the new size the texture should have
  80296. * @param generateMipMaps Define whether the new texture should create mip maps
  80297. */
  80298. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  80299. if (this._fallbackTextureUsed) {
  80300. return;
  80301. }
  80302. this.releaseInternalTexture();
  80303. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  80304. // Update properties
  80305. this._size = size;
  80306. this._generateMipMaps = generateMipMaps;
  80307. };
  80308. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  80309. if (this._uniforms.indexOf(uniformName) === -1) {
  80310. this._uniforms.push(uniformName);
  80311. }
  80312. };
  80313. /**
  80314. * Set a texture in the shader program used to render.
  80315. * @param name Define the name of the uniform samplers as defined in the shader
  80316. * @param texture Define the texture to bind to this sampler
  80317. * @return the texture itself allowing "fluent" like uniform updates
  80318. */
  80319. ProceduralTexture.prototype.setTexture = function (name, texture) {
  80320. if (this._samplers.indexOf(name) === -1) {
  80321. this._samplers.push(name);
  80322. }
  80323. this._textures[name] = texture;
  80324. return this;
  80325. };
  80326. /**
  80327. * Set a float in the shader.
  80328. * @param name Define the name of the uniform as defined in the shader
  80329. * @param value Define the value to give to the uniform
  80330. * @return the texture itself allowing "fluent" like uniform updates
  80331. */
  80332. ProceduralTexture.prototype.setFloat = function (name, value) {
  80333. this._checkUniform(name);
  80334. this._floats[name] = value;
  80335. return this;
  80336. };
  80337. /**
  80338. * Set a int in the shader.
  80339. * @param name Define the name of the uniform as defined in the shader
  80340. * @param value Define the value to give to the uniform
  80341. * @return the texture itself allowing "fluent" like uniform updates
  80342. */
  80343. ProceduralTexture.prototype.setInt = function (name, value) {
  80344. this._checkUniform(name);
  80345. this._ints[name] = value;
  80346. return this;
  80347. };
  80348. /**
  80349. * Set an array of floats in the shader.
  80350. * @param name Define the name of the uniform as defined in the shader
  80351. * @param value Define the value to give to the uniform
  80352. * @return the texture itself allowing "fluent" like uniform updates
  80353. */
  80354. ProceduralTexture.prototype.setFloats = function (name, value) {
  80355. this._checkUniform(name);
  80356. this._floatsArrays[name] = value;
  80357. return this;
  80358. };
  80359. /**
  80360. * Set a vec3 in the shader from a Color3.
  80361. * @param name Define the name of the uniform as defined in the shader
  80362. * @param value Define the value to give to the uniform
  80363. * @return the texture itself allowing "fluent" like uniform updates
  80364. */
  80365. ProceduralTexture.prototype.setColor3 = function (name, value) {
  80366. this._checkUniform(name);
  80367. this._colors3[name] = value;
  80368. return this;
  80369. };
  80370. /**
  80371. * Set a vec4 in the shader from a Color4.
  80372. * @param name Define the name of the uniform as defined in the shader
  80373. * @param value Define the value to give to the uniform
  80374. * @return the texture itself allowing "fluent" like uniform updates
  80375. */
  80376. ProceduralTexture.prototype.setColor4 = function (name, value) {
  80377. this._checkUniform(name);
  80378. this._colors4[name] = value;
  80379. return this;
  80380. };
  80381. /**
  80382. * Set a vec2 in the shader from a Vector2.
  80383. * @param name Define the name of the uniform as defined in the shader
  80384. * @param value Define the value to give to the uniform
  80385. * @return the texture itself allowing "fluent" like uniform updates
  80386. */
  80387. ProceduralTexture.prototype.setVector2 = function (name, value) {
  80388. this._checkUniform(name);
  80389. this._vectors2[name] = value;
  80390. return this;
  80391. };
  80392. /**
  80393. * Set a vec3 in the shader from a Vector3.
  80394. * @param name Define the name of the uniform as defined in the shader
  80395. * @param value Define the value to give to the uniform
  80396. * @return the texture itself allowing "fluent" like uniform updates
  80397. */
  80398. ProceduralTexture.prototype.setVector3 = function (name, value) {
  80399. this._checkUniform(name);
  80400. this._vectors3[name] = value;
  80401. return this;
  80402. };
  80403. /**
  80404. * Set a mat4 in the shader from a MAtrix.
  80405. * @param name Define the name of the uniform as defined in the shader
  80406. * @param value Define the value to give to the uniform
  80407. * @return the texture itself allowing "fluent" like uniform updates
  80408. */
  80409. ProceduralTexture.prototype.setMatrix = function (name, value) {
  80410. this._checkUniform(name);
  80411. this._matrices[name] = value;
  80412. return this;
  80413. };
  80414. /**
  80415. * Render the texture to its associated render target.
  80416. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80417. */
  80418. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80419. var scene = this.getScene();
  80420. if (!scene) {
  80421. return;
  80422. }
  80423. var engine = this._engine;
  80424. // Render
  80425. engine.enableEffect(this._effect);
  80426. engine.setState(false);
  80427. // Texture
  80428. for (var name in this._textures) {
  80429. this._effect.setTexture(name, this._textures[name]);
  80430. }
  80431. // Float
  80432. for (name in this._ints) {
  80433. this._effect.setInt(name, this._ints[name]);
  80434. }
  80435. // Float
  80436. for (name in this._floats) {
  80437. this._effect.setFloat(name, this._floats[name]);
  80438. }
  80439. // Floats
  80440. for (name in this._floatsArrays) {
  80441. this._effect.setArray(name, this._floatsArrays[name]);
  80442. }
  80443. // Color3
  80444. for (name in this._colors3) {
  80445. this._effect.setColor3(name, this._colors3[name]);
  80446. }
  80447. // Color4
  80448. for (name in this._colors4) {
  80449. var color = this._colors4[name];
  80450. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  80451. }
  80452. // Vector2
  80453. for (name in this._vectors2) {
  80454. this._effect.setVector2(name, this._vectors2[name]);
  80455. }
  80456. // Vector3
  80457. for (name in this._vectors3) {
  80458. this._effect.setVector3(name, this._vectors3[name]);
  80459. }
  80460. // Matrix
  80461. for (name in this._matrices) {
  80462. this._effect.setMatrix(name, this._matrices[name]);
  80463. }
  80464. if (!this._texture) {
  80465. return;
  80466. }
  80467. if (this.isCube) {
  80468. for (var face = 0; face < 6; face++) {
  80469. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  80470. // VBOs
  80471. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80472. this._effect.setFloat("face", face);
  80473. // Clear
  80474. if (this.autoClear) {
  80475. engine.clear(scene.clearColor, true, false, false);
  80476. }
  80477. // Draw order
  80478. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80479. // Mipmaps
  80480. if (face === 5) {
  80481. engine.generateMipMapsForCubemap(this._texture);
  80482. }
  80483. }
  80484. }
  80485. else {
  80486. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  80487. // VBOs
  80488. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80489. // Clear
  80490. if (this.autoClear) {
  80491. engine.clear(scene.clearColor, true, false, false);
  80492. }
  80493. // Draw order
  80494. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80495. }
  80496. // Unbind
  80497. engine.unBindFramebuffer(this._texture, this.isCube);
  80498. if (this.onGenerated) {
  80499. this.onGenerated();
  80500. }
  80501. this.onGeneratedObservable.notifyObservers(this);
  80502. };
  80503. /**
  80504. * Clone the texture.
  80505. * @returns the cloned texture
  80506. */
  80507. ProceduralTexture.prototype.clone = function () {
  80508. var textureSize = this.getSize();
  80509. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  80510. // Base texture
  80511. newTexture.hasAlpha = this.hasAlpha;
  80512. newTexture.level = this.level;
  80513. // RenderTarget Texture
  80514. newTexture.coordinatesMode = this.coordinatesMode;
  80515. return newTexture;
  80516. };
  80517. /**
  80518. * Dispose the texture and release its asoociated resources.
  80519. */
  80520. ProceduralTexture.prototype.dispose = function () {
  80521. var scene = this.getScene();
  80522. if (!scene) {
  80523. return;
  80524. }
  80525. var index = scene.proceduralTextures.indexOf(this);
  80526. if (index >= 0) {
  80527. scene.proceduralTextures.splice(index, 1);
  80528. }
  80529. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80530. if (vertexBuffer) {
  80531. vertexBuffer.dispose();
  80532. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  80533. }
  80534. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  80535. this._indexBuffer = null;
  80536. }
  80537. _super.prototype.dispose.call(this);
  80538. };
  80539. __decorate([
  80540. BABYLON.serialize()
  80541. ], ProceduralTexture.prototype, "isEnabled", void 0);
  80542. __decorate([
  80543. BABYLON.serialize()
  80544. ], ProceduralTexture.prototype, "autoClear", void 0);
  80545. __decorate([
  80546. BABYLON.serialize()
  80547. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  80548. __decorate([
  80549. BABYLON.serialize()
  80550. ], ProceduralTexture.prototype, "_size", void 0);
  80551. __decorate([
  80552. BABYLON.serialize()
  80553. ], ProceduralTexture.prototype, "refreshRate", null);
  80554. return ProceduralTexture;
  80555. }(BABYLON.Texture));
  80556. BABYLON.ProceduralTexture = ProceduralTexture;
  80557. })(BABYLON || (BABYLON = {}));
  80558. //# sourceMappingURL=babylon.proceduralTexture.js.map
  80559. var BABYLON;
  80560. (function (BABYLON) {
  80561. /**
  80562. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80563. * in a given scene.
  80564. */
  80565. var ProceduralTextureSceneComponent = /** @class */ (function () {
  80566. /**
  80567. * Creates a new instance of the component for the given scene
  80568. * @param scene Defines the scene to register the component in
  80569. */
  80570. function ProceduralTextureSceneComponent(scene) {
  80571. /**
  80572. * The component name helpfull to identify the component in the list of scene components.
  80573. */
  80574. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  80575. this.scene = scene;
  80576. this.scene.proceduralTextures = new Array();
  80577. scene.layers = new Array();
  80578. }
  80579. /**
  80580. * Registers the component in a given scene
  80581. */
  80582. ProceduralTextureSceneComponent.prototype.register = function () {
  80583. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  80584. };
  80585. /**
  80586. * Rebuilds the elements related to this component in case of
  80587. * context lost for instance.
  80588. */
  80589. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  80590. // Nothing to do here.
  80591. };
  80592. /**
  80593. * Disposes the component and the associated ressources.
  80594. */
  80595. ProceduralTextureSceneComponent.prototype.dispose = function () {
  80596. // Nothing to do here.
  80597. };
  80598. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  80599. if (this.scene.proceduralTexturesEnabled) {
  80600. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80601. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  80602. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  80603. if (proceduralTexture._shouldRender()) {
  80604. proceduralTexture.render();
  80605. }
  80606. }
  80607. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80608. }
  80609. };
  80610. return ProceduralTextureSceneComponent;
  80611. }());
  80612. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  80613. })(BABYLON || (BABYLON = {}));
  80614. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  80615. var BABYLON;
  80616. (function (BABYLON) {
  80617. /**
  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. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80620. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80621. */
  80622. var CustomProceduralTexture = /** @class */ (function (_super) {
  80623. __extends(CustomProceduralTexture, _super);
  80624. /**
  80625. * Instantiates a new Custom Procedural Texture.
  80626. * 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.
  80627. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80628. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80629. * @param name Define the name of the texture
  80630. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  80631. * @param size Define the size of the texture to create
  80632. * @param scene Define the scene the texture belongs to
  80633. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80634. * @param generateMipMaps Define if the texture should creates mip maps or not
  80635. */
  80636. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  80637. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  80638. _this._animate = true;
  80639. _this._time = 0;
  80640. _this._texturePath = texturePath;
  80641. //Try to load json
  80642. _this._loadJson(texturePath);
  80643. _this.refreshRate = 1;
  80644. return _this;
  80645. }
  80646. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  80647. var _this = this;
  80648. var noConfigFile = function () {
  80649. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  80650. try {
  80651. _this.setFragment(_this._texturePath);
  80652. }
  80653. catch (ex) {
  80654. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  80655. }
  80656. };
  80657. var configFileUrl = jsonUrl + "/config.json";
  80658. var xhr = new XMLHttpRequest();
  80659. xhr.open("GET", configFileUrl, true);
  80660. xhr.addEventListener("load", function () {
  80661. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80662. try {
  80663. _this._config = JSON.parse(xhr.response);
  80664. _this.updateShaderUniforms();
  80665. _this.updateTextures();
  80666. _this.setFragment(_this._texturePath + "/custom");
  80667. _this._animate = _this._config.animate;
  80668. _this.refreshRate = _this._config.refreshrate;
  80669. }
  80670. catch (ex) {
  80671. noConfigFile();
  80672. }
  80673. }
  80674. else {
  80675. noConfigFile();
  80676. }
  80677. }, false);
  80678. xhr.addEventListener("error", function () {
  80679. noConfigFile();
  80680. }, false);
  80681. try {
  80682. xhr.send();
  80683. }
  80684. catch (ex) {
  80685. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  80686. }
  80687. };
  80688. /**
  80689. * Is the texture ready to be used ? (rendered at least once)
  80690. * @returns true if ready, otherwise, false.
  80691. */
  80692. CustomProceduralTexture.prototype.isReady = function () {
  80693. if (!_super.prototype.isReady.call(this)) {
  80694. return false;
  80695. }
  80696. for (var name in this._textures) {
  80697. var texture = this._textures[name];
  80698. if (!texture.isReady()) {
  80699. return false;
  80700. }
  80701. }
  80702. return true;
  80703. };
  80704. /**
  80705. * Render the texture to its associated render target.
  80706. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80707. */
  80708. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80709. var scene = this.getScene();
  80710. if (this._animate && scene) {
  80711. this._time += scene.getAnimationRatio() * 0.03;
  80712. this.updateShaderUniforms();
  80713. }
  80714. _super.prototype.render.call(this, useCameraPostProcess);
  80715. };
  80716. /**
  80717. * Update the list of dependant textures samplers in the shader.
  80718. */
  80719. CustomProceduralTexture.prototype.updateTextures = function () {
  80720. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  80721. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  80722. }
  80723. };
  80724. /**
  80725. * Update the uniform values of the procedural texture in the shader.
  80726. */
  80727. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  80728. if (this._config) {
  80729. for (var j = 0; j < this._config.uniforms.length; j++) {
  80730. var uniform = this._config.uniforms[j];
  80731. switch (uniform.type) {
  80732. case "float":
  80733. this.setFloat(uniform.name, uniform.value);
  80734. break;
  80735. case "color3":
  80736. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  80737. break;
  80738. case "color4":
  80739. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  80740. break;
  80741. case "vector2":
  80742. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  80743. break;
  80744. case "vector3":
  80745. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  80746. break;
  80747. }
  80748. }
  80749. }
  80750. this.setFloat("time", this._time);
  80751. };
  80752. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  80753. /**
  80754. * Define if the texture animates or not.
  80755. */
  80756. get: function () {
  80757. return this._animate;
  80758. },
  80759. set: function (value) {
  80760. this._animate = value;
  80761. },
  80762. enumerable: true,
  80763. configurable: true
  80764. });
  80765. return CustomProceduralTexture;
  80766. }(BABYLON.ProceduralTexture));
  80767. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  80768. })(BABYLON || (BABYLON = {}));
  80769. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  80770. var BABYLON;
  80771. (function (BABYLON) {
  80772. /**
  80773. * Manage the gamepad inputs to control a free camera.
  80774. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80775. */
  80776. var FreeCameraGamepadInput = /** @class */ (function () {
  80777. function FreeCameraGamepadInput() {
  80778. /**
  80779. * Defines the gamepad rotation sensiblity.
  80780. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  80781. */
  80782. this.gamepadAngularSensibility = 200;
  80783. /**
  80784. * Defines the gamepad move sensiblity.
  80785. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  80786. */
  80787. this.gamepadMoveSensibility = 40;
  80788. this._cameraTransform = BABYLON.Matrix.Identity();
  80789. this._deltaTransform = BABYLON.Vector3.Zero();
  80790. this._vector3 = BABYLON.Vector3.Zero();
  80791. this._vector2 = BABYLON.Vector2.Zero();
  80792. }
  80793. /**
  80794. * Attach the input controls to a specific dom element to get the input from.
  80795. * @param element Defines the element the controls should be listened from
  80796. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80797. */
  80798. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  80799. var _this = this;
  80800. var manager = this.camera.getScene().gamepadManager;
  80801. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  80802. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  80803. // prioritize XBOX gamepads.
  80804. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  80805. _this.gamepad = gamepad;
  80806. }
  80807. }
  80808. });
  80809. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  80810. if (_this.gamepad === gamepad) {
  80811. _this.gamepad = null;
  80812. }
  80813. });
  80814. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  80815. };
  80816. /**
  80817. * Detach the current controls from the specified dom element.
  80818. * @param element Defines the element to stop listening the inputs from
  80819. */
  80820. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  80821. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  80822. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  80823. this.gamepad = null;
  80824. };
  80825. /**
  80826. * Update the current camera state depending on the inputs that have been used this frame.
  80827. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80828. */
  80829. FreeCameraGamepadInput.prototype.checkInputs = function () {
  80830. if (this.gamepad && this.gamepad.leftStick) {
  80831. var camera = this.camera;
  80832. var LSValues = this.gamepad.leftStick;
  80833. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  80834. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  80835. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  80836. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  80837. var RSValues = this.gamepad.rightStick;
  80838. if (RSValues) {
  80839. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  80840. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  80841. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  80842. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  80843. }
  80844. else {
  80845. RSValues = { x: 0, y: 0 };
  80846. }
  80847. if (!camera.rotationQuaternion) {
  80848. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  80849. }
  80850. else {
  80851. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  80852. }
  80853. var speed = camera._computeLocalCameraSpeed() * 50.0;
  80854. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  80855. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  80856. camera.cameraDirection.addInPlace(this._deltaTransform);
  80857. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  80858. camera.cameraRotation.addInPlace(this._vector2);
  80859. }
  80860. };
  80861. /**
  80862. * Gets the class name of the current intput.
  80863. * @returns the class name
  80864. */
  80865. FreeCameraGamepadInput.prototype.getClassName = function () {
  80866. return "FreeCameraGamepadInput";
  80867. };
  80868. /**
  80869. * Get the friendly name associated with the input class.
  80870. * @returns the input friendly name
  80871. */
  80872. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  80873. return "gamepad";
  80874. };
  80875. __decorate([
  80876. BABYLON.serialize()
  80877. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  80878. __decorate([
  80879. BABYLON.serialize()
  80880. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  80881. return FreeCameraGamepadInput;
  80882. }());
  80883. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  80884. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  80885. })(BABYLON || (BABYLON = {}));
  80886. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  80887. var BABYLON;
  80888. (function (BABYLON) {
  80889. /**
  80890. * Manage the gamepad inputs to control an arc rotate camera.
  80891. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80892. */
  80893. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  80894. function ArcRotateCameraGamepadInput() {
  80895. /**
  80896. * Defines the gamepad rotation sensiblity.
  80897. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  80898. */
  80899. this.gamepadRotationSensibility = 80;
  80900. /**
  80901. * Defines the gamepad move sensiblity.
  80902. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  80903. */
  80904. this.gamepadMoveSensibility = 40;
  80905. }
  80906. /**
  80907. * Attach the input controls to a specific dom element to get the input from.
  80908. * @param element Defines the element the controls should be listened from
  80909. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80910. */
  80911. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  80912. var _this = this;
  80913. var manager = this.camera.getScene().gamepadManager;
  80914. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  80915. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  80916. // prioritize XBOX gamepads.
  80917. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  80918. _this.gamepad = gamepad;
  80919. }
  80920. }
  80921. });
  80922. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  80923. if (_this.gamepad === gamepad) {
  80924. _this.gamepad = null;
  80925. }
  80926. });
  80927. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  80928. };
  80929. /**
  80930. * Detach the current controls from the specified dom element.
  80931. * @param element Defines the element to stop listening the inputs from
  80932. */
  80933. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  80934. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  80935. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  80936. this.gamepad = null;
  80937. };
  80938. /**
  80939. * Update the current camera state depending on the inputs that have been used this frame.
  80940. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80941. */
  80942. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  80943. if (this.gamepad) {
  80944. var camera = this.camera;
  80945. var RSValues = this.gamepad.rightStick;
  80946. if (RSValues) {
  80947. if (RSValues.x != 0) {
  80948. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  80949. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  80950. camera.inertialAlphaOffset += normalizedRX;
  80951. }
  80952. }
  80953. if (RSValues.y != 0) {
  80954. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  80955. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  80956. camera.inertialBetaOffset += normalizedRY;
  80957. }
  80958. }
  80959. }
  80960. var LSValues = this.gamepad.leftStick;
  80961. if (LSValues && LSValues.y != 0) {
  80962. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  80963. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  80964. this.camera.inertialRadiusOffset -= normalizedLY;
  80965. }
  80966. }
  80967. }
  80968. };
  80969. /**
  80970. * Gets the class name of the current intput.
  80971. * @returns the class name
  80972. */
  80973. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  80974. return "ArcRotateCameraGamepadInput";
  80975. };
  80976. /**
  80977. * Get the friendly name associated with the input class.
  80978. * @returns the input friendly name
  80979. */
  80980. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  80981. return "gamepad";
  80982. };
  80983. __decorate([
  80984. BABYLON.serialize()
  80985. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  80986. __decorate([
  80987. BABYLON.serialize()
  80988. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  80989. return ArcRotateCameraGamepadInput;
  80990. }());
  80991. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  80992. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  80993. })(BABYLON || (BABYLON = {}));
  80994. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  80995. var BABYLON;
  80996. (function (BABYLON) {
  80997. /**
  80998. * Manager for handling gamepads
  80999. */
  81000. var GamepadManager = /** @class */ (function () {
  81001. /**
  81002. * Initializes the gamepad manager
  81003. * @param _scene BabylonJS scene
  81004. */
  81005. function GamepadManager(_scene) {
  81006. var _this = this;
  81007. this._scene = _scene;
  81008. this._babylonGamepads = [];
  81009. this._oneGamepadConnected = false;
  81010. /** @hidden */
  81011. this._isMonitoring = false;
  81012. /**
  81013. * observable to be triggered when the gamepad controller has been disconnected
  81014. */
  81015. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81016. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81017. this._gamepadEventSupported = false;
  81018. }
  81019. else {
  81020. this._gamepadEventSupported = 'GamepadEvent' in window;
  81021. this._gamepadSupport = (navigator.getGamepads ||
  81022. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81023. }
  81024. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81025. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81026. for (var i in _this._babylonGamepads) {
  81027. var gamepad = _this._babylonGamepads[i];
  81028. if (gamepad && gamepad._isConnected) {
  81029. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81030. }
  81031. }
  81032. });
  81033. this._onGamepadConnectedEvent = function (evt) {
  81034. var gamepad = evt.gamepad;
  81035. if (gamepad.index in _this._babylonGamepads) {
  81036. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81037. return;
  81038. }
  81039. }
  81040. var newGamepad;
  81041. if (_this._babylonGamepads[gamepad.index]) {
  81042. newGamepad = _this._babylonGamepads[gamepad.index];
  81043. newGamepad.browserGamepad = gamepad;
  81044. newGamepad._isConnected = true;
  81045. }
  81046. else {
  81047. newGamepad = _this._addNewGamepad(gamepad);
  81048. }
  81049. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81050. _this._startMonitoringGamepads();
  81051. };
  81052. this._onGamepadDisconnectedEvent = function (evt) {
  81053. var gamepad = evt.gamepad;
  81054. // Remove the gamepad from the list of gamepads to monitor.
  81055. for (var i in _this._babylonGamepads) {
  81056. if (_this._babylonGamepads[i].index === gamepad.index) {
  81057. var disconnectedGamepad = _this._babylonGamepads[i];
  81058. disconnectedGamepad._isConnected = false;
  81059. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81060. break;
  81061. }
  81062. }
  81063. };
  81064. if (this._gamepadSupport) {
  81065. //first add already-connected gamepads
  81066. this._updateGamepadObjects();
  81067. if (this._babylonGamepads.length) {
  81068. this._startMonitoringGamepads();
  81069. }
  81070. // Checking if the gamepad connected event is supported (like in Firefox)
  81071. if (this._gamepadEventSupported) {
  81072. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81073. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81074. }
  81075. else {
  81076. this._startMonitoringGamepads();
  81077. }
  81078. }
  81079. }
  81080. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81081. /**
  81082. * The gamepads in the game pad manager
  81083. */
  81084. get: function () {
  81085. return this._babylonGamepads;
  81086. },
  81087. enumerable: true,
  81088. configurable: true
  81089. });
  81090. /**
  81091. * Get the gamepad controllers based on type
  81092. * @param type The type of gamepad controller
  81093. * @returns Nullable gamepad
  81094. */
  81095. GamepadManager.prototype.getGamepadByType = function (type) {
  81096. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81097. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81098. var gamepad = _a[_i];
  81099. if (gamepad && gamepad.type === type) {
  81100. return gamepad;
  81101. }
  81102. }
  81103. return null;
  81104. };
  81105. /**
  81106. * Disposes the gamepad manager
  81107. */
  81108. GamepadManager.prototype.dispose = function () {
  81109. if (this._gamepadEventSupported) {
  81110. if (this._onGamepadConnectedEvent) {
  81111. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81112. }
  81113. if (this._onGamepadDisconnectedEvent) {
  81114. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81115. }
  81116. this._onGamepadConnectedEvent = null;
  81117. this._onGamepadDisconnectedEvent = null;
  81118. }
  81119. this._babylonGamepads.forEach(function (gamepad) {
  81120. gamepad.dispose();
  81121. });
  81122. this.onGamepadConnectedObservable.clear();
  81123. this.onGamepadDisconnectedObservable.clear();
  81124. this._oneGamepadConnected = false;
  81125. this._stopMonitoringGamepads();
  81126. this._babylonGamepads = [];
  81127. };
  81128. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81129. if (!this._oneGamepadConnected) {
  81130. this._oneGamepadConnected = true;
  81131. }
  81132. var newGamepad;
  81133. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81134. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81135. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81136. }
  81137. // if pose is supported, use the (WebVR) pose enabled controller
  81138. else if (gamepad.pose) {
  81139. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81140. }
  81141. else {
  81142. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81143. }
  81144. this._babylonGamepads[newGamepad.index] = newGamepad;
  81145. return newGamepad;
  81146. };
  81147. GamepadManager.prototype._startMonitoringGamepads = function () {
  81148. if (!this._isMonitoring) {
  81149. this._isMonitoring = true;
  81150. //back-comp
  81151. if (!this._scene) {
  81152. this._checkGamepadsStatus();
  81153. }
  81154. }
  81155. };
  81156. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81157. this._isMonitoring = false;
  81158. };
  81159. /** @hidden */
  81160. GamepadManager.prototype._checkGamepadsStatus = function () {
  81161. var _this = this;
  81162. // Hack to be compatible Chrome
  81163. this._updateGamepadObjects();
  81164. for (var i in this._babylonGamepads) {
  81165. var gamepad = this._babylonGamepads[i];
  81166. if (!gamepad || !gamepad.isConnected) {
  81167. continue;
  81168. }
  81169. gamepad.update();
  81170. }
  81171. if (this._isMonitoring && !this._scene) {
  81172. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81173. }
  81174. };
  81175. // This function is called only on Chrome, which does not properly support
  81176. // connection/disconnection events and forces you to recopy again the gamepad object
  81177. GamepadManager.prototype._updateGamepadObjects = function () {
  81178. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81179. for (var i = 0; i < gamepads.length; i++) {
  81180. var gamepad = gamepads[i];
  81181. if (gamepad) {
  81182. if (!this._babylonGamepads[gamepad.index]) {
  81183. var newGamepad = this._addNewGamepad(gamepad);
  81184. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81185. }
  81186. else {
  81187. // Forced to copy again this object for Chrome for unknown reason
  81188. this._babylonGamepads[i].browserGamepad = gamepad;
  81189. if (!this._babylonGamepads[i].isConnected) {
  81190. this._babylonGamepads[i]._isConnected = true;
  81191. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81192. }
  81193. }
  81194. }
  81195. }
  81196. };
  81197. return GamepadManager;
  81198. }());
  81199. BABYLON.GamepadManager = GamepadManager;
  81200. })(BABYLON || (BABYLON = {}));
  81201. //# sourceMappingURL=babylon.gamepadManager.js.map
  81202. var BABYLON;
  81203. (function (BABYLON) {
  81204. /**
  81205. * Represents a gamepad control stick position
  81206. */
  81207. var StickValues = /** @class */ (function () {
  81208. /**
  81209. * Initializes the gamepad x and y control stick values
  81210. * @param x The x component of the gamepad control stick value
  81211. * @param y The y component of the gamepad control stick value
  81212. */
  81213. function StickValues(
  81214. /**
  81215. * The x component of the control stick
  81216. */
  81217. x,
  81218. /**
  81219. * The y component of the control stick
  81220. */
  81221. y) {
  81222. this.x = x;
  81223. this.y = y;
  81224. }
  81225. return StickValues;
  81226. }());
  81227. BABYLON.StickValues = StickValues;
  81228. /**
  81229. * Represents a gamepad
  81230. */
  81231. var Gamepad = /** @class */ (function () {
  81232. /**
  81233. * Initializes the gamepad
  81234. * @param id The id of the gamepad
  81235. * @param index The index of the gamepad
  81236. * @param browserGamepad The browser gamepad
  81237. * @param leftStickX The x component of the left joystick
  81238. * @param leftStickY The y component of the left joystick
  81239. * @param rightStickX The x component of the right joystick
  81240. * @param rightStickY The y component of the right joystick
  81241. */
  81242. function Gamepad(
  81243. /**
  81244. * The id of the gamepad
  81245. */
  81246. id,
  81247. /**
  81248. * The index of the gamepad
  81249. */
  81250. index,
  81251. /**
  81252. * The browser gamepad
  81253. */
  81254. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81255. if (leftStickX === void 0) { leftStickX = 0; }
  81256. if (leftStickY === void 0) { leftStickY = 1; }
  81257. if (rightStickX === void 0) { rightStickX = 2; }
  81258. if (rightStickY === void 0) { rightStickY = 3; }
  81259. this.id = id;
  81260. this.index = index;
  81261. this.browserGamepad = browserGamepad;
  81262. this._leftStick = { x: 0, y: 0 };
  81263. this._rightStick = { x: 0, y: 0 };
  81264. /** @hidden */
  81265. this._isConnected = true;
  81266. /**
  81267. * Specifies whether the left control stick should be Y-inverted
  81268. */
  81269. this._invertLeftStickY = false;
  81270. this.type = Gamepad.GAMEPAD;
  81271. this._leftStickAxisX = leftStickX;
  81272. this._leftStickAxisY = leftStickY;
  81273. this._rightStickAxisX = rightStickX;
  81274. this._rightStickAxisY = rightStickY;
  81275. if (this.browserGamepad.axes.length >= 2) {
  81276. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81277. }
  81278. if (this.browserGamepad.axes.length >= 4) {
  81279. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81280. }
  81281. }
  81282. Object.defineProperty(Gamepad.prototype, "isConnected", {
  81283. /**
  81284. * Specifies if the gamepad has been connected
  81285. */
  81286. get: function () {
  81287. return this._isConnected;
  81288. },
  81289. enumerable: true,
  81290. configurable: true
  81291. });
  81292. /**
  81293. * Callback triggered when the left joystick has changed
  81294. * @param callback
  81295. */
  81296. Gamepad.prototype.onleftstickchanged = function (callback) {
  81297. this._onleftstickchanged = callback;
  81298. };
  81299. /**
  81300. * Callback triggered when the right joystick has changed
  81301. * @param callback
  81302. */
  81303. Gamepad.prototype.onrightstickchanged = function (callback) {
  81304. this._onrightstickchanged = callback;
  81305. };
  81306. Object.defineProperty(Gamepad.prototype, "leftStick", {
  81307. /**
  81308. * Gets the left joystick
  81309. */
  81310. get: function () {
  81311. return this._leftStick;
  81312. },
  81313. /**
  81314. * Sets the left joystick values
  81315. */
  81316. set: function (newValues) {
  81317. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  81318. this._onleftstickchanged(newValues);
  81319. }
  81320. this._leftStick = newValues;
  81321. },
  81322. enumerable: true,
  81323. configurable: true
  81324. });
  81325. Object.defineProperty(Gamepad.prototype, "rightStick", {
  81326. /**
  81327. * Gets the right joystick
  81328. */
  81329. get: function () {
  81330. return this._rightStick;
  81331. },
  81332. /**
  81333. * Sets the right joystick value
  81334. */
  81335. set: function (newValues) {
  81336. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  81337. this._onrightstickchanged(newValues);
  81338. }
  81339. this._rightStick = newValues;
  81340. },
  81341. enumerable: true,
  81342. configurable: true
  81343. });
  81344. /**
  81345. * Updates the gamepad joystick positions
  81346. */
  81347. Gamepad.prototype.update = function () {
  81348. if (this._leftStick) {
  81349. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81350. if (this._invertLeftStickY) {
  81351. this.leftStick.y *= -1;
  81352. }
  81353. }
  81354. if (this._rightStick) {
  81355. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81356. }
  81357. };
  81358. /**
  81359. * Disposes the gamepad
  81360. */
  81361. Gamepad.prototype.dispose = function () {
  81362. };
  81363. /**
  81364. * Represents a gamepad controller
  81365. */
  81366. Gamepad.GAMEPAD = 0;
  81367. /**
  81368. * Represents a generic controller
  81369. */
  81370. Gamepad.GENERIC = 1;
  81371. /**
  81372. * Represents an XBox controller
  81373. */
  81374. Gamepad.XBOX = 2;
  81375. /**
  81376. * Represents a pose-enabled controller
  81377. */
  81378. Gamepad.POSE_ENABLED = 3;
  81379. return Gamepad;
  81380. }());
  81381. BABYLON.Gamepad = Gamepad;
  81382. /**
  81383. * Represents a generic gamepad
  81384. */
  81385. var GenericPad = /** @class */ (function (_super) {
  81386. __extends(GenericPad, _super);
  81387. /**
  81388. * Initializes the generic gamepad
  81389. * @param id The id of the generic gamepad
  81390. * @param index The index of the generic gamepad
  81391. * @param browserGamepad The browser gamepad
  81392. */
  81393. function GenericPad(id, index, browserGamepad) {
  81394. var _this = _super.call(this, id, index, browserGamepad) || this;
  81395. /**
  81396. * Observable triggered when a button has been pressed
  81397. */
  81398. _this.onButtonDownObservable = new BABYLON.Observable();
  81399. /**
  81400. * Observable triggered when a button has been released
  81401. */
  81402. _this.onButtonUpObservable = new BABYLON.Observable();
  81403. _this.type = Gamepad.GENERIC;
  81404. _this._buttons = new Array(browserGamepad.buttons.length);
  81405. return _this;
  81406. }
  81407. /**
  81408. * Callback triggered when a button has been pressed
  81409. * @param callback Called when a button has been pressed
  81410. */
  81411. GenericPad.prototype.onbuttondown = function (callback) {
  81412. this._onbuttondown = callback;
  81413. };
  81414. /**
  81415. * Callback triggered when a button has been released
  81416. * @param callback Called when a button has been released
  81417. */
  81418. GenericPad.prototype.onbuttonup = function (callback) {
  81419. this._onbuttonup = callback;
  81420. };
  81421. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  81422. if (newValue !== currentValue) {
  81423. if (newValue === 1) {
  81424. if (this._onbuttondown) {
  81425. this._onbuttondown(buttonIndex);
  81426. }
  81427. this.onButtonDownObservable.notifyObservers(buttonIndex);
  81428. }
  81429. if (newValue === 0) {
  81430. if (this._onbuttonup) {
  81431. this._onbuttonup(buttonIndex);
  81432. }
  81433. this.onButtonUpObservable.notifyObservers(buttonIndex);
  81434. }
  81435. }
  81436. return newValue;
  81437. };
  81438. /**
  81439. * Updates the generic gamepad
  81440. */
  81441. GenericPad.prototype.update = function () {
  81442. _super.prototype.update.call(this);
  81443. for (var index = 0; index < this._buttons.length; index++) {
  81444. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  81445. }
  81446. };
  81447. /**
  81448. * Disposes the generic gamepad
  81449. */
  81450. GenericPad.prototype.dispose = function () {
  81451. _super.prototype.dispose.call(this);
  81452. this.onButtonDownObservable.clear();
  81453. this.onButtonUpObservable.clear();
  81454. };
  81455. return GenericPad;
  81456. }(Gamepad));
  81457. BABYLON.GenericPad = GenericPad;
  81458. })(BABYLON || (BABYLON = {}));
  81459. //# sourceMappingURL=babylon.gamepad.js.map
  81460. var BABYLON;
  81461. (function (BABYLON) {
  81462. /**
  81463. * Defines supported buttons for XBox360 compatible gamepads
  81464. */
  81465. var Xbox360Button;
  81466. (function (Xbox360Button) {
  81467. /** A */
  81468. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  81469. /** B */
  81470. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  81471. /** X */
  81472. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  81473. /** Y */
  81474. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  81475. /** Start */
  81476. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  81477. /** Back */
  81478. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  81479. /** Left button */
  81480. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  81481. /** Right button */
  81482. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  81483. /** Left stick */
  81484. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  81485. /** Right stick */
  81486. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  81487. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  81488. /** Defines values for XBox360 DPad */
  81489. var Xbox360Dpad;
  81490. (function (Xbox360Dpad) {
  81491. /** Up */
  81492. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  81493. /** Down */
  81494. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  81495. /** Left */
  81496. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  81497. /** Right */
  81498. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  81499. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  81500. /**
  81501. * Defines a XBox360 gamepad
  81502. */
  81503. var Xbox360Pad = /** @class */ (function (_super) {
  81504. __extends(Xbox360Pad, _super);
  81505. /**
  81506. * Creates a new XBox360 gamepad object
  81507. * @param id defines the id of this gamepad
  81508. * @param index defines its index
  81509. * @param gamepad defines the internal HTML gamepad object
  81510. * @param xboxOne defines if it is a XBox One gamepad
  81511. */
  81512. function Xbox360Pad(id, index, gamepad, xboxOne) {
  81513. if (xboxOne === void 0) { xboxOne = false; }
  81514. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  81515. _this._leftTrigger = 0;
  81516. _this._rightTrigger = 0;
  81517. /** Observable raised when a button is pressed */
  81518. _this.onButtonDownObservable = new BABYLON.Observable();
  81519. /** Observable raised when a button is released */
  81520. _this.onButtonUpObservable = new BABYLON.Observable();
  81521. /** Observable raised when a pad is pressed */
  81522. _this.onPadDownObservable = new BABYLON.Observable();
  81523. /** Observable raised when a pad is released */
  81524. _this.onPadUpObservable = new BABYLON.Observable();
  81525. _this._buttonA = 0;
  81526. _this._buttonB = 0;
  81527. _this._buttonX = 0;
  81528. _this._buttonY = 0;
  81529. _this._buttonBack = 0;
  81530. _this._buttonStart = 0;
  81531. _this._buttonLB = 0;
  81532. _this._buttonRB = 0;
  81533. _this._buttonLeftStick = 0;
  81534. _this._buttonRightStick = 0;
  81535. _this._dPadUp = 0;
  81536. _this._dPadDown = 0;
  81537. _this._dPadLeft = 0;
  81538. _this._dPadRight = 0;
  81539. _this._isXboxOnePad = false;
  81540. _this.type = BABYLON.Gamepad.XBOX;
  81541. _this._isXboxOnePad = xboxOne;
  81542. return _this;
  81543. }
  81544. /**
  81545. * Defines the callback to call when left trigger is pressed
  81546. * @param callback defines the callback to use
  81547. */
  81548. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  81549. this._onlefttriggerchanged = callback;
  81550. };
  81551. /**
  81552. * Defines the callback to call when right trigger is pressed
  81553. * @param callback defines the callback to use
  81554. */
  81555. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  81556. this._onrighttriggerchanged = callback;
  81557. };
  81558. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  81559. /**
  81560. * Gets the left trigger value
  81561. */
  81562. get: function () {
  81563. return this._leftTrigger;
  81564. },
  81565. /**
  81566. * Sets the left trigger value
  81567. */
  81568. set: function (newValue) {
  81569. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  81570. this._onlefttriggerchanged(newValue);
  81571. }
  81572. this._leftTrigger = newValue;
  81573. },
  81574. enumerable: true,
  81575. configurable: true
  81576. });
  81577. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  81578. /**
  81579. * Gets the right trigger value
  81580. */
  81581. get: function () {
  81582. return this._rightTrigger;
  81583. },
  81584. /**
  81585. * Sets the right trigger value
  81586. */
  81587. set: function (newValue) {
  81588. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  81589. this._onrighttriggerchanged(newValue);
  81590. }
  81591. this._rightTrigger = newValue;
  81592. },
  81593. enumerable: true,
  81594. configurable: true
  81595. });
  81596. /**
  81597. * Defines the callback to call when a button is pressed
  81598. * @param callback defines the callback to use
  81599. */
  81600. Xbox360Pad.prototype.onbuttondown = function (callback) {
  81601. this._onbuttondown = callback;
  81602. };
  81603. /**
  81604. * Defines the callback to call when a button is released
  81605. * @param callback defines the callback to use
  81606. */
  81607. Xbox360Pad.prototype.onbuttonup = function (callback) {
  81608. this._onbuttonup = callback;
  81609. };
  81610. /**
  81611. * Defines the callback to call when a pad is pressed
  81612. * @param callback defines the callback to use
  81613. */
  81614. Xbox360Pad.prototype.ondpaddown = function (callback) {
  81615. this._ondpaddown = callback;
  81616. };
  81617. /**
  81618. * Defines the callback to call when a pad is released
  81619. * @param callback defines the callback to use
  81620. */
  81621. Xbox360Pad.prototype.ondpadup = function (callback) {
  81622. this._ondpadup = callback;
  81623. };
  81624. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  81625. if (newValue !== currentValue) {
  81626. if (newValue === 1) {
  81627. if (this._onbuttondown) {
  81628. this._onbuttondown(buttonType);
  81629. }
  81630. this.onButtonDownObservable.notifyObservers(buttonType);
  81631. }
  81632. if (newValue === 0) {
  81633. if (this._onbuttonup) {
  81634. this._onbuttonup(buttonType);
  81635. }
  81636. this.onButtonUpObservable.notifyObservers(buttonType);
  81637. }
  81638. }
  81639. return newValue;
  81640. };
  81641. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  81642. if (newValue !== currentValue) {
  81643. if (newValue === 1) {
  81644. if (this._ondpaddown) {
  81645. this._ondpaddown(buttonType);
  81646. }
  81647. this.onPadDownObservable.notifyObservers(buttonType);
  81648. }
  81649. if (newValue === 0) {
  81650. if (this._ondpadup) {
  81651. this._ondpadup(buttonType);
  81652. }
  81653. this.onPadUpObservable.notifyObservers(buttonType);
  81654. }
  81655. }
  81656. return newValue;
  81657. };
  81658. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  81659. /**
  81660. * Gets the value of the `A` button
  81661. */
  81662. get: function () {
  81663. return this._buttonA;
  81664. },
  81665. /**
  81666. * Sets the value of the `A` button
  81667. */
  81668. set: function (value) {
  81669. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  81670. },
  81671. enumerable: true,
  81672. configurable: true
  81673. });
  81674. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  81675. /**
  81676. * Gets the value of the `B` button
  81677. */
  81678. get: function () {
  81679. return this._buttonB;
  81680. },
  81681. /**
  81682. * Sets the value of the `B` button
  81683. */
  81684. set: function (value) {
  81685. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  81686. },
  81687. enumerable: true,
  81688. configurable: true
  81689. });
  81690. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  81691. /**
  81692. * Gets the value of the `X` button
  81693. */
  81694. get: function () {
  81695. return this._buttonX;
  81696. },
  81697. /**
  81698. * Sets the value of the `X` button
  81699. */
  81700. set: function (value) {
  81701. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  81702. },
  81703. enumerable: true,
  81704. configurable: true
  81705. });
  81706. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  81707. /**
  81708. * Gets the value of the `Y` button
  81709. */
  81710. get: function () {
  81711. return this._buttonY;
  81712. },
  81713. /**
  81714. * Sets the value of the `Y` button
  81715. */
  81716. set: function (value) {
  81717. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  81718. },
  81719. enumerable: true,
  81720. configurable: true
  81721. });
  81722. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  81723. /**
  81724. * Gets the value of the `Start` button
  81725. */
  81726. get: function () {
  81727. return this._buttonStart;
  81728. },
  81729. /**
  81730. * Sets the value of the `Start` button
  81731. */
  81732. set: function (value) {
  81733. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  81734. },
  81735. enumerable: true,
  81736. configurable: true
  81737. });
  81738. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  81739. /**
  81740. * Gets the value of the `Back` button
  81741. */
  81742. get: function () {
  81743. return this._buttonBack;
  81744. },
  81745. /**
  81746. * Sets the value of the `Back` button
  81747. */
  81748. set: function (value) {
  81749. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  81750. },
  81751. enumerable: true,
  81752. configurable: true
  81753. });
  81754. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  81755. /**
  81756. * Gets the value of the `Left` button
  81757. */
  81758. get: function () {
  81759. return this._buttonLB;
  81760. },
  81761. /**
  81762. * Sets the value of the `Left` button
  81763. */
  81764. set: function (value) {
  81765. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  81766. },
  81767. enumerable: true,
  81768. configurable: true
  81769. });
  81770. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  81771. /**
  81772. * Gets the value of the `Right` button
  81773. */
  81774. get: function () {
  81775. return this._buttonRB;
  81776. },
  81777. /**
  81778. * Sets the value of the `Right` button
  81779. */
  81780. set: function (value) {
  81781. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  81782. },
  81783. enumerable: true,
  81784. configurable: true
  81785. });
  81786. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  81787. /**
  81788. * Gets the value of the Left joystick
  81789. */
  81790. get: function () {
  81791. return this._buttonLeftStick;
  81792. },
  81793. /**
  81794. * Sets the value of the Left joystick
  81795. */
  81796. set: function (value) {
  81797. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  81798. },
  81799. enumerable: true,
  81800. configurable: true
  81801. });
  81802. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  81803. /**
  81804. * Gets the value of the Right joystick
  81805. */
  81806. get: function () {
  81807. return this._buttonRightStick;
  81808. },
  81809. /**
  81810. * Sets the value of the Right joystick
  81811. */
  81812. set: function (value) {
  81813. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  81814. },
  81815. enumerable: true,
  81816. configurable: true
  81817. });
  81818. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  81819. /**
  81820. * Gets the value of D-pad up
  81821. */
  81822. get: function () {
  81823. return this._dPadUp;
  81824. },
  81825. /**
  81826. * Sets the value of D-pad up
  81827. */
  81828. set: function (value) {
  81829. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  81830. },
  81831. enumerable: true,
  81832. configurable: true
  81833. });
  81834. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  81835. /**
  81836. * Gets the value of D-pad down
  81837. */
  81838. get: function () {
  81839. return this._dPadDown;
  81840. },
  81841. /**
  81842. * Sets the value of D-pad down
  81843. */
  81844. set: function (value) {
  81845. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  81846. },
  81847. enumerable: true,
  81848. configurable: true
  81849. });
  81850. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  81851. /**
  81852. * Gets the value of D-pad left
  81853. */
  81854. get: function () {
  81855. return this._dPadLeft;
  81856. },
  81857. /**
  81858. * Sets the value of D-pad left
  81859. */
  81860. set: function (value) {
  81861. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  81862. },
  81863. enumerable: true,
  81864. configurable: true
  81865. });
  81866. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  81867. /**
  81868. * Gets the value of D-pad right
  81869. */
  81870. get: function () {
  81871. return this._dPadRight;
  81872. },
  81873. /**
  81874. * Sets the value of D-pad right
  81875. */
  81876. set: function (value) {
  81877. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  81878. },
  81879. enumerable: true,
  81880. configurable: true
  81881. });
  81882. /**
  81883. * Force the gamepad to synchronize with device values
  81884. */
  81885. Xbox360Pad.prototype.update = function () {
  81886. _super.prototype.update.call(this);
  81887. if (this._isXboxOnePad) {
  81888. this.buttonA = this.browserGamepad.buttons[0].value;
  81889. this.buttonB = this.browserGamepad.buttons[1].value;
  81890. this.buttonX = this.browserGamepad.buttons[2].value;
  81891. this.buttonY = this.browserGamepad.buttons[3].value;
  81892. this.buttonLB = this.browserGamepad.buttons[4].value;
  81893. this.buttonRB = this.browserGamepad.buttons[5].value;
  81894. this.leftTrigger = this.browserGamepad.axes[2];
  81895. this.rightTrigger = this.browserGamepad.axes[5];
  81896. this.buttonBack = this.browserGamepad.buttons[9].value;
  81897. this.buttonStart = this.browserGamepad.buttons[8].value;
  81898. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  81899. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  81900. this.dPadUp = this.browserGamepad.buttons[11].value;
  81901. this.dPadDown = this.browserGamepad.buttons[12].value;
  81902. this.dPadLeft = this.browserGamepad.buttons[13].value;
  81903. this.dPadRight = this.browserGamepad.buttons[14].value;
  81904. }
  81905. else {
  81906. this.buttonA = this.browserGamepad.buttons[0].value;
  81907. this.buttonB = this.browserGamepad.buttons[1].value;
  81908. this.buttonX = this.browserGamepad.buttons[2].value;
  81909. this.buttonY = this.browserGamepad.buttons[3].value;
  81910. this.buttonLB = this.browserGamepad.buttons[4].value;
  81911. this.buttonRB = this.browserGamepad.buttons[5].value;
  81912. this.leftTrigger = this.browserGamepad.buttons[6].value;
  81913. this.rightTrigger = this.browserGamepad.buttons[7].value;
  81914. this.buttonBack = this.browserGamepad.buttons[8].value;
  81915. this.buttonStart = this.browserGamepad.buttons[9].value;
  81916. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  81917. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  81918. this.dPadUp = this.browserGamepad.buttons[12].value;
  81919. this.dPadDown = this.browserGamepad.buttons[13].value;
  81920. this.dPadLeft = this.browserGamepad.buttons[14].value;
  81921. this.dPadRight = this.browserGamepad.buttons[15].value;
  81922. }
  81923. };
  81924. /**
  81925. * Disposes the gamepad
  81926. */
  81927. Xbox360Pad.prototype.dispose = function () {
  81928. _super.prototype.dispose.call(this);
  81929. this.onButtonDownObservable.clear();
  81930. this.onButtonUpObservable.clear();
  81931. this.onPadDownObservable.clear();
  81932. this.onPadUpObservable.clear();
  81933. };
  81934. return Xbox360Pad;
  81935. }(BABYLON.Gamepad));
  81936. BABYLON.Xbox360Pad = Xbox360Pad;
  81937. })(BABYLON || (BABYLON = {}));
  81938. //# sourceMappingURL=babylon.xboxGamepad.js.map
  81939. var BABYLON;
  81940. (function (BABYLON) {
  81941. /**
  81942. * Defines the types of pose enabled controllers that are supported
  81943. */
  81944. var PoseEnabledControllerType;
  81945. (function (PoseEnabledControllerType) {
  81946. /**
  81947. * HTC Vive
  81948. */
  81949. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  81950. /**
  81951. * Oculus Rift
  81952. */
  81953. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  81954. /**
  81955. * Windows mixed reality
  81956. */
  81957. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  81958. /**
  81959. * Samsung gear VR
  81960. */
  81961. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  81962. /**
  81963. * Google Daydream
  81964. */
  81965. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  81966. /**
  81967. * Generic
  81968. */
  81969. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  81970. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  81971. /**
  81972. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  81973. */
  81974. var PoseEnabledControllerHelper = /** @class */ (function () {
  81975. function PoseEnabledControllerHelper() {
  81976. }
  81977. /**
  81978. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  81979. * @param vrGamepad the gamepad to initialized
  81980. * @returns a vr controller of the type the gamepad identified as
  81981. */
  81982. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  81983. // Oculus Touch
  81984. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  81985. return new BABYLON.OculusTouchController(vrGamepad);
  81986. }
  81987. // Windows Mixed Reality controllers
  81988. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  81989. return new BABYLON.WindowsMotionController(vrGamepad);
  81990. }
  81991. // HTC Vive
  81992. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  81993. return new BABYLON.ViveController(vrGamepad);
  81994. }
  81995. // Samsung/Oculus Gear VR or Oculus Go
  81996. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  81997. return new BABYLON.GearVRController(vrGamepad);
  81998. }
  81999. // Google Daydream
  82000. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82001. return new BABYLON.DaydreamController(vrGamepad);
  82002. }
  82003. // Generic
  82004. else {
  82005. return new BABYLON.GenericController(vrGamepad);
  82006. }
  82007. };
  82008. return PoseEnabledControllerHelper;
  82009. }());
  82010. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82011. /**
  82012. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82013. */
  82014. var PoseEnabledController = /** @class */ (function (_super) {
  82015. __extends(PoseEnabledController, _super);
  82016. /**
  82017. * Creates a new PoseEnabledController from a gamepad
  82018. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82019. */
  82020. function PoseEnabledController(browserGamepad) {
  82021. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82022. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82023. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82024. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82025. /**
  82026. * The device position in babylon space
  82027. */
  82028. _this.devicePosition = BABYLON.Vector3.Zero();
  82029. /**
  82030. * The device rotation in babylon space
  82031. */
  82032. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82033. /**
  82034. * The scale factor of the device in babylon space
  82035. */
  82036. _this.deviceScaleFactor = 1;
  82037. // Used to convert 6dof controllers to 3dof
  82038. _this._trackPosition = true;
  82039. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82040. _this._draggedRoomRotation = 0;
  82041. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82042. /**
  82043. * Internal, matrix used to convert room space to babylon space
  82044. * @hidden
  82045. */
  82046. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82047. /**
  82048. * Node to be used when casting a ray from the controller
  82049. * @hidden
  82050. */
  82051. _this._pointingPoseNode = null;
  82052. _this._workingMatrix = BABYLON.Matrix.Identity();
  82053. /**
  82054. * @hidden
  82055. */
  82056. _this._meshAttachedObservable = new BABYLON.Observable();
  82057. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82058. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82059. _this.position = BABYLON.Vector3.Zero();
  82060. _this.rotationQuaternion = new BABYLON.Quaternion();
  82061. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82062. _this._calculatedRotation = new BABYLON.Quaternion();
  82063. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82064. return _this;
  82065. }
  82066. /**
  82067. * @hidden
  82068. */
  82069. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82070. if (this._trackPosition) {
  82071. this._calculatedPosition.copyFrom(fixedPosition);
  82072. this._trackPosition = false;
  82073. }
  82074. };
  82075. /**
  82076. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82077. */
  82078. PoseEnabledController.prototype.update = function () {
  82079. _super.prototype.update.call(this);
  82080. this._updatePoseAndMesh();
  82081. };
  82082. /**
  82083. * Updates only the pose device and mesh without doing any button event checking
  82084. */
  82085. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82086. var pose = this.browserGamepad.pose;
  82087. this.updateFromDevice(pose);
  82088. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82089. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82090. camera._computeDevicePosition();
  82091. this._deviceToWorld.setTranslation(camera.devicePosition);
  82092. if (camera.deviceRotationQuaternion) {
  82093. var camera = camera;
  82094. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82095. // Find the radian distance away that the headset is from the controllers rotation
  82096. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82097. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82098. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82099. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82100. this._draggedRoomRotation += rotationAmount;
  82101. // Rotate controller around headset
  82102. var sin = Math.sin(-rotationAmount);
  82103. var cos = Math.cos(-rotationAmount);
  82104. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82105. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82106. }
  82107. }
  82108. }
  82109. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82110. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82111. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82112. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82113. if (this._mesh) {
  82114. this._mesh.position.copyFrom(this.devicePosition);
  82115. if (this._mesh.rotationQuaternion) {
  82116. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82117. }
  82118. }
  82119. };
  82120. /**
  82121. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82122. * @param poseData raw pose fromthe device
  82123. */
  82124. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82125. if (poseData) {
  82126. this.rawPose = poseData;
  82127. if (poseData.position) {
  82128. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82129. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82130. this._deviceRoomPosition.z *= -1;
  82131. }
  82132. if (this._trackPosition) {
  82133. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82134. }
  82135. this._calculatedPosition.addInPlace(this.position);
  82136. }
  82137. var pose = this.rawPose;
  82138. if (poseData.orientation && pose.orientation) {
  82139. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82140. if (this._mesh) {
  82141. if (this._mesh.getScene().useRightHandedSystem) {
  82142. this._deviceRoomRotationQuaternion.z *= -1;
  82143. this._deviceRoomRotationQuaternion.w *= -1;
  82144. }
  82145. else {
  82146. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82147. }
  82148. }
  82149. // if the camera is set, rotate to the camera's rotation
  82150. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82151. }
  82152. }
  82153. };
  82154. /**
  82155. * Attaches a mesh to the controller
  82156. * @param mesh the mesh to be attached
  82157. */
  82158. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82159. if (this._mesh) {
  82160. this._mesh.parent = null;
  82161. }
  82162. this._mesh = mesh;
  82163. if (this._poseControlledCamera) {
  82164. this._mesh.parent = this._poseControlledCamera;
  82165. }
  82166. if (!this._mesh.rotationQuaternion) {
  82167. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82168. }
  82169. // 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
  82170. this._updatePoseAndMesh();
  82171. if (this._pointingPoseNode) {
  82172. var parents = [];
  82173. var obj = this._pointingPoseNode;
  82174. while (obj.parent) {
  82175. parents.push(obj.parent);
  82176. obj = obj.parent;
  82177. }
  82178. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82179. }
  82180. this._meshAttachedObservable.notifyObservers(mesh);
  82181. };
  82182. /**
  82183. * Attaches the controllers mesh to a camera
  82184. * @param camera the camera the mesh should be attached to
  82185. */
  82186. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82187. this._poseControlledCamera = camera;
  82188. if (this._mesh) {
  82189. this._mesh.parent = this._poseControlledCamera;
  82190. }
  82191. };
  82192. /**
  82193. * Disposes of the controller
  82194. */
  82195. PoseEnabledController.prototype.dispose = function () {
  82196. if (this._mesh) {
  82197. this._mesh.dispose();
  82198. }
  82199. this._mesh = null;
  82200. _super.prototype.dispose.call(this);
  82201. };
  82202. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82203. /**
  82204. * The mesh that is attached to the controller
  82205. */
  82206. get: function () {
  82207. return this._mesh;
  82208. },
  82209. enumerable: true,
  82210. configurable: true
  82211. });
  82212. /**
  82213. * Gets the ray of the controller in the direction the controller is pointing
  82214. * @param length the length the resulting ray should be
  82215. * @returns a ray in the direction the controller is pointing
  82216. */
  82217. PoseEnabledController.prototype.getForwardRay = function (length) {
  82218. if (length === void 0) { length = 100; }
  82219. if (!this.mesh) {
  82220. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82221. }
  82222. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82223. var origin = m.getTranslation();
  82224. var forward = new BABYLON.Vector3(0, 0, -1);
  82225. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82226. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82227. return new BABYLON.Ray(origin, direction, length);
  82228. };
  82229. /**
  82230. * Name of the child mesh that can be used to cast a ray from the controller
  82231. */
  82232. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82233. return PoseEnabledController;
  82234. }(BABYLON.Gamepad));
  82235. BABYLON.PoseEnabledController = PoseEnabledController;
  82236. })(BABYLON || (BABYLON = {}));
  82237. //# sourceMappingURL=babylon.poseEnabledController.js.map
  82238. var BABYLON;
  82239. (function (BABYLON) {
  82240. /**
  82241. * Defines the WebVRController object that represents controllers tracked in 3D space
  82242. */
  82243. var WebVRController = /** @class */ (function (_super) {
  82244. __extends(WebVRController, _super);
  82245. /**
  82246. * Creates a new WebVRController from a gamepad
  82247. * @param vrGamepad the gamepad that the WebVRController should be created from
  82248. */
  82249. function WebVRController(vrGamepad) {
  82250. var _this = _super.call(this, vrGamepad) || this;
  82251. // Observables
  82252. /**
  82253. * Fired when the trigger state has changed
  82254. */
  82255. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82256. /**
  82257. * Fired when the main button state has changed
  82258. */
  82259. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  82260. /**
  82261. * Fired when the secondary button state has changed
  82262. */
  82263. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  82264. /**
  82265. * Fired when the pad state has changed
  82266. */
  82267. _this.onPadStateChangedObservable = new BABYLON.Observable();
  82268. /**
  82269. * Fired when controllers stick values have changed
  82270. */
  82271. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  82272. /**
  82273. * X and Y axis corrisponding to the controllers joystick
  82274. */
  82275. _this.pad = { x: 0, y: 0 };
  82276. // avoid GC, store state in a tmp object
  82277. _this._changes = {
  82278. pressChanged: false,
  82279. touchChanged: false,
  82280. valueChanged: false,
  82281. changed: false
  82282. };
  82283. _this._buttons = new Array(vrGamepad.buttons.length);
  82284. _this.hand = vrGamepad.hand;
  82285. return _this;
  82286. }
  82287. /**
  82288. * Fired when a controller button's state has changed
  82289. * @param callback the callback containing the button that was modified
  82290. */
  82291. WebVRController.prototype.onButtonStateChange = function (callback) {
  82292. this._onButtonStateChange = callback;
  82293. };
  82294. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  82295. /**
  82296. * The default controller model for the controller
  82297. */
  82298. get: function () {
  82299. return this._defaultModel;
  82300. },
  82301. enumerable: true,
  82302. configurable: true
  82303. });
  82304. /**
  82305. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82306. */
  82307. WebVRController.prototype.update = function () {
  82308. _super.prototype.update.call(this);
  82309. for (var index = 0; index < this._buttons.length; index++) {
  82310. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  82311. }
  82312. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  82313. this.pad.x = this.leftStick.x;
  82314. this.pad.y = this.leftStick.y;
  82315. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  82316. }
  82317. };
  82318. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  82319. if (!newState) {
  82320. newState = {
  82321. pressed: false,
  82322. touched: false,
  82323. value: 0
  82324. };
  82325. }
  82326. if (!currentState) {
  82327. this._buttons[buttonIndex] = {
  82328. pressed: newState.pressed,
  82329. touched: newState.touched,
  82330. value: newState.value
  82331. };
  82332. return;
  82333. }
  82334. this._checkChanges(newState, currentState);
  82335. if (this._changes.changed) {
  82336. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  82337. this._handleButtonChange(buttonIndex, newState, this._changes);
  82338. }
  82339. this._buttons[buttonIndex].pressed = newState.pressed;
  82340. this._buttons[buttonIndex].touched = newState.touched;
  82341. // oculus triggers are never 0, thou not touched.
  82342. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  82343. };
  82344. WebVRController.prototype._checkChanges = function (newState, currentState) {
  82345. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  82346. this._changes.touchChanged = newState.touched !== currentState.touched;
  82347. this._changes.valueChanged = newState.value !== currentState.value;
  82348. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  82349. return this._changes;
  82350. };
  82351. /**
  82352. * Disposes of th webVRCOntroller
  82353. */
  82354. WebVRController.prototype.dispose = function () {
  82355. _super.prototype.dispose.call(this);
  82356. this.onTriggerStateChangedObservable.clear();
  82357. this.onMainButtonStateChangedObservable.clear();
  82358. this.onSecondaryButtonStateChangedObservable.clear();
  82359. this.onPadStateChangedObservable.clear();
  82360. this.onPadValuesChangedObservable.clear();
  82361. };
  82362. return WebVRController;
  82363. }(BABYLON.PoseEnabledController));
  82364. BABYLON.WebVRController = WebVRController;
  82365. })(BABYLON || (BABYLON = {}));
  82366. //# sourceMappingURL=babylon.webVRController.js.map
  82367. var BABYLON;
  82368. (function (BABYLON) {
  82369. /**
  82370. * Oculus Touch Controller
  82371. */
  82372. var OculusTouchController = /** @class */ (function (_super) {
  82373. __extends(OculusTouchController, _super);
  82374. /**
  82375. * Creates a new OculusTouchController from a gamepad
  82376. * @param vrGamepad the gamepad that the controller should be created from
  82377. */
  82378. function OculusTouchController(vrGamepad) {
  82379. var _this = _super.call(this, vrGamepad) || this;
  82380. /**
  82381. * Fired when the secondary trigger on this controller is modified
  82382. */
  82383. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  82384. /**
  82385. * Fired when the thumb rest on this controller is modified
  82386. */
  82387. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  82388. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  82389. return _this;
  82390. }
  82391. /**
  82392. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82393. * @param scene scene in which to add meshes
  82394. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82395. */
  82396. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82397. var _this = this;
  82398. var meshName;
  82399. // Hand
  82400. if (this.hand === 'left') {
  82401. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  82402. }
  82403. else { // Right is the default if no hand is specified
  82404. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  82405. }
  82406. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  82407. /*
  82408. Parent Mesh name: oculus_touch_left
  82409. - body
  82410. - trigger
  82411. - thumbstick
  82412. - grip
  82413. - button_y
  82414. - button_x
  82415. - button_enter
  82416. */
  82417. _this._defaultModel = newMeshes[1];
  82418. _this.attachToMesh(_this._defaultModel);
  82419. if (meshLoaded) {
  82420. meshLoaded(_this._defaultModel);
  82421. }
  82422. });
  82423. };
  82424. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  82425. /**
  82426. * Fired when the A button on this controller is modified
  82427. */
  82428. get: function () {
  82429. if (this.hand === 'right') {
  82430. return this.onMainButtonStateChangedObservable;
  82431. }
  82432. else {
  82433. throw new Error('No A button on left hand');
  82434. }
  82435. },
  82436. enumerable: true,
  82437. configurable: true
  82438. });
  82439. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  82440. /**
  82441. * Fired when the B button on this controller is modified
  82442. */
  82443. get: function () {
  82444. if (this.hand === 'right') {
  82445. return this.onSecondaryButtonStateChangedObservable;
  82446. }
  82447. else {
  82448. throw new Error('No B button on left hand');
  82449. }
  82450. },
  82451. enumerable: true,
  82452. configurable: true
  82453. });
  82454. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  82455. /**
  82456. * Fired when the X button on this controller is modified
  82457. */
  82458. get: function () {
  82459. if (this.hand === 'left') {
  82460. return this.onMainButtonStateChangedObservable;
  82461. }
  82462. else {
  82463. throw new Error('No X button on right hand');
  82464. }
  82465. },
  82466. enumerable: true,
  82467. configurable: true
  82468. });
  82469. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  82470. /**
  82471. * Fired when the Y button on this controller is modified
  82472. */
  82473. get: function () {
  82474. if (this.hand === 'left') {
  82475. return this.onSecondaryButtonStateChangedObservable;
  82476. }
  82477. else {
  82478. throw new Error('No Y button on right hand');
  82479. }
  82480. },
  82481. enumerable: true,
  82482. configurable: true
  82483. });
  82484. /**
  82485. * Called once for each button that changed state since the last frame
  82486. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  82487. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  82488. * 2) secondary trigger (same)
  82489. * 3) A (right) X (left), touch, pressed = value
  82490. * 4) B / Y
  82491. * 5) thumb rest
  82492. * @param buttonIdx Which button index changed
  82493. * @param state New state of the button
  82494. * @param changes Which properties on the state changed since last frame
  82495. */
  82496. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82497. var notifyObject = state; //{ state: state, changes: changes };
  82498. var triggerDirection = this.hand === 'right' ? -1 : 1;
  82499. switch (buttonIdx) {
  82500. case 0:
  82501. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82502. return;
  82503. case 1: // index trigger
  82504. if (this._defaultModel) {
  82505. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  82506. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  82507. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  82508. }
  82509. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82510. return;
  82511. case 2: // secondary trigger
  82512. if (this._defaultModel) {
  82513. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  82514. }
  82515. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  82516. return;
  82517. case 3:
  82518. if (this._defaultModel) {
  82519. if (notifyObject.pressed) {
  82520. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  82521. }
  82522. else {
  82523. (this._defaultModel.getChildren()[1]).position.y = 0;
  82524. }
  82525. }
  82526. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82527. return;
  82528. case 4:
  82529. if (this._defaultModel) {
  82530. if (notifyObject.pressed) {
  82531. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82532. }
  82533. else {
  82534. (this._defaultModel.getChildren()[2]).position.y = 0;
  82535. }
  82536. }
  82537. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82538. return;
  82539. case 5:
  82540. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  82541. return;
  82542. }
  82543. };
  82544. /**
  82545. * Base Url for the controller model.
  82546. */
  82547. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  82548. /**
  82549. * File name for the left controller model.
  82550. */
  82551. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  82552. /**
  82553. * File name for the right controller model.
  82554. */
  82555. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  82556. return OculusTouchController;
  82557. }(BABYLON.WebVRController));
  82558. BABYLON.OculusTouchController = OculusTouchController;
  82559. })(BABYLON || (BABYLON = {}));
  82560. //# sourceMappingURL=babylon.oculusTouchController.js.map
  82561. var BABYLON;
  82562. (function (BABYLON) {
  82563. /**
  82564. * Vive Controller
  82565. */
  82566. var ViveController = /** @class */ (function (_super) {
  82567. __extends(ViveController, _super);
  82568. /**
  82569. * Creates a new ViveController from a gamepad
  82570. * @param vrGamepad the gamepad that the controller should be created from
  82571. */
  82572. function ViveController(vrGamepad) {
  82573. var _this = _super.call(this, vrGamepad) || this;
  82574. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  82575. _this._invertLeftStickY = true;
  82576. return _this;
  82577. }
  82578. /**
  82579. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82580. * @param scene scene in which to add meshes
  82581. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82582. */
  82583. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82584. var _this = this;
  82585. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  82586. /*
  82587. Parent Mesh name: ViveWand
  82588. - body
  82589. - r_gripper
  82590. - l_gripper
  82591. - menu_button
  82592. - system_button
  82593. - trackpad
  82594. - trigger
  82595. - LED
  82596. */
  82597. _this._defaultModel = newMeshes[1];
  82598. _this.attachToMesh(_this._defaultModel);
  82599. if (meshLoaded) {
  82600. meshLoaded(_this._defaultModel);
  82601. }
  82602. });
  82603. };
  82604. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  82605. /**
  82606. * Fired when the left button on this controller is modified
  82607. */
  82608. get: function () {
  82609. return this.onMainButtonStateChangedObservable;
  82610. },
  82611. enumerable: true,
  82612. configurable: true
  82613. });
  82614. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  82615. /**
  82616. * Fired when the right button on this controller is modified
  82617. */
  82618. get: function () {
  82619. return this.onMainButtonStateChangedObservable;
  82620. },
  82621. enumerable: true,
  82622. configurable: true
  82623. });
  82624. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  82625. /**
  82626. * Fired when the menu button on this controller is modified
  82627. */
  82628. get: function () {
  82629. return this.onSecondaryButtonStateChangedObservable;
  82630. },
  82631. enumerable: true,
  82632. configurable: true
  82633. });
  82634. /**
  82635. * Called once for each button that changed state since the last frame
  82636. * Vive mapping:
  82637. * 0: touchpad
  82638. * 1: trigger
  82639. * 2: left AND right buttons
  82640. * 3: menu button
  82641. * @param buttonIdx Which button index changed
  82642. * @param state New state of the button
  82643. * @param changes Which properties on the state changed since last frame
  82644. */
  82645. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82646. var notifyObject = state; //{ state: state, changes: changes };
  82647. switch (buttonIdx) {
  82648. case 0:
  82649. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82650. return;
  82651. case 1: // index trigger
  82652. if (this._defaultModel) {
  82653. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  82654. }
  82655. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82656. return;
  82657. case 2: // left AND right button
  82658. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82659. return;
  82660. case 3:
  82661. if (this._defaultModel) {
  82662. if (notifyObject.pressed) {
  82663. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82664. }
  82665. else {
  82666. (this._defaultModel.getChildren()[2]).position.y = 0;
  82667. }
  82668. }
  82669. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82670. return;
  82671. }
  82672. };
  82673. /**
  82674. * Base Url for the controller model.
  82675. */
  82676. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  82677. /**
  82678. * File name for the controller model.
  82679. */
  82680. ViveController.MODEL_FILENAME = 'wand.babylon';
  82681. return ViveController;
  82682. }(BABYLON.WebVRController));
  82683. BABYLON.ViveController = ViveController;
  82684. })(BABYLON || (BABYLON = {}));
  82685. //# sourceMappingURL=babylon.viveController.js.map
  82686. var BABYLON;
  82687. (function (BABYLON) {
  82688. /**
  82689. * Generic Controller
  82690. */
  82691. var GenericController = /** @class */ (function (_super) {
  82692. __extends(GenericController, _super);
  82693. /**
  82694. * Creates a new GenericController from a gamepad
  82695. * @param vrGamepad the gamepad that the controller should be created from
  82696. */
  82697. function GenericController(vrGamepad) {
  82698. return _super.call(this, vrGamepad) || this;
  82699. }
  82700. /**
  82701. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82702. * @param scene scene in which to add meshes
  82703. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82704. */
  82705. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82706. var _this = this;
  82707. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  82708. _this._defaultModel = newMeshes[1];
  82709. _this.attachToMesh(_this._defaultModel);
  82710. if (meshLoaded) {
  82711. meshLoaded(_this._defaultModel);
  82712. }
  82713. });
  82714. };
  82715. /**
  82716. * Called once for each button that changed state since the last frame
  82717. * @param buttonIdx Which button index changed
  82718. * @param state New state of the button
  82719. * @param changes Which properties on the state changed since last frame
  82720. */
  82721. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82722. console.log("Button id: " + buttonIdx + "state: ");
  82723. console.dir(state);
  82724. };
  82725. /**
  82726. * Base Url for the controller model.
  82727. */
  82728. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  82729. /**
  82730. * File name for the controller model.
  82731. */
  82732. GenericController.MODEL_FILENAME = 'generic.babylon';
  82733. return GenericController;
  82734. }(BABYLON.WebVRController));
  82735. BABYLON.GenericController = GenericController;
  82736. })(BABYLON || (BABYLON = {}));
  82737. //# sourceMappingURL=babylon.genericController.js.map
  82738. var BABYLON;
  82739. (function (BABYLON) {
  82740. /**
  82741. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  82742. */
  82743. var LoadedMeshInfo = /** @class */ (function () {
  82744. function LoadedMeshInfo() {
  82745. /**
  82746. * Map of the button meshes contained in the controller
  82747. */
  82748. this.buttonMeshes = {};
  82749. /**
  82750. * Map of the axis meshes contained in the controller
  82751. */
  82752. this.axisMeshes = {};
  82753. }
  82754. return LoadedMeshInfo;
  82755. }());
  82756. /**
  82757. * Defines the WindowsMotionController object that the state of the windows motion controller
  82758. */
  82759. var WindowsMotionController = /** @class */ (function (_super) {
  82760. __extends(WindowsMotionController, _super);
  82761. /**
  82762. * Creates a new WindowsMotionController from a gamepad
  82763. * @param vrGamepad the gamepad that the controller should be created from
  82764. */
  82765. function WindowsMotionController(vrGamepad) {
  82766. var _this = _super.call(this, vrGamepad) || this;
  82767. _this._mapping = {
  82768. // Semantic button names
  82769. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  82770. // A mapping of the button name to glTF model node name
  82771. // that should be transformed by button value.
  82772. buttonMeshNames: {
  82773. 'trigger': 'SELECT',
  82774. 'menu': 'MENU',
  82775. 'grip': 'GRASP',
  82776. 'thumbstick': 'THUMBSTICK_PRESS',
  82777. 'trackpad': 'TOUCHPAD_PRESS'
  82778. },
  82779. // This mapping is used to translate from the Motion Controller to Babylon semantics
  82780. buttonObservableNames: {
  82781. 'trigger': 'onTriggerStateChangedObservable',
  82782. 'menu': 'onSecondaryButtonStateChangedObservable',
  82783. 'grip': 'onMainButtonStateChangedObservable',
  82784. 'thumbstick': 'onPadStateChangedObservable',
  82785. 'trackpad': 'onTrackpadChangedObservable'
  82786. },
  82787. // A mapping of the axis name to glTF model node name
  82788. // that should be transformed by axis value.
  82789. // This array mirrors the browserGamepad.axes array, such that
  82790. // the mesh corresponding to axis 0 is in this array index 0.
  82791. axisMeshNames: [
  82792. 'THUMBSTICK_X',
  82793. 'THUMBSTICK_Y',
  82794. 'TOUCHPAD_TOUCH_X',
  82795. 'TOUCHPAD_TOUCH_Y'
  82796. ],
  82797. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  82798. };
  82799. /**
  82800. * Fired when the trackpad on this controller is clicked
  82801. */
  82802. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  82803. /**
  82804. * Fired when the trackpad on this controller is modified
  82805. */
  82806. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  82807. /**
  82808. * The current x and y values of this controller's trackpad
  82809. */
  82810. _this.trackpad = { x: 0, y: 0 };
  82811. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  82812. _this._loadedMeshInfo = null;
  82813. return _this;
  82814. }
  82815. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  82816. /**
  82817. * Fired when the trigger on this controller is modified
  82818. */
  82819. get: function () {
  82820. return this.onTriggerStateChangedObservable;
  82821. },
  82822. enumerable: true,
  82823. configurable: true
  82824. });
  82825. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  82826. /**
  82827. * Fired when the menu button on this controller is modified
  82828. */
  82829. get: function () {
  82830. return this.onSecondaryButtonStateChangedObservable;
  82831. },
  82832. enumerable: true,
  82833. configurable: true
  82834. });
  82835. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  82836. /**
  82837. * Fired when the grip button on this controller is modified
  82838. */
  82839. get: function () {
  82840. return this.onMainButtonStateChangedObservable;
  82841. },
  82842. enumerable: true,
  82843. configurable: true
  82844. });
  82845. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  82846. /**
  82847. * Fired when the thumbstick button on this controller is modified
  82848. */
  82849. get: function () {
  82850. return this.onPadStateChangedObservable;
  82851. },
  82852. enumerable: true,
  82853. configurable: true
  82854. });
  82855. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  82856. /**
  82857. * Fired when the touchpad button on this controller is modified
  82858. */
  82859. get: function () {
  82860. return this.onTrackpadChangedObservable;
  82861. },
  82862. enumerable: true,
  82863. configurable: true
  82864. });
  82865. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  82866. /**
  82867. * Fired when the touchpad values on this controller are modified
  82868. */
  82869. get: function () {
  82870. return this.onTrackpadValuesChangedObservable;
  82871. },
  82872. enumerable: true,
  82873. configurable: true
  82874. });
  82875. WindowsMotionController.prototype._updateTrackpad = function () {
  82876. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  82877. this.trackpad.x = this.browserGamepad["axes"][2];
  82878. this.trackpad.y = this.browserGamepad["axes"][3];
  82879. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  82880. }
  82881. };
  82882. /**
  82883. * Called once per frame by the engine.
  82884. */
  82885. WindowsMotionController.prototype.update = function () {
  82886. _super.prototype.update.call(this);
  82887. if (this.browserGamepad.axes) {
  82888. this._updateTrackpad();
  82889. // Only need to animate axes if there is a loaded mesh
  82890. if (this._loadedMeshInfo) {
  82891. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  82892. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  82893. }
  82894. }
  82895. }
  82896. };
  82897. /**
  82898. * Called once for each button that changed state since the last frame
  82899. * @param buttonIdx Which button index changed
  82900. * @param state New state of the button
  82901. * @param changes Which properties on the state changed since last frame
  82902. */
  82903. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82904. var buttonName = this._mapping.buttons[buttonIdx];
  82905. if (!buttonName) {
  82906. return;
  82907. }
  82908. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  82909. this._updateTrackpad();
  82910. // Only emit events for buttons that we know how to map from index to name
  82911. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  82912. if (observable) {
  82913. observable.notifyObservers(state);
  82914. }
  82915. this._lerpButtonTransform(buttonName, state.value);
  82916. };
  82917. /**
  82918. * Moves the buttons on the controller mesh based on their current state
  82919. * @param buttonName the name of the button to move
  82920. * @param buttonValue the value of the button which determines the buttons new position
  82921. */
  82922. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  82923. // If there is no loaded mesh, there is nothing to transform.
  82924. if (!this._loadedMeshInfo) {
  82925. return;
  82926. }
  82927. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  82928. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  82929. return;
  82930. }
  82931. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  82932. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  82933. };
  82934. /**
  82935. * Moves the axis on the controller mesh based on its current state
  82936. * @param axis the index of the axis
  82937. * @param axisValue the value of the axis which determines the meshes new position
  82938. * @hidden
  82939. */
  82940. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  82941. if (!this._loadedMeshInfo) {
  82942. return;
  82943. }
  82944. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  82945. if (!meshInfo) {
  82946. return;
  82947. }
  82948. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  82949. return;
  82950. }
  82951. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  82952. var lerpValue = axisValue * 0.5 + 0.5;
  82953. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  82954. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  82955. };
  82956. /**
  82957. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82958. * @param scene scene in which to add meshes
  82959. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82960. */
  82961. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  82962. var _this = this;
  82963. if (forceDefault === void 0) { forceDefault = false; }
  82964. var path;
  82965. var filename;
  82966. // Checking if GLB loader is present
  82967. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  82968. // Determine the device specific folder based on the ID suffix
  82969. var device = 'default';
  82970. if (this.id && !forceDefault) {
  82971. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  82972. device = ((match && match[0]) || device);
  82973. }
  82974. // Hand
  82975. if (this.hand === 'left') {
  82976. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  82977. }
  82978. else { // Right is the default if no hand is specified
  82979. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  82980. }
  82981. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  82982. }
  82983. else {
  82984. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  82985. path = BABYLON.GenericController.MODEL_BASE_URL;
  82986. filename = BABYLON.GenericController.MODEL_FILENAME;
  82987. }
  82988. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  82989. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  82990. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  82991. if (!_this._loadedMeshInfo) {
  82992. return;
  82993. }
  82994. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  82995. _this.attachToMesh(_this._defaultModel);
  82996. if (meshLoaded) {
  82997. meshLoaded(_this._defaultModel);
  82998. }
  82999. }, null, function (scene, message) {
  83000. BABYLON.Tools.Log(message);
  83001. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83002. if (!forceDefault) {
  83003. _this.initControllerMesh(scene, meshLoaded, true);
  83004. }
  83005. });
  83006. };
  83007. /**
  83008. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83009. * can be transformed by button presses and axes values, based on this._mapping.
  83010. *
  83011. * @param scene scene in which the meshes exist
  83012. * @param meshes list of meshes that make up the controller model to process
  83013. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83014. */
  83015. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83016. var loadedMeshInfo = null;
  83017. // Create a new mesh to contain the glTF hierarchy
  83018. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83019. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83020. var childMesh = null;
  83021. for (var i = 0; i < meshes.length; i++) {
  83022. var mesh = meshes[i];
  83023. if (!mesh.parent) {
  83024. // Exclude controller meshes from picking results
  83025. mesh.isPickable = false;
  83026. // Handle root node, attach to the new parentMesh
  83027. childMesh = mesh;
  83028. break;
  83029. }
  83030. }
  83031. if (childMesh) {
  83032. childMesh.setParent(parentMesh);
  83033. // Create our mesh info. Note that this method will always return non-null.
  83034. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83035. }
  83036. else {
  83037. BABYLON.Tools.Warn('Could not find root node in model file.');
  83038. }
  83039. return loadedMeshInfo;
  83040. };
  83041. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83042. var loadedMeshInfo = new LoadedMeshInfo();
  83043. var i;
  83044. loadedMeshInfo.rootNode = rootNode;
  83045. // Reset the caches
  83046. loadedMeshInfo.buttonMeshes = {};
  83047. loadedMeshInfo.axisMeshes = {};
  83048. // Button Meshes
  83049. for (i = 0; i < this._mapping.buttons.length; i++) {
  83050. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83051. if (!buttonMeshName) {
  83052. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83053. continue;
  83054. }
  83055. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83056. if (!buttonMesh) {
  83057. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83058. continue;
  83059. }
  83060. var buttonMeshInfo = {
  83061. index: i,
  83062. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83063. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83064. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83065. };
  83066. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83067. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83068. }
  83069. else {
  83070. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83071. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83072. '(VALUE: ' + !!buttonMeshInfo.value +
  83073. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83074. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83075. ')');
  83076. }
  83077. }
  83078. // Axis Meshes
  83079. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83080. var axisMeshName = this._mapping.axisMeshNames[i];
  83081. if (!axisMeshName) {
  83082. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83083. continue;
  83084. }
  83085. var axisMesh = getChildByName(rootNode, axisMeshName);
  83086. if (!axisMesh) {
  83087. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83088. continue;
  83089. }
  83090. var axisMeshInfo = {
  83091. index: i,
  83092. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83093. min: getImmediateChildByName(axisMesh, 'MIN'),
  83094. max: getImmediateChildByName(axisMesh, 'MAX')
  83095. };
  83096. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83097. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83098. }
  83099. else {
  83100. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83101. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83102. '(VALUE: ' + !!axisMeshInfo.value +
  83103. ', MIN: ' + !!axisMeshInfo.min +
  83104. ', MAX:' + !!axisMeshInfo.max +
  83105. ')');
  83106. }
  83107. }
  83108. // Pointing Ray
  83109. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83110. if (!loadedMeshInfo.pointingPoseNode) {
  83111. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83112. }
  83113. else {
  83114. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83115. }
  83116. return loadedMeshInfo;
  83117. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83118. function getChildByName(node, name) {
  83119. return node.getChildMeshes(false, function (n) { return n.name === name; })[0];
  83120. }
  83121. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83122. function getImmediateChildByName(node, name) {
  83123. return node.getChildMeshes(true, function (n) { return n.name == name; })[0];
  83124. }
  83125. };
  83126. /**
  83127. * Gets the ray of the controller in the direction the controller is pointing
  83128. * @param length the length the resulting ray should be
  83129. * @returns a ray in the direction the controller is pointing
  83130. */
  83131. WindowsMotionController.prototype.getForwardRay = function (length) {
  83132. if (length === void 0) { length = 100; }
  83133. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83134. return _super.prototype.getForwardRay.call(this, length);
  83135. }
  83136. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83137. var origin = m.getTranslation();
  83138. var forward = new BABYLON.Vector3(0, 0, -1);
  83139. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83140. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83141. return new BABYLON.Ray(origin, direction, length);
  83142. };
  83143. /**
  83144. * Disposes of the controller
  83145. */
  83146. WindowsMotionController.prototype.dispose = function () {
  83147. _super.prototype.dispose.call(this);
  83148. this.onTrackpadChangedObservable.clear();
  83149. };
  83150. /**
  83151. * The base url used to load the left and right controller models
  83152. */
  83153. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83154. /**
  83155. * The name of the left controller model file
  83156. */
  83157. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83158. /**
  83159. * The name of the right controller model file
  83160. */
  83161. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83162. /**
  83163. * The controller name prefix for this controller type
  83164. */
  83165. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83166. /**
  83167. * The controller id pattern for this controller type
  83168. */
  83169. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83170. return WindowsMotionController;
  83171. }(BABYLON.WebVRController));
  83172. BABYLON.WindowsMotionController = WindowsMotionController;
  83173. })(BABYLON || (BABYLON = {}));
  83174. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83175. var BABYLON;
  83176. (function (BABYLON) {
  83177. /**
  83178. * Gear VR Controller
  83179. */
  83180. var GearVRController = /** @class */ (function (_super) {
  83181. __extends(GearVRController, _super);
  83182. /**
  83183. * Creates a new GearVRController from a gamepad
  83184. * @param vrGamepad the gamepad that the controller should be created from
  83185. */
  83186. function GearVRController(vrGamepad) {
  83187. var _this = _super.call(this, vrGamepad) || this;
  83188. _this._buttonIndexToObservableNameMap = [
  83189. 'onTrackpadChangedObservable',
  83190. 'onTriggerStateChangedObservable' // Trigger
  83191. ];
  83192. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83193. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83194. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83195. _this._disableTrackPosition(_this._calculatedPosition);
  83196. return _this;
  83197. }
  83198. /**
  83199. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83200. * @param scene scene in which to add meshes
  83201. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83202. */
  83203. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83204. var _this = this;
  83205. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83206. // Offset the controller so it will rotate around the users wrist
  83207. var mesh = new BABYLON.Mesh("", scene);
  83208. newMeshes[1].parent = mesh;
  83209. newMeshes[1].position.z = -0.15;
  83210. _this._defaultModel = mesh;
  83211. _this.attachToMesh(_this._defaultModel);
  83212. if (meshLoaded) {
  83213. meshLoaded(_this._defaultModel);
  83214. }
  83215. });
  83216. };
  83217. /**
  83218. * Called once for each button that changed state since the last frame
  83219. * @param buttonIdx Which button index changed
  83220. * @param state New state of the button
  83221. * @param changes Which properties on the state changed since last frame
  83222. */
  83223. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83224. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83225. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83226. // Only emit events for buttons that we know how to map from index to observable
  83227. var observable = this[observableName];
  83228. if (observable) {
  83229. observable.notifyObservers(state);
  83230. }
  83231. }
  83232. };
  83233. /**
  83234. * Base Url for the controller model.
  83235. */
  83236. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83237. /**
  83238. * File name for the controller model.
  83239. */
  83240. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83241. /**
  83242. * Gamepad Id prefix used to identify this controller.
  83243. */
  83244. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83245. return GearVRController;
  83246. }(BABYLON.WebVRController));
  83247. BABYLON.GearVRController = GearVRController;
  83248. })(BABYLON || (BABYLON = {}));
  83249. //# sourceMappingURL=babylon.gearVRController.js.map
  83250. var BABYLON;
  83251. (function (BABYLON) {
  83252. /**
  83253. * Google Daydream controller
  83254. */
  83255. var DaydreamController = /** @class */ (function (_super) {
  83256. __extends(DaydreamController, _super);
  83257. /**
  83258. * Creates a new DaydreamController from a gamepad
  83259. * @param vrGamepad the gamepad that the controller should be created from
  83260. */
  83261. function DaydreamController(vrGamepad) {
  83262. var _this = _super.call(this, vrGamepad) || this;
  83263. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  83264. return _this;
  83265. }
  83266. /**
  83267. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83268. * @param scene scene in which to add meshes
  83269. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83270. */
  83271. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83272. var _this = this;
  83273. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  83274. _this._defaultModel = newMeshes[1];
  83275. _this.attachToMesh(_this._defaultModel);
  83276. if (meshLoaded) {
  83277. meshLoaded(_this._defaultModel);
  83278. }
  83279. });
  83280. };
  83281. /**
  83282. * Called once for each button that changed state since the last frame
  83283. * @param buttonIdx Which button index changed
  83284. * @param state New state of the button
  83285. * @param changes Which properties on the state changed since last frame
  83286. */
  83287. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83288. // Daydream controller only has 1 GamepadButton (on the trackpad).
  83289. if (buttonIdx === 0) {
  83290. var observable = this.onTriggerStateChangedObservable;
  83291. if (observable) {
  83292. observable.notifyObservers(state);
  83293. }
  83294. }
  83295. else {
  83296. // If the app or home buttons are ever made available
  83297. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  83298. }
  83299. };
  83300. /**
  83301. * Base Url for the controller model.
  83302. */
  83303. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83304. /**
  83305. * File name for the controller model.
  83306. */
  83307. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  83308. /**
  83309. * Gamepad Id prefix used to identify Daydream Controller.
  83310. */
  83311. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  83312. return DaydreamController;
  83313. }(BABYLON.WebVRController));
  83314. BABYLON.DaydreamController = DaydreamController;
  83315. })(BABYLON || (BABYLON = {}));
  83316. //# sourceMappingURL=babylon.daydreamController.js.map
  83317. var BABYLON;
  83318. (function (BABYLON) {
  83319. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  83320. get: function () {
  83321. if (!this._gamepadManager) {
  83322. this._gamepadManager = new BABYLON.GamepadManager(this);
  83323. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  83324. if (!component) {
  83325. component = new GamepadSystemSceneComponent(this);
  83326. this._addComponent(component);
  83327. }
  83328. }
  83329. return this._gamepadManager;
  83330. },
  83331. enumerable: true,
  83332. configurable: true
  83333. });
  83334. /**
  83335. * Adds a gamepad to the free camera inputs manager
  83336. */
  83337. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  83338. this.add(new BABYLON.FreeCameraGamepadInput());
  83339. return this;
  83340. };
  83341. /**
  83342. * Adds a gamepad to the arc rotate camera inputs manager
  83343. */
  83344. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  83345. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  83346. return this;
  83347. };
  83348. /**
  83349. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  83350. */
  83351. var GamepadSystemSceneComponent = /** @class */ (function () {
  83352. /**
  83353. * Creates a new instance of the component for the given scene
  83354. * @param scene Defines the scene to register the component in
  83355. */
  83356. function GamepadSystemSceneComponent(scene) {
  83357. /**
  83358. * The component name helpfull to identify the component in the list of scene components.
  83359. */
  83360. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  83361. this.scene = scene;
  83362. }
  83363. /**
  83364. * Registers the component in a given scene
  83365. */
  83366. GamepadSystemSceneComponent.prototype.register = function () {
  83367. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  83368. };
  83369. /**
  83370. * Rebuilds the elements related to this component in case of
  83371. * context lost for instance.
  83372. */
  83373. GamepadSystemSceneComponent.prototype.rebuild = function () {
  83374. // Nothing to do for gamepads
  83375. };
  83376. /**
  83377. * Disposes the component and the associated ressources
  83378. */
  83379. GamepadSystemSceneComponent.prototype.dispose = function () {
  83380. var gamepadManager = this.scene._gamepadManager;
  83381. if (gamepadManager) {
  83382. gamepadManager.dispose();
  83383. this.scene._gamepadManager = null;
  83384. }
  83385. };
  83386. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  83387. var gamepadManager = this.scene._gamepadManager;
  83388. if (gamepadManager && gamepadManager._isMonitoring) {
  83389. gamepadManager._checkGamepadsStatus();
  83390. }
  83391. };
  83392. return GamepadSystemSceneComponent;
  83393. }());
  83394. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  83395. })(BABYLON || (BABYLON = {}));
  83396. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  83397. var BABYLON;
  83398. (function (BABYLON) {
  83399. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  83400. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  83401. });
  83402. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  83403. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  83404. });
  83405. /**
  83406. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  83407. * an arc rotate version arcFollowCamera are available.
  83408. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83409. */
  83410. var FollowCamera = /** @class */ (function (_super) {
  83411. __extends(FollowCamera, _super);
  83412. /**
  83413. * Instantiates the follow camera.
  83414. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83415. * @param name Define the name of the camera in the scene
  83416. * @param position Define the position of the camera
  83417. * @param scene Define the scene the camera belong to
  83418. * @param lockedTarget Define the target of the camera
  83419. */
  83420. function FollowCamera(name, position, scene, lockedTarget) {
  83421. if (lockedTarget === void 0) { lockedTarget = null; }
  83422. var _this = _super.call(this, name, position, scene) || this;
  83423. /**
  83424. * Distance the follow camera should follow an object at
  83425. */
  83426. _this.radius = 12;
  83427. /**
  83428. * Define a rotation offset between the camera and the object it follows
  83429. */
  83430. _this.rotationOffset = 0;
  83431. /**
  83432. * Define a height offset between the camera and the object it follows.
  83433. * It can help following an object from the top (like a car chaing a plane)
  83434. */
  83435. _this.heightOffset = 4;
  83436. /**
  83437. * Define how fast the camera can accelerate to follow it s target.
  83438. */
  83439. _this.cameraAcceleration = 0.05;
  83440. /**
  83441. * Define the speed limit of the camera following an object.
  83442. */
  83443. _this.maxCameraSpeed = 20;
  83444. _this.lockedTarget = lockedTarget;
  83445. return _this;
  83446. }
  83447. FollowCamera.prototype._follow = function (cameraTarget) {
  83448. if (!cameraTarget) {
  83449. return;
  83450. }
  83451. var yRotation;
  83452. if (cameraTarget.rotationQuaternion) {
  83453. var rotMatrix = new BABYLON.Matrix();
  83454. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  83455. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  83456. }
  83457. else {
  83458. yRotation = cameraTarget.rotation.y;
  83459. }
  83460. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  83461. var targetPosition = cameraTarget.getAbsolutePosition();
  83462. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  83463. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  83464. var dx = targetX - this.position.x;
  83465. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  83466. var dz = (targetZ) - this.position.z;
  83467. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  83468. var vy = dy * this.cameraAcceleration;
  83469. var vz = dz * this.cameraAcceleration * 2;
  83470. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  83471. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83472. }
  83473. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  83474. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83475. }
  83476. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  83477. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83478. }
  83479. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  83480. this.setTarget(targetPosition);
  83481. };
  83482. /** @hidden */
  83483. FollowCamera.prototype._checkInputs = function () {
  83484. _super.prototype._checkInputs.call(this);
  83485. if (this.lockedTarget) {
  83486. this._follow(this.lockedTarget);
  83487. }
  83488. };
  83489. /**
  83490. * Gets the camera class name.
  83491. * @returns the class name
  83492. */
  83493. FollowCamera.prototype.getClassName = function () {
  83494. return "FollowCamera";
  83495. };
  83496. __decorate([
  83497. BABYLON.serialize()
  83498. ], FollowCamera.prototype, "radius", void 0);
  83499. __decorate([
  83500. BABYLON.serialize()
  83501. ], FollowCamera.prototype, "rotationOffset", void 0);
  83502. __decorate([
  83503. BABYLON.serialize()
  83504. ], FollowCamera.prototype, "heightOffset", void 0);
  83505. __decorate([
  83506. BABYLON.serialize()
  83507. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  83508. __decorate([
  83509. BABYLON.serialize()
  83510. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  83511. __decorate([
  83512. BABYLON.serializeAsMeshReference("lockedTargetId")
  83513. ], FollowCamera.prototype, "lockedTarget", void 0);
  83514. return FollowCamera;
  83515. }(BABYLON.TargetCamera));
  83516. BABYLON.FollowCamera = FollowCamera;
  83517. /**
  83518. * Arc Rotate version of the follow camera.
  83519. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  83520. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83521. */
  83522. var ArcFollowCamera = /** @class */ (function (_super) {
  83523. __extends(ArcFollowCamera, _super);
  83524. /**
  83525. * Instantiates a new ArcFollowCamera
  83526. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83527. * @param name Define the name of the camera
  83528. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  83529. * @param beta Define the rotation angle of the camera around the elevation axis
  83530. * @param radius Define the radius of the camera from its target point
  83531. * @param target Define the target of the camera
  83532. * @param scene Define the scene the camera belongs to
  83533. */
  83534. function ArcFollowCamera(name,
  83535. /** The longitudinal angle of the camera */
  83536. alpha,
  83537. /** The latitudinal angle of the camera */
  83538. beta,
  83539. /** The radius of the camera from its target */
  83540. radius,
  83541. /** Define the camera target (the messh it should follow) */
  83542. target, scene) {
  83543. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  83544. _this.alpha = alpha;
  83545. _this.beta = beta;
  83546. _this.radius = radius;
  83547. _this.target = target;
  83548. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  83549. _this._follow();
  83550. return _this;
  83551. }
  83552. ArcFollowCamera.prototype._follow = function () {
  83553. if (!this.target) {
  83554. return;
  83555. }
  83556. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  83557. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  83558. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  83559. var targetPosition = this.target.getAbsolutePosition();
  83560. this.position = targetPosition.add(this._cartesianCoordinates);
  83561. this.setTarget(targetPosition);
  83562. };
  83563. /** @hidden */
  83564. ArcFollowCamera.prototype._checkInputs = function () {
  83565. _super.prototype._checkInputs.call(this);
  83566. this._follow();
  83567. };
  83568. /**
  83569. * Returns the class name of the object.
  83570. * It is mostly used internally for serialization purposes.
  83571. */
  83572. ArcFollowCamera.prototype.getClassName = function () {
  83573. return "ArcFollowCamera";
  83574. };
  83575. return ArcFollowCamera;
  83576. }(BABYLON.TargetCamera));
  83577. BABYLON.ArcFollowCamera = ArcFollowCamera;
  83578. })(BABYLON || (BABYLON = {}));
  83579. //# sourceMappingURL=babylon.followCamera.js.map
  83580. var BABYLON;
  83581. (function (BABYLON) {
  83582. /**
  83583. * 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,
  83584. * which still works and will still be found in many Playgrounds.
  83585. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83586. */
  83587. var UniversalCamera = /** @class */ (function (_super) {
  83588. __extends(UniversalCamera, _super);
  83589. /**
  83590. * 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,
  83591. * which still works and will still be found in many Playgrounds.
  83592. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83593. * @param name Define the name of the camera in the scene
  83594. * @param position Define the start position of the camera in the scene
  83595. * @param scene Define the scene the camera belongs to
  83596. */
  83597. function UniversalCamera(name, position, scene) {
  83598. var _this = _super.call(this, name, position, scene) || this;
  83599. _this.inputs.addGamepad();
  83600. return _this;
  83601. }
  83602. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  83603. /**
  83604. * Defines the gamepad rotation sensiblity.
  83605. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  83606. */
  83607. get: function () {
  83608. var gamepad = this.inputs.attached["gamepad"];
  83609. if (gamepad) {
  83610. return gamepad.gamepadAngularSensibility;
  83611. }
  83612. return 0;
  83613. },
  83614. set: function (value) {
  83615. var gamepad = this.inputs.attached["gamepad"];
  83616. if (gamepad) {
  83617. gamepad.gamepadAngularSensibility = value;
  83618. }
  83619. },
  83620. enumerable: true,
  83621. configurable: true
  83622. });
  83623. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  83624. /**
  83625. * Defines the gamepad move sensiblity.
  83626. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  83627. */
  83628. get: function () {
  83629. var gamepad = this.inputs.attached["gamepad"];
  83630. if (gamepad) {
  83631. return gamepad.gamepadMoveSensibility;
  83632. }
  83633. return 0;
  83634. },
  83635. set: function (value) {
  83636. var gamepad = this.inputs.attached["gamepad"];
  83637. if (gamepad) {
  83638. gamepad.gamepadMoveSensibility = value;
  83639. }
  83640. },
  83641. enumerable: true,
  83642. configurable: true
  83643. });
  83644. /**
  83645. * Gets the current object class name.
  83646. * @return the class name
  83647. */
  83648. UniversalCamera.prototype.getClassName = function () {
  83649. return "UniversalCamera";
  83650. };
  83651. return UniversalCamera;
  83652. }(BABYLON.TouchCamera));
  83653. BABYLON.UniversalCamera = UniversalCamera;
  83654. })(BABYLON || (BABYLON = {}));
  83655. //# sourceMappingURL=babylon.universalCamera.js.map
  83656. var BABYLON;
  83657. (function (BABYLON) {
  83658. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  83659. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  83660. });
  83661. /**
  83662. * This represents a FPS type of camera. This is only here for back compat purpose.
  83663. * Please use the UniversalCamera instead as both are identical.
  83664. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83665. */
  83666. var GamepadCamera = /** @class */ (function (_super) {
  83667. __extends(GamepadCamera, _super);
  83668. /**
  83669. * Instantiates a new Gamepad Camera
  83670. * This represents a FPS type of camera. This is only here for back compat purpose.
  83671. * Please use the UniversalCamera instead as both are identical.
  83672. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83673. * @param name Define the name of the camera in the scene
  83674. * @param position Define the start position of the camera in the scene
  83675. * @param scene Define the scene the camera belongs to
  83676. */
  83677. function GamepadCamera(name, position, scene) {
  83678. return _super.call(this, name, position, scene) || this;
  83679. }
  83680. /**
  83681. * Gets the current object class name.
  83682. * @return the class name
  83683. */
  83684. GamepadCamera.prototype.getClassName = function () {
  83685. return "GamepadCamera";
  83686. };
  83687. return GamepadCamera;
  83688. }(BABYLON.UniversalCamera));
  83689. BABYLON.GamepadCamera = GamepadCamera;
  83690. })(BABYLON || (BABYLON = {}));
  83691. //# sourceMappingURL=babylon.gamepadCamera.js.map
  83692. var BABYLON;
  83693. (function (BABYLON) {
  83694. /**
  83695. * PostProcessRenderPipelineManager class
  83696. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83697. */
  83698. var PostProcessRenderPipelineManager = /** @class */ (function () {
  83699. /**
  83700. * Initializes a PostProcessRenderPipelineManager
  83701. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83702. */
  83703. function PostProcessRenderPipelineManager() {
  83704. this._renderPipelines = {};
  83705. }
  83706. /**
  83707. * Adds a pipeline to the manager
  83708. * @param renderPipeline The pipeline to add
  83709. */
  83710. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  83711. this._renderPipelines[renderPipeline._name] = renderPipeline;
  83712. };
  83713. /**
  83714. * Attaches a camera to the pipeline
  83715. * @param renderPipelineName The name of the pipeline to attach to
  83716. * @param cameras the camera to attach
  83717. * @param unique if the camera can be attached multiple times to the pipeline
  83718. */
  83719. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  83720. if (unique === void 0) { unique = false; }
  83721. var renderPipeline = this._renderPipelines[renderPipelineName];
  83722. if (!renderPipeline) {
  83723. return;
  83724. }
  83725. renderPipeline._attachCameras(cameras, unique);
  83726. };
  83727. /**
  83728. * Detaches a camera from the pipeline
  83729. * @param renderPipelineName The name of the pipeline to detach from
  83730. * @param cameras the camera to detach
  83731. */
  83732. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  83733. var renderPipeline = this._renderPipelines[renderPipelineName];
  83734. if (!renderPipeline) {
  83735. return;
  83736. }
  83737. renderPipeline._detachCameras(cameras);
  83738. };
  83739. /**
  83740. * Enables an effect by name on a pipeline
  83741. * @param renderPipelineName the name of the pipeline to enable the effect in
  83742. * @param renderEffectName the name of the effect to enable
  83743. * @param cameras the cameras that the effect should be enabled on
  83744. */
  83745. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83746. var renderPipeline = this._renderPipelines[renderPipelineName];
  83747. if (!renderPipeline) {
  83748. return;
  83749. }
  83750. renderPipeline._enableEffect(renderEffectName, cameras);
  83751. };
  83752. /**
  83753. * Disables an effect by name on a pipeline
  83754. * @param renderPipelineName the name of the pipeline to disable the effect in
  83755. * @param renderEffectName the name of the effect to disable
  83756. * @param cameras the cameras that the effect should be disabled on
  83757. */
  83758. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83759. var renderPipeline = this._renderPipelines[renderPipelineName];
  83760. if (!renderPipeline) {
  83761. return;
  83762. }
  83763. renderPipeline._disableEffect(renderEffectName, cameras);
  83764. };
  83765. /**
  83766. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  83767. */
  83768. PostProcessRenderPipelineManager.prototype.update = function () {
  83769. for (var renderPipelineName in this._renderPipelines) {
  83770. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83771. var pipeline = this._renderPipelines[renderPipelineName];
  83772. if (!pipeline.isSupported) {
  83773. pipeline.dispose();
  83774. delete this._renderPipelines[renderPipelineName];
  83775. }
  83776. else {
  83777. pipeline._update();
  83778. }
  83779. }
  83780. }
  83781. };
  83782. /** @hidden */
  83783. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  83784. for (var renderPipelineName in this._renderPipelines) {
  83785. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83786. var pipeline = this._renderPipelines[renderPipelineName];
  83787. pipeline._rebuild();
  83788. }
  83789. }
  83790. };
  83791. /**
  83792. * Disposes of the manager and pipelines
  83793. */
  83794. PostProcessRenderPipelineManager.prototype.dispose = function () {
  83795. for (var renderPipelineName in this._renderPipelines) {
  83796. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83797. var pipeline = this._renderPipelines[renderPipelineName];
  83798. pipeline.dispose();
  83799. }
  83800. }
  83801. };
  83802. return PostProcessRenderPipelineManager;
  83803. }());
  83804. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  83805. })(BABYLON || (BABYLON = {}));
  83806. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  83807. var BABYLON;
  83808. (function (BABYLON) {
  83809. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  83810. get: function () {
  83811. if (!this._postProcessRenderPipelineManager) {
  83812. // Register the G Buffer component to the scene.
  83813. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  83814. if (!component) {
  83815. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  83816. this._addComponent(component);
  83817. }
  83818. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  83819. }
  83820. return this._postProcessRenderPipelineManager;
  83821. },
  83822. enumerable: true,
  83823. configurable: true
  83824. });
  83825. /**
  83826. * Defines the Render Pipeline scene component responsible to rendering pipelines
  83827. */
  83828. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  83829. /**
  83830. * Creates a new instance of the component for the given scene
  83831. * @param scene Defines the scene to register the component in
  83832. */
  83833. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  83834. /**
  83835. * The component name helpfull to identify the component in the list of scene components.
  83836. */
  83837. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  83838. this.scene = scene;
  83839. }
  83840. /**
  83841. * Registers the component in a given scene
  83842. */
  83843. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  83844. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  83845. };
  83846. /**
  83847. * Rebuilds the elements related to this component in case of
  83848. * context lost for instance.
  83849. */
  83850. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  83851. if (this.scene._postProcessRenderPipelineManager) {
  83852. this.scene._postProcessRenderPipelineManager._rebuild();
  83853. }
  83854. };
  83855. /**
  83856. * Disposes the component and the associated ressources
  83857. */
  83858. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  83859. if (this.scene._postProcessRenderPipelineManager) {
  83860. this.scene._postProcessRenderPipelineManager.dispose();
  83861. }
  83862. };
  83863. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  83864. if (this.scene._postProcessRenderPipelineManager) {
  83865. this.scene._postProcessRenderPipelineManager.update();
  83866. }
  83867. };
  83868. return PostProcessRenderPipelineManagerSceneComponent;
  83869. }());
  83870. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  83871. })(BABYLON || (BABYLON = {}));
  83872. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  83873. var BABYLON;
  83874. (function (BABYLON) {
  83875. /**
  83876. * This represents a set of one or more post processes in Babylon.
  83877. * A post process can be used to apply a shader to a texture after it is rendered.
  83878. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83879. */
  83880. var PostProcessRenderEffect = /** @class */ (function () {
  83881. /**
  83882. * Instantiates a post process render effect.
  83883. * A post process can be used to apply a shader to a texture after it is rendered.
  83884. * @param engine The engine the effect is tied to
  83885. * @param name The name of the effect
  83886. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  83887. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  83888. */
  83889. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  83890. this._name = name;
  83891. this._singleInstance = singleInstance || true;
  83892. this._getPostProcesses = getPostProcesses;
  83893. this._cameras = {};
  83894. this._indicesForCamera = {};
  83895. this._postProcesses = {};
  83896. }
  83897. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  83898. /**
  83899. * Checks if all the post processes in the effect are supported.
  83900. */
  83901. get: function () {
  83902. for (var index in this._postProcesses) {
  83903. if (this._postProcesses.hasOwnProperty(index)) {
  83904. var pps = this._postProcesses[index];
  83905. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  83906. if (!pps[ppIndex].isSupported) {
  83907. return false;
  83908. }
  83909. }
  83910. }
  83911. }
  83912. return true;
  83913. },
  83914. enumerable: true,
  83915. configurable: true
  83916. });
  83917. /**
  83918. * Updates the current state of the effect
  83919. * @hidden
  83920. */
  83921. PostProcessRenderEffect.prototype._update = function () {
  83922. };
  83923. /**
  83924. * Attaches the effect on cameras
  83925. * @param cameras The camera to attach to.
  83926. * @hidden
  83927. */
  83928. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  83929. var _this = this;
  83930. var cameraKey;
  83931. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  83932. if (!cams) {
  83933. return;
  83934. }
  83935. for (var i = 0; i < cams.length; i++) {
  83936. var camera = cams[i];
  83937. var cameraName = camera.name;
  83938. if (this._singleInstance) {
  83939. cameraKey = 0;
  83940. }
  83941. else {
  83942. cameraKey = cameraName;
  83943. }
  83944. if (!this._postProcesses[cameraKey]) {
  83945. var postProcess = this._getPostProcesses();
  83946. if (postProcess) {
  83947. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  83948. }
  83949. }
  83950. if (!this._indicesForCamera[cameraName]) {
  83951. this._indicesForCamera[cameraName] = [];
  83952. }
  83953. this._postProcesses[cameraKey].forEach(function (postProcess) {
  83954. var index = camera.attachPostProcess(postProcess);
  83955. _this._indicesForCamera[cameraName].push(index);
  83956. });
  83957. if (!this._cameras[cameraName]) {
  83958. this._cameras[cameraName] = camera;
  83959. }
  83960. }
  83961. };
  83962. /**
  83963. * Detatches the effect on cameras
  83964. * @param cameras The camera to detatch from.
  83965. * @hidden
  83966. */
  83967. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  83968. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  83969. if (!cams) {
  83970. return;
  83971. }
  83972. for (var i = 0; i < cams.length; i++) {
  83973. var camera = cams[i];
  83974. var cameraName = camera.name;
  83975. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  83976. camera.detachPostProcess(postProcess);
  83977. });
  83978. if (this._cameras[cameraName]) {
  83979. //this._indicesForCamera.splice(index, 1);
  83980. this._cameras[cameraName] = null;
  83981. }
  83982. }
  83983. };
  83984. /**
  83985. * Enables the effect on given cameras
  83986. * @param cameras The camera to enable.
  83987. * @hidden
  83988. */
  83989. PostProcessRenderEffect.prototype._enable = function (cameras) {
  83990. var _this = this;
  83991. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  83992. if (!cams) {
  83993. return;
  83994. }
  83995. for (var i = 0; i < cams.length; i++) {
  83996. var camera = cams[i];
  83997. var cameraName = camera.name;
  83998. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  83999. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84000. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84001. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84002. });
  84003. }
  84004. }
  84005. }
  84006. };
  84007. /**
  84008. * Disables the effect on the given cameras
  84009. * @param cameras The camera to disable.
  84010. * @hidden
  84011. */
  84012. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84013. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84014. if (!cams) {
  84015. return;
  84016. }
  84017. for (var i = 0; i < cams.length; i++) {
  84018. var camera = cams[i];
  84019. var cameraName = camera.name;
  84020. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84021. camera.detachPostProcess(postProcess);
  84022. });
  84023. }
  84024. };
  84025. /**
  84026. * Gets a list of the post processes contained in the effect.
  84027. * @param camera The camera to get the post processes on.
  84028. * @returns The list of the post processes in the effect.
  84029. */
  84030. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84031. if (this._singleInstance) {
  84032. return this._postProcesses[0];
  84033. }
  84034. else {
  84035. if (!camera) {
  84036. return null;
  84037. }
  84038. return this._postProcesses[camera.name];
  84039. }
  84040. };
  84041. return PostProcessRenderEffect;
  84042. }());
  84043. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84044. })(BABYLON || (BABYLON = {}));
  84045. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84046. var BABYLON;
  84047. (function (BABYLON) {
  84048. /**
  84049. * PostProcessRenderPipeline
  84050. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84051. */
  84052. var PostProcessRenderPipeline = /** @class */ (function () {
  84053. /**
  84054. * Initializes a PostProcessRenderPipeline
  84055. * @param engine engine to add the pipeline to
  84056. * @param name name of the pipeline
  84057. */
  84058. function PostProcessRenderPipeline(engine, name) {
  84059. this.engine = engine;
  84060. this._name = name;
  84061. this._renderEffects = {};
  84062. this._renderEffectsForIsolatedPass = new Array();
  84063. this._cameras = [];
  84064. }
  84065. /**
  84066. * "PostProcessRenderPipeline"
  84067. * @returns "PostProcessRenderPipeline"
  84068. */
  84069. PostProcessRenderPipeline.prototype.getClassName = function () {
  84070. return "PostProcessRenderPipeline";
  84071. };
  84072. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84073. /**
  84074. * If all the render effects in the pipeline are support
  84075. */
  84076. get: function () {
  84077. for (var renderEffectName in this._renderEffects) {
  84078. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84079. if (!this._renderEffects[renderEffectName].isSupported) {
  84080. return false;
  84081. }
  84082. }
  84083. }
  84084. return true;
  84085. },
  84086. enumerable: true,
  84087. configurable: true
  84088. });
  84089. /**
  84090. * Adds an effect to the pipeline
  84091. * @param renderEffect the effect to add
  84092. */
  84093. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84094. this._renderEffects[renderEffect._name] = renderEffect;
  84095. };
  84096. // private
  84097. /** @hidden */
  84098. PostProcessRenderPipeline.prototype._rebuild = function () {
  84099. };
  84100. /** @hidden */
  84101. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84102. var renderEffects = this._renderEffects[renderEffectName];
  84103. if (!renderEffects) {
  84104. return;
  84105. }
  84106. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84107. };
  84108. /** @hidden */
  84109. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84110. var renderEffects = this._renderEffects[renderEffectName];
  84111. if (!renderEffects) {
  84112. return;
  84113. }
  84114. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84115. };
  84116. /** @hidden */
  84117. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84118. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84119. if (!cams) {
  84120. return;
  84121. }
  84122. var indicesToDelete = [];
  84123. var i;
  84124. for (i = 0; i < cams.length; i++) {
  84125. var camera = cams[i];
  84126. var cameraName = camera.name;
  84127. if (this._cameras.indexOf(camera) === -1) {
  84128. this._cameras[cameraName] = camera;
  84129. }
  84130. else if (unique) {
  84131. indicesToDelete.push(i);
  84132. }
  84133. }
  84134. for (i = 0; i < indicesToDelete.length; i++) {
  84135. cameras.splice(indicesToDelete[i], 1);
  84136. }
  84137. for (var renderEffectName in this._renderEffects) {
  84138. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84139. this._renderEffects[renderEffectName]._attachCameras(cams);
  84140. }
  84141. }
  84142. };
  84143. /** @hidden */
  84144. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84145. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84146. if (!cams) {
  84147. return;
  84148. }
  84149. for (var renderEffectName in this._renderEffects) {
  84150. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84151. this._renderEffects[renderEffectName]._detachCameras(cams);
  84152. }
  84153. }
  84154. for (var i = 0; i < cams.length; i++) {
  84155. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84156. }
  84157. };
  84158. /** @hidden */
  84159. PostProcessRenderPipeline.prototype._update = function () {
  84160. for (var renderEffectName in this._renderEffects) {
  84161. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84162. this._renderEffects[renderEffectName]._update();
  84163. }
  84164. }
  84165. for (var i = 0; i < this._cameras.length; i++) {
  84166. var cameraName = this._cameras[i].name;
  84167. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84168. this._renderEffectsForIsolatedPass[cameraName]._update();
  84169. }
  84170. }
  84171. };
  84172. /** @hidden */
  84173. PostProcessRenderPipeline.prototype._reset = function () {
  84174. this._renderEffects = {};
  84175. this._renderEffectsForIsolatedPass = new Array();
  84176. };
  84177. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84178. // 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)
  84179. var effectKeys = Object.keys(this._renderEffects);
  84180. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84181. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84182. if (postProcesses) {
  84183. postProcesses[0].samples = sampleCount;
  84184. return true;
  84185. }
  84186. }
  84187. return false;
  84188. };
  84189. /**
  84190. * Disposes of the pipeline
  84191. */
  84192. PostProcessRenderPipeline.prototype.dispose = function () {
  84193. // Must be implemented by children
  84194. };
  84195. __decorate([
  84196. BABYLON.serialize()
  84197. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84198. return PostProcessRenderPipeline;
  84199. }());
  84200. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84201. })(BABYLON || (BABYLON = {}));
  84202. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  84203. var BABYLON;
  84204. (function (BABYLON) {
  84205. /**
  84206. * This represents a depth renderer in Babylon.
  84207. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84208. */
  84209. var DepthRenderer = /** @class */ (function () {
  84210. /**
  84211. * Instantiates a depth renderer
  84212. * @param scene The scene the renderer belongs to
  84213. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84214. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84215. */
  84216. function DepthRenderer(scene, type, camera) {
  84217. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84218. if (camera === void 0) { camera = null; }
  84219. var _this = this;
  84220. /**
  84221. * Specifiess that the depth renderer will only be used within
  84222. * the camera it is created for.
  84223. * This can help forcing its rendering during the camera processing.
  84224. */
  84225. this.useOnlyInActiveCamera = false;
  84226. this._scene = scene;
  84227. // Register the G Buffer component to the scene.
  84228. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84229. if (!component) {
  84230. component = new BABYLON.DepthRendererSceneComponent(scene);
  84231. scene._addComponent(component);
  84232. }
  84233. this._camera = camera;
  84234. var engine = scene.getEngine();
  84235. // Render target
  84236. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84237. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84238. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84239. this._depthMap.refreshRate = 1;
  84240. this._depthMap.renderParticles = false;
  84241. this._depthMap.renderList = null;
  84242. // Camera to get depth map from to support multiple concurrent cameras
  84243. this._depthMap.activeCamera = this._camera;
  84244. this._depthMap.ignoreCameraViewport = true;
  84245. this._depthMap.useCameraPostProcesses = false;
  84246. // set default depth value to 1.0 (far away)
  84247. this._depthMap.onClearObservable.add(function (engine) {
  84248. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84249. });
  84250. // Custom render function
  84251. var renderSubMesh = function (subMesh) {
  84252. var mesh = subMesh.getRenderingMesh();
  84253. var scene = _this._scene;
  84254. var engine = scene.getEngine();
  84255. var material = subMesh.getMaterial();
  84256. if (!material) {
  84257. return;
  84258. }
  84259. // Culling and reverse (right handed system)
  84260. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84261. // Managing instances
  84262. var batch = mesh._getInstancesRenderList(subMesh._id);
  84263. if (batch.mustReturn) {
  84264. return;
  84265. }
  84266. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84267. var camera = _this._camera || scene.activeCamera;
  84268. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  84269. engine.enableEffect(_this._effect);
  84270. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84271. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84272. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  84273. // Alpha test
  84274. if (material && material.needAlphaTesting()) {
  84275. var alphaTexture = material.getAlphaTestTexture();
  84276. if (alphaTexture) {
  84277. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84278. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84279. }
  84280. }
  84281. // Bones
  84282. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84283. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84284. }
  84285. // Draw
  84286. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84287. }
  84288. };
  84289. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84290. var index;
  84291. if (depthOnlySubMeshes.length) {
  84292. engine.setColorWrite(false);
  84293. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84294. renderSubMesh(depthOnlySubMeshes.data[index]);
  84295. }
  84296. engine.setColorWrite(true);
  84297. }
  84298. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84299. renderSubMesh(opaqueSubMeshes.data[index]);
  84300. }
  84301. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84302. renderSubMesh(alphaTestSubMeshes.data[index]);
  84303. }
  84304. };
  84305. }
  84306. /**
  84307. * Creates the depth rendering effect and checks if the effect is ready.
  84308. * @param subMesh The submesh to be used to render the depth map of
  84309. * @param useInstances If multiple world instances should be used
  84310. * @returns if the depth renderer is ready to render the depth map
  84311. */
  84312. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  84313. var material = subMesh.getMaterial();
  84314. if (material.disableDepthWrite) {
  84315. return false;
  84316. }
  84317. var defines = [];
  84318. var attribs = [BABYLON.VertexBuffer.PositionKind];
  84319. var mesh = subMesh.getMesh();
  84320. // Alpha test
  84321. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  84322. defines.push("#define ALPHATEST");
  84323. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84324. attribs.push(BABYLON.VertexBuffer.UVKind);
  84325. defines.push("#define UV1");
  84326. }
  84327. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84328. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84329. defines.push("#define UV2");
  84330. }
  84331. }
  84332. // Bones
  84333. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84334. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84335. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84336. if (mesh.numBoneInfluencers > 4) {
  84337. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84338. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84339. }
  84340. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84341. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84342. }
  84343. else {
  84344. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84345. }
  84346. // Instances
  84347. if (useInstances) {
  84348. defines.push("#define INSTANCES");
  84349. attribs.push("world0");
  84350. attribs.push("world1");
  84351. attribs.push("world2");
  84352. attribs.push("world3");
  84353. }
  84354. // Get correct effect
  84355. var join = defines.join("\n");
  84356. if (this._cachedDefines !== join) {
  84357. this._cachedDefines = join;
  84358. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  84359. }
  84360. return this._effect.isReady();
  84361. };
  84362. /**
  84363. * Gets the texture which the depth map will be written to.
  84364. * @returns The depth map texture
  84365. */
  84366. DepthRenderer.prototype.getDepthMap = function () {
  84367. return this._depthMap;
  84368. };
  84369. /**
  84370. * Disposes of the depth renderer.
  84371. */
  84372. DepthRenderer.prototype.dispose = function () {
  84373. this._depthMap.dispose();
  84374. };
  84375. return DepthRenderer;
  84376. }());
  84377. BABYLON.DepthRenderer = DepthRenderer;
  84378. })(BABYLON || (BABYLON = {}));
  84379. //# sourceMappingURL=babylon.depthRenderer.js.map
  84380. var BABYLON;
  84381. (function (BABYLON) {
  84382. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  84383. camera = camera || this.activeCamera;
  84384. if (!camera) {
  84385. throw "No camera available to enable depth renderer";
  84386. }
  84387. if (!this._depthRenderer) {
  84388. this._depthRenderer = {};
  84389. }
  84390. if (!this._depthRenderer[camera.id]) {
  84391. var textureType = 0;
  84392. if (this.getEngine().getCaps().textureHalfFloatRender) {
  84393. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84394. }
  84395. else if (this.getEngine().getCaps().textureFloatRender) {
  84396. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84397. }
  84398. else {
  84399. throw "Depth renderer does not support int texture type";
  84400. }
  84401. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  84402. }
  84403. return this._depthRenderer[camera.id];
  84404. };
  84405. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  84406. camera = camera || this.activeCamera;
  84407. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  84408. return;
  84409. }
  84410. this._depthRenderer[camera.id].dispose();
  84411. delete this._depthRenderer[camera.id];
  84412. };
  84413. /**
  84414. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  84415. * in several rendering techniques.
  84416. */
  84417. var DepthRendererSceneComponent = /** @class */ (function () {
  84418. /**
  84419. * Creates a new instance of the component for the given scene
  84420. * @param scene Defines the scene to register the component in
  84421. */
  84422. function DepthRendererSceneComponent(scene) {
  84423. /**
  84424. * The component name helpfull to identify the component in the list of scene components.
  84425. */
  84426. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  84427. this.scene = scene;
  84428. }
  84429. /**
  84430. * Registers the component in a given scene
  84431. */
  84432. DepthRendererSceneComponent.prototype.register = function () {
  84433. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  84434. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  84435. };
  84436. /**
  84437. * Rebuilds the elements related to this component in case of
  84438. * context lost for instance.
  84439. */
  84440. DepthRendererSceneComponent.prototype.rebuild = function () {
  84441. // Nothing to do for this component
  84442. };
  84443. /**
  84444. * Disposes the component and the associated ressources
  84445. */
  84446. DepthRendererSceneComponent.prototype.dispose = function () {
  84447. for (var key in this.scene._depthRenderer) {
  84448. this.scene._depthRenderer[key].dispose();
  84449. }
  84450. };
  84451. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84452. if (this.scene._depthRenderer) {
  84453. for (var key in this.scene._depthRenderer) {
  84454. var depthRenderer = this.scene._depthRenderer[key];
  84455. if (!depthRenderer.useOnlyInActiveCamera) {
  84456. renderTargets.push(depthRenderer.getDepthMap());
  84457. }
  84458. }
  84459. }
  84460. };
  84461. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  84462. if (this.scene._depthRenderer) {
  84463. for (var key in this.scene._depthRenderer) {
  84464. var depthRenderer = this.scene._depthRenderer[key];
  84465. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  84466. renderTargets.push(depthRenderer.getDepthMap());
  84467. }
  84468. }
  84469. }
  84470. };
  84471. return DepthRendererSceneComponent;
  84472. }());
  84473. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  84474. })(BABYLON || (BABYLON = {}));
  84475. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  84476. var BABYLON;
  84477. (function (BABYLON) {
  84478. /**
  84479. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  84480. */
  84481. var GeometryBufferRenderer = /** @class */ (function () {
  84482. /**
  84483. * Creates a new G Buffer for the scene
  84484. * @param scene The scene the buffer belongs to
  84485. * @param ratio How big is the buffer related to the main canvas.
  84486. */
  84487. function GeometryBufferRenderer(scene, ratio) {
  84488. if (ratio === void 0) { ratio = 1; }
  84489. this._enablePosition = false;
  84490. this._scene = scene;
  84491. this._ratio = ratio;
  84492. // Register the G Buffer component to the scene.
  84493. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  84494. if (!component) {
  84495. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  84496. scene._addComponent(component);
  84497. }
  84498. // Render target
  84499. this._createRenderTargets();
  84500. }
  84501. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  84502. /**
  84503. * Set the render list (meshes to be rendered) used in the G buffer.
  84504. */
  84505. set: function (meshes) {
  84506. this._multiRenderTarget.renderList = meshes;
  84507. },
  84508. enumerable: true,
  84509. configurable: true
  84510. });
  84511. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  84512. /**
  84513. * Gets wether or not G buffer are supported by the running hardware.
  84514. * This requires draw buffer supports
  84515. */
  84516. get: function () {
  84517. return this._multiRenderTarget.isSupported;
  84518. },
  84519. enumerable: true,
  84520. configurable: true
  84521. });
  84522. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  84523. /**
  84524. * Gets wether or not position are enabled for the G buffer.
  84525. */
  84526. get: function () {
  84527. return this._enablePosition;
  84528. },
  84529. /**
  84530. * Sets wether or not position are enabled for the G buffer.
  84531. */
  84532. set: function (enable) {
  84533. this._enablePosition = enable;
  84534. this.dispose();
  84535. this._createRenderTargets();
  84536. },
  84537. enumerable: true,
  84538. configurable: true
  84539. });
  84540. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  84541. /**
  84542. * Gets the scene associated with the buffer.
  84543. */
  84544. get: function () {
  84545. return this._scene;
  84546. },
  84547. enumerable: true,
  84548. configurable: true
  84549. });
  84550. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  84551. /**
  84552. * Gets the ratio used by the buffer during its creation.
  84553. * How big is the buffer related to the main canvas.
  84554. */
  84555. get: function () {
  84556. return this._ratio;
  84557. },
  84558. enumerable: true,
  84559. configurable: true
  84560. });
  84561. /**
  84562. * Checks wether everything is ready to render a submesh to the G buffer.
  84563. * @param subMesh the submesh to check readiness for
  84564. * @param useInstances is the mesh drawn using instance or not
  84565. * @returns true if ready otherwise false
  84566. */
  84567. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  84568. var material = subMesh.getMaterial();
  84569. if (material && material.disableDepthWrite) {
  84570. return false;
  84571. }
  84572. var defines = [];
  84573. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  84574. var mesh = subMesh.getMesh();
  84575. // Alpha test
  84576. if (material && material.needAlphaTesting()) {
  84577. defines.push("#define ALPHATEST");
  84578. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84579. attribs.push(BABYLON.VertexBuffer.UVKind);
  84580. defines.push("#define UV1");
  84581. }
  84582. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84583. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84584. defines.push("#define UV2");
  84585. }
  84586. }
  84587. // Buffers
  84588. if (this._enablePosition) {
  84589. defines.push("#define POSITION");
  84590. }
  84591. // Bones
  84592. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84593. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84594. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84595. if (mesh.numBoneInfluencers > 4) {
  84596. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84597. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84598. }
  84599. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84600. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84601. }
  84602. else {
  84603. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84604. }
  84605. // Instances
  84606. if (useInstances) {
  84607. defines.push("#define INSTANCES");
  84608. attribs.push("world0");
  84609. attribs.push("world1");
  84610. attribs.push("world2");
  84611. attribs.push("world3");
  84612. }
  84613. // Get correct effect
  84614. var join = defines.join("\n");
  84615. if (this._cachedDefines !== join) {
  84616. this._cachedDefines = join;
  84617. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  84618. }
  84619. return this._effect.isReady();
  84620. };
  84621. /**
  84622. * Gets the current underlying G Buffer.
  84623. * @returns the buffer
  84624. */
  84625. GeometryBufferRenderer.prototype.getGBuffer = function () {
  84626. return this._multiRenderTarget;
  84627. };
  84628. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  84629. /**
  84630. * Gets the number of samples used to render the buffer (anti aliasing).
  84631. */
  84632. get: function () {
  84633. return this._multiRenderTarget.samples;
  84634. },
  84635. /**
  84636. * Sets the number of samples used to render the buffer (anti aliasing).
  84637. */
  84638. set: function (value) {
  84639. this._multiRenderTarget.samples = value;
  84640. },
  84641. enumerable: true,
  84642. configurable: true
  84643. });
  84644. /**
  84645. * Disposes the renderer and frees up associated resources.
  84646. */
  84647. GeometryBufferRenderer.prototype.dispose = function () {
  84648. this.getGBuffer().dispose();
  84649. };
  84650. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  84651. var _this = this;
  84652. var engine = this._scene.getEngine();
  84653. var count = this._enablePosition ? 3 : 2;
  84654. 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 });
  84655. if (!this.isSupported) {
  84656. return;
  84657. }
  84658. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84659. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84660. this._multiRenderTarget.refreshRate = 1;
  84661. this._multiRenderTarget.renderParticles = false;
  84662. this._multiRenderTarget.renderList = null;
  84663. // set default depth value to 1.0 (far away)
  84664. this._multiRenderTarget.onClearObservable.add(function (engine) {
  84665. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  84666. });
  84667. // Custom render function
  84668. var renderSubMesh = function (subMesh) {
  84669. var mesh = subMesh.getRenderingMesh();
  84670. var scene = _this._scene;
  84671. var engine = scene.getEngine();
  84672. var material = subMesh.getMaterial();
  84673. if (!material) {
  84674. return;
  84675. }
  84676. // Culling
  84677. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84678. // Managing instances
  84679. var batch = mesh._getInstancesRenderList(subMesh._id);
  84680. if (batch.mustReturn) {
  84681. return;
  84682. }
  84683. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84684. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  84685. engine.enableEffect(_this._effect);
  84686. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84687. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84688. _this._effect.setMatrix("view", scene.getViewMatrix());
  84689. // Alpha test
  84690. if (material && material.needAlphaTesting()) {
  84691. var alphaTexture = material.getAlphaTestTexture();
  84692. if (alphaTexture) {
  84693. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84694. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84695. }
  84696. }
  84697. // Bones
  84698. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84699. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84700. }
  84701. // Draw
  84702. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84703. }
  84704. };
  84705. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84706. var index;
  84707. if (depthOnlySubMeshes.length) {
  84708. engine.setColorWrite(false);
  84709. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84710. renderSubMesh(depthOnlySubMeshes.data[index]);
  84711. }
  84712. engine.setColorWrite(true);
  84713. }
  84714. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84715. renderSubMesh(opaqueSubMeshes.data[index]);
  84716. }
  84717. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84718. renderSubMesh(alphaTestSubMeshes.data[index]);
  84719. }
  84720. };
  84721. };
  84722. return GeometryBufferRenderer;
  84723. }());
  84724. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  84725. })(BABYLON || (BABYLON = {}));
  84726. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  84727. var BABYLON;
  84728. (function (BABYLON) {
  84729. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  84730. get: function () {
  84731. this._geometryBufferRenderer;
  84732. },
  84733. set: function (value) {
  84734. if (value && value.isSupported) {
  84735. this._geometryBufferRenderer = value;
  84736. }
  84737. },
  84738. enumerable: true,
  84739. configurable: true
  84740. });
  84741. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  84742. if (ratio === void 0) { ratio = 1; }
  84743. if (this._geometryBufferRenderer) {
  84744. return this._geometryBufferRenderer;
  84745. }
  84746. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  84747. if (!this._geometryBufferRenderer.isSupported) {
  84748. this._geometryBufferRenderer = null;
  84749. }
  84750. return this._geometryBufferRenderer;
  84751. };
  84752. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  84753. if (!this._geometryBufferRenderer) {
  84754. return;
  84755. }
  84756. this._geometryBufferRenderer.dispose();
  84757. this._geometryBufferRenderer = null;
  84758. };
  84759. /**
  84760. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  84761. * in several rendering techniques.
  84762. */
  84763. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  84764. /**
  84765. * Creates a new instance of the component for the given scene
  84766. * @param scene Defines the scene to register the component in
  84767. */
  84768. function GeometryBufferRendererSceneComponent(scene) {
  84769. /**
  84770. * The component name helpful to identify the component in the list of scene components.
  84771. */
  84772. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  84773. this.scene = scene;
  84774. }
  84775. /**
  84776. * Registers the component in a given scene
  84777. */
  84778. GeometryBufferRendererSceneComponent.prototype.register = function () {
  84779. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  84780. };
  84781. /**
  84782. * Rebuilds the elements related to this component in case of
  84783. * context lost for instance.
  84784. */
  84785. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  84786. // Nothing to do for this component
  84787. };
  84788. /**
  84789. * Disposes the component and the associated ressources
  84790. */
  84791. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  84792. // Nothing to do for this component
  84793. };
  84794. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84795. if (this.scene._geometryBufferRenderer) {
  84796. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  84797. }
  84798. };
  84799. return GeometryBufferRendererSceneComponent;
  84800. }());
  84801. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  84802. })(BABYLON || (BABYLON = {}));
  84803. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  84804. var BABYLON;
  84805. (function (BABYLON) {
  84806. /**
  84807. * Render pipeline to produce ssao effect
  84808. */
  84809. var SSAORenderingPipeline = /** @class */ (function (_super) {
  84810. __extends(SSAORenderingPipeline, _super);
  84811. /**
  84812. * @constructor
  84813. * @param name - The rendering pipeline name
  84814. * @param scene - The scene linked to this pipeline
  84815. * @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 }
  84816. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  84817. */
  84818. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  84819. var _this = _super.call(this, scene.getEngine(), name) || this;
  84820. // Members
  84821. /**
  84822. * @ignore
  84823. * The PassPostProcess id in the pipeline that contains the original scene color
  84824. */
  84825. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  84826. /**
  84827. * @ignore
  84828. * The SSAO PostProcess id in the pipeline
  84829. */
  84830. _this.SSAORenderEffect = "SSAORenderEffect";
  84831. /**
  84832. * @ignore
  84833. * The horizontal blur PostProcess id in the pipeline
  84834. */
  84835. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  84836. /**
  84837. * @ignore
  84838. * The vertical blur PostProcess id in the pipeline
  84839. */
  84840. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  84841. /**
  84842. * @ignore
  84843. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  84844. */
  84845. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  84846. /**
  84847. * The output strength of the SSAO post-process. Default value is 1.0.
  84848. */
  84849. _this.totalStrength = 1.0;
  84850. /**
  84851. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  84852. */
  84853. _this.radius = 0.0001;
  84854. /**
  84855. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  84856. * Must not be equal to fallOff and superior to fallOff.
  84857. * Default value is 0.975
  84858. */
  84859. _this.area = 0.0075;
  84860. /**
  84861. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  84862. * Must not be equal to area and inferior to area.
  84863. * Default value is 0.0
  84864. */
  84865. _this.fallOff = 0.000001;
  84866. /**
  84867. * The base color of the SSAO post-process
  84868. * The final result is "base + ssao" between [0, 1]
  84869. */
  84870. _this.base = 0.5;
  84871. _this._firstUpdate = true;
  84872. _this._scene = scene;
  84873. // Set up assets
  84874. _this._createRandomTexture();
  84875. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  84876. var ssaoRatio = ratio.ssaoRatio || ratio;
  84877. var combineRatio = ratio.combineRatio || ratio;
  84878. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  84879. _this._createSSAOPostProcess(ssaoRatio);
  84880. _this._createBlurPostProcess(ssaoRatio);
  84881. _this._createSSAOCombinePostProcess(combineRatio);
  84882. // Set up pipeline
  84883. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  84884. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  84885. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  84886. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  84887. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  84888. // Finish
  84889. scene.postProcessRenderPipelineManager.addPipeline(_this);
  84890. if (cameras) {
  84891. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  84892. }
  84893. return _this;
  84894. }
  84895. // Public Methods
  84896. /**
  84897. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  84898. */
  84899. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  84900. if (disableDepthRender === void 0) { disableDepthRender = false; }
  84901. for (var i = 0; i < this._scene.cameras.length; i++) {
  84902. var camera = this._scene.cameras[i];
  84903. this._originalColorPostProcess.dispose(camera);
  84904. this._ssaoPostProcess.dispose(camera);
  84905. this._blurHPostProcess.dispose(camera);
  84906. this._blurVPostProcess.dispose(camera);
  84907. this._ssaoCombinePostProcess.dispose(camera);
  84908. }
  84909. this._randomTexture.dispose();
  84910. if (disableDepthRender) {
  84911. this._scene.disableDepthRenderer();
  84912. }
  84913. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  84914. _super.prototype.dispose.call(this);
  84915. };
  84916. // Private Methods
  84917. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  84918. var _this = this;
  84919. var size = 16;
  84920. 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);
  84921. 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);
  84922. this._blurHPostProcess.onActivateObservable.add(function () {
  84923. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  84924. _this._blurHPostProcess.kernel = size * dw;
  84925. });
  84926. this._blurVPostProcess.onActivateObservable.add(function () {
  84927. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  84928. _this._blurVPostProcess.kernel = size * dw;
  84929. });
  84930. };
  84931. /** @hidden */
  84932. SSAORenderingPipeline.prototype._rebuild = function () {
  84933. this._firstUpdate = true;
  84934. _super.prototype._rebuild.call(this);
  84935. };
  84936. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  84937. var _this = this;
  84938. var numSamples = 16;
  84939. var sampleSphere = [
  84940. 0.5381, 0.1856, -0.4319,
  84941. 0.1379, 0.2486, 0.4430,
  84942. 0.3371, 0.5679, -0.0057,
  84943. -0.6999, -0.0451, -0.0019,
  84944. 0.0689, -0.1598, -0.8547,
  84945. 0.0560, 0.0069, -0.1843,
  84946. -0.0146, 0.1402, 0.0762,
  84947. 0.0100, -0.1924, -0.0344,
  84948. -0.3577, -0.5301, -0.4358,
  84949. -0.3169, 0.1063, 0.0158,
  84950. 0.0103, -0.5869, 0.0046,
  84951. -0.0897, -0.4940, 0.3287,
  84952. 0.7119, -0.0154, -0.0918,
  84953. -0.0533, 0.0596, -0.5411,
  84954. 0.0352, -0.0631, 0.5460,
  84955. -0.4776, 0.2847, -0.0271
  84956. ];
  84957. var samplesFactor = 1.0 / numSamples;
  84958. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  84959. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  84960. "area", "fallOff", "base", "range", "viewport"
  84961. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  84962. this._ssaoPostProcess.onApply = function (effect) {
  84963. if (_this._firstUpdate) {
  84964. effect.setArray3("sampleSphere", sampleSphere);
  84965. effect.setFloat("samplesFactor", samplesFactor);
  84966. effect.setFloat("randTextureTiles", 4.0);
  84967. }
  84968. effect.setFloat("totalStrength", _this.totalStrength);
  84969. effect.setFloat("radius", _this.radius);
  84970. effect.setFloat("area", _this.area);
  84971. effect.setFloat("fallOff", _this.fallOff);
  84972. effect.setFloat("base", _this.base);
  84973. effect.setTexture("textureSampler", _this._depthTexture);
  84974. effect.setTexture("randomSampler", _this._randomTexture);
  84975. };
  84976. };
  84977. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  84978. var _this = this;
  84979. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  84980. this._ssaoCombinePostProcess.onApply = function (effect) {
  84981. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  84982. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  84983. };
  84984. };
  84985. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  84986. var size = 512;
  84987. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  84988. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  84989. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  84990. var context = this._randomTexture.getContext();
  84991. var rand = function (min, max) {
  84992. return Math.random() * (max - min) + min;
  84993. };
  84994. var randVector = BABYLON.Vector3.Zero();
  84995. for (var x = 0; x < size; x++) {
  84996. for (var y = 0; y < size; y++) {
  84997. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  84998. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  84999. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85000. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85001. context.fillRect(x, y, 1, 1);
  85002. }
  85003. }
  85004. this._randomTexture.update(false);
  85005. };
  85006. __decorate([
  85007. BABYLON.serialize()
  85008. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85009. __decorate([
  85010. BABYLON.serialize()
  85011. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85012. __decorate([
  85013. BABYLON.serialize()
  85014. ], SSAORenderingPipeline.prototype, "area", void 0);
  85015. __decorate([
  85016. BABYLON.serialize()
  85017. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85018. __decorate([
  85019. BABYLON.serialize()
  85020. ], SSAORenderingPipeline.prototype, "base", void 0);
  85021. return SSAORenderingPipeline;
  85022. }(BABYLON.PostProcessRenderPipeline));
  85023. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85024. })(BABYLON || (BABYLON = {}));
  85025. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85026. var BABYLON;
  85027. (function (BABYLON) {
  85028. /**
  85029. * Render pipeline to produce ssao effect
  85030. */
  85031. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85032. __extends(SSAO2RenderingPipeline, _super);
  85033. /**
  85034. * @constructor
  85035. * @param name The rendering pipeline name
  85036. * @param scene The scene linked to this pipeline
  85037. * @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 }
  85038. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85039. */
  85040. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85041. var _this = _super.call(this, scene.getEngine(), name) || this;
  85042. // Members
  85043. /**
  85044. * @ignore
  85045. * The PassPostProcess id in the pipeline that contains the original scene color
  85046. */
  85047. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85048. /**
  85049. * @ignore
  85050. * The SSAO PostProcess id in the pipeline
  85051. */
  85052. _this.SSAORenderEffect = "SSAORenderEffect";
  85053. /**
  85054. * @ignore
  85055. * The horizontal blur PostProcess id in the pipeline
  85056. */
  85057. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85058. /**
  85059. * @ignore
  85060. * The vertical blur PostProcess id in the pipeline
  85061. */
  85062. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85063. /**
  85064. * @ignore
  85065. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85066. */
  85067. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85068. /**
  85069. * The output strength of the SSAO post-process. Default value is 1.0.
  85070. */
  85071. _this.totalStrength = 1.0;
  85072. /**
  85073. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85074. */
  85075. _this.maxZ = 100.0;
  85076. /**
  85077. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85078. */
  85079. _this.minZAspect = 0.2;
  85080. _this._samples = 8;
  85081. _this._textureSamples = 1;
  85082. _this._expensiveBlur = true;
  85083. /**
  85084. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85085. */
  85086. _this.radius = 2.0;
  85087. /**
  85088. * The base color of the SSAO post-process
  85089. * The final result is "base + ssao" between [0, 1]
  85090. */
  85091. _this.base = 0;
  85092. _this._firstUpdate = true;
  85093. _this._bits = new Uint32Array(1);
  85094. _this._scene = scene;
  85095. _this._ratio = ratio;
  85096. if (!_this.isSupported) {
  85097. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85098. return _this;
  85099. }
  85100. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85101. var blurRatio = _this._ratio.blurRatio || ratio;
  85102. // Set up assets
  85103. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85104. _this._createRandomTexture();
  85105. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85106. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85107. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85108. _this._originalColorPostProcess.samples = _this.textureSamples;
  85109. _this._createSSAOPostProcess(1.0);
  85110. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85111. _this._createSSAOCombinePostProcess(blurRatio);
  85112. // Set up pipeline
  85113. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85114. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85115. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85116. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85117. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85118. // Finish
  85119. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85120. if (cameras) {
  85121. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85122. }
  85123. return _this;
  85124. }
  85125. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85126. get: function () {
  85127. return this._samples;
  85128. },
  85129. /**
  85130. * Number of samples used for the SSAO calculations. Default value is 8
  85131. */
  85132. set: function (n) {
  85133. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85134. this._samples = n;
  85135. this._sampleSphere = this._generateHemisphere();
  85136. this._firstUpdate = true;
  85137. },
  85138. enumerable: true,
  85139. configurable: true
  85140. });
  85141. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85142. get: function () {
  85143. return this._textureSamples;
  85144. },
  85145. /**
  85146. * Number of samples to use for antialiasing
  85147. */
  85148. set: function (n) {
  85149. this._textureSamples = n;
  85150. this._originalColorPostProcess.samples = n;
  85151. this._blurHPostProcess.samples = n;
  85152. this._blurVPostProcess.samples = n;
  85153. this._ssaoPostProcess.samples = n;
  85154. this._ssaoCombinePostProcess.samples = n;
  85155. },
  85156. enumerable: true,
  85157. configurable: true
  85158. });
  85159. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85160. get: function () {
  85161. return this._expensiveBlur;
  85162. },
  85163. /**
  85164. * If bilateral blur should be used
  85165. */
  85166. set: function (b) {
  85167. 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"]);
  85168. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85169. this._expensiveBlur = b;
  85170. this._firstUpdate = true;
  85171. },
  85172. enumerable: true,
  85173. configurable: true
  85174. });
  85175. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85176. /**
  85177. * Support test.
  85178. */
  85179. get: function () {
  85180. var engine = BABYLON.Engine.LastCreatedEngine;
  85181. if (!engine) {
  85182. return false;
  85183. }
  85184. return engine.getCaps().drawBuffersExtension;
  85185. },
  85186. enumerable: true,
  85187. configurable: true
  85188. });
  85189. // Public Methods
  85190. /**
  85191. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85192. */
  85193. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  85194. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  85195. for (var i = 0; i < this._scene.cameras.length; i++) {
  85196. var camera = this._scene.cameras[i];
  85197. this._originalColorPostProcess.dispose(camera);
  85198. this._ssaoPostProcess.dispose(camera);
  85199. this._blurHPostProcess.dispose(camera);
  85200. this._blurVPostProcess.dispose(camera);
  85201. this._ssaoCombinePostProcess.dispose(camera);
  85202. }
  85203. this._randomTexture.dispose();
  85204. if (disableGeometryBufferRenderer) {
  85205. this._scene.disableGeometryBufferRenderer();
  85206. }
  85207. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85208. _super.prototype.dispose.call(this);
  85209. };
  85210. // Private Methods
  85211. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  85212. var _this = this;
  85213. this._samplerOffsets = [];
  85214. var expensive = this.expensiveBlur;
  85215. for (var i = -8; i < 8; i++) {
  85216. this._samplerOffsets.push(i * 2 + 0.5);
  85217. }
  85218. 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");
  85219. this._blurHPostProcess.onApply = function (effect) {
  85220. if (!_this._scene.activeCamera) {
  85221. return;
  85222. }
  85223. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  85224. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85225. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85226. effect.setFloat("radius", _this.radius);
  85227. effect.setTexture("depthSampler", _this._depthTexture);
  85228. if (_this._firstUpdate) {
  85229. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85230. }
  85231. };
  85232. 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");
  85233. this._blurVPostProcess.onApply = function (effect) {
  85234. if (!_this._scene.activeCamera) {
  85235. return;
  85236. }
  85237. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  85238. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85239. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85240. effect.setFloat("radius", _this.radius);
  85241. effect.setTexture("depthSampler", _this._depthTexture);
  85242. if (_this._firstUpdate) {
  85243. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85244. _this._firstUpdate = false;
  85245. }
  85246. };
  85247. this._blurHPostProcess.samples = this.textureSamples;
  85248. this._blurVPostProcess.samples = this.textureSamples;
  85249. };
  85250. /** @hidden */
  85251. SSAO2RenderingPipeline.prototype._rebuild = function () {
  85252. this._firstUpdate = true;
  85253. _super.prototype._rebuild.call(this);
  85254. };
  85255. //Van der Corput radical inverse
  85256. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  85257. this._bits[0] = i;
  85258. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  85259. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  85260. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  85261. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  85262. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  85263. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  85264. };
  85265. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  85266. return [i / n, this._radicalInverse_VdC(i)];
  85267. };
  85268. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  85269. var phi = v * 2.0 * Math.PI;
  85270. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  85271. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  85272. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  85273. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  85274. };
  85275. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  85276. var numSamples = this.samples;
  85277. var result = [];
  85278. var vector;
  85279. var i = 0;
  85280. while (i < numSamples) {
  85281. if (numSamples < 16) {
  85282. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  85283. }
  85284. else {
  85285. var rand = this._hammersley(i, numSamples);
  85286. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  85287. }
  85288. result.push(vector.x, vector.y, vector.z);
  85289. i++;
  85290. }
  85291. return result;
  85292. };
  85293. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85294. var _this = this;
  85295. var numSamples = this.samples;
  85296. this._sampleSphere = this._generateHemisphere();
  85297. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  85298. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85299. "base", "range", "projection", "near", "far", "texelSize",
  85300. "xViewport", "yViewport", "maxZ", "minZAspect"
  85301. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85302. this._ssaoPostProcess.onApply = function (effect) {
  85303. if (_this._firstUpdate) {
  85304. effect.setArray3("sampleSphere", _this._sampleSphere);
  85305. effect.setFloat("randTextureTiles", 32.0);
  85306. }
  85307. if (!_this._scene.activeCamera) {
  85308. return;
  85309. }
  85310. effect.setFloat("samplesFactor", 1 / _this.samples);
  85311. effect.setFloat("totalStrength", _this.totalStrength);
  85312. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  85313. effect.setFloat("radius", _this.radius);
  85314. effect.setFloat("maxZ", _this.maxZ);
  85315. effect.setFloat("minZAspect", _this.minZAspect);
  85316. effect.setFloat("base", _this.base);
  85317. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85318. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85319. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  85320. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  85321. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  85322. effect.setTexture("textureSampler", _this._depthTexture);
  85323. effect.setTexture("normalSampler", _this._normalTexture);
  85324. effect.setTexture("randomSampler", _this._randomTexture);
  85325. };
  85326. this._ssaoPostProcess.samples = this.textureSamples;
  85327. };
  85328. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85329. var _this = this;
  85330. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85331. this._ssaoCombinePostProcess.onApply = function (effect) {
  85332. var viewport = _this._scene.activeCamera.viewport;
  85333. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  85334. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85335. };
  85336. this._ssaoCombinePostProcess.samples = this.textureSamples;
  85337. };
  85338. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  85339. var size = 128;
  85340. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85341. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85342. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85343. var context = this._randomTexture.getContext();
  85344. var rand = function (min, max) {
  85345. return Math.random() * (max - min) + min;
  85346. };
  85347. var randVector = BABYLON.Vector3.Zero();
  85348. for (var x = 0; x < size; x++) {
  85349. for (var y = 0; y < size; y++) {
  85350. randVector.x = rand(0.0, 1.0);
  85351. randVector.y = rand(0.0, 1.0);
  85352. randVector.z = 0.0;
  85353. randVector.normalize();
  85354. randVector.scaleInPlace(255);
  85355. randVector.x = Math.floor(randVector.x);
  85356. randVector.y = Math.floor(randVector.y);
  85357. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85358. context.fillRect(x, y, 1, 1);
  85359. }
  85360. }
  85361. this._randomTexture.update(false);
  85362. };
  85363. /**
  85364. * Serialize the rendering pipeline (Used when exporting)
  85365. * @returns the serialized object
  85366. */
  85367. SSAO2RenderingPipeline.prototype.serialize = function () {
  85368. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  85369. serializationObject.customType = "SSAO2RenderingPipeline";
  85370. return serializationObject;
  85371. };
  85372. /**
  85373. * Parse the serialized pipeline
  85374. * @param source Source pipeline.
  85375. * @param scene The scene to load the pipeline to.
  85376. * @param rootUrl The URL of the serialized pipeline.
  85377. * @returns An instantiated pipeline from the serialized object.
  85378. */
  85379. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  85380. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  85381. };
  85382. __decorate([
  85383. BABYLON.serialize()
  85384. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  85385. __decorate([
  85386. BABYLON.serialize()
  85387. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  85388. __decorate([
  85389. BABYLON.serialize()
  85390. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  85391. __decorate([
  85392. BABYLON.serialize("samples")
  85393. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  85394. __decorate([
  85395. BABYLON.serialize("textureSamples")
  85396. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  85397. __decorate([
  85398. BABYLON.serialize()
  85399. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  85400. __decorate([
  85401. BABYLON.serialize("expensiveBlur")
  85402. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  85403. __decorate([
  85404. BABYLON.serialize()
  85405. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  85406. __decorate([
  85407. BABYLON.serialize()
  85408. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  85409. return SSAO2RenderingPipeline;
  85410. }(BABYLON.PostProcessRenderPipeline));
  85411. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  85412. })(BABYLON || (BABYLON = {}));
  85413. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  85414. var BABYLON;
  85415. (function (BABYLON) {
  85416. /**
  85417. * BABYLON.JS Chromatic Aberration GLSL Shader
  85418. * Author: Olivier Guyot
  85419. * Separates very slightly R, G and B colors on the edges of the screen
  85420. * Inspired by Francois Tarlier & Martins Upitis
  85421. */
  85422. var LensRenderingPipeline = /** @class */ (function (_super) {
  85423. __extends(LensRenderingPipeline, _super);
  85424. /**
  85425. * @constructor
  85426. *
  85427. * Effect parameters are as follow:
  85428. * {
  85429. * chromatic_aberration: number; // from 0 to x (1 for realism)
  85430. * edge_blur: number; // from 0 to x (1 for realism)
  85431. * distortion: number; // from 0 to x (1 for realism)
  85432. * grain_amount: number; // from 0 to 1
  85433. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  85434. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  85435. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  85436. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  85437. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  85438. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  85439. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  85440. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  85441. * }
  85442. * Note: if an effect parameter is unset, effect is disabled
  85443. *
  85444. * @param name The rendering pipeline name
  85445. * @param parameters - An object containing all parameters (see above)
  85446. * @param scene The scene linked to this pipeline
  85447. * @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)
  85448. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85449. */
  85450. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  85451. if (ratio === void 0) { ratio = 1.0; }
  85452. var _this = _super.call(this, scene.getEngine(), name) || this;
  85453. // Lens effects can be of the following:
  85454. // - chromatic aberration (slight shift of RGB colors)
  85455. // - blur on the edge of the lens
  85456. // - lens distortion
  85457. // - depth-of-field blur & highlights enhancing
  85458. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  85459. // - grain effect (noise or custom texture)
  85460. // Two additional texture samplers are needed:
  85461. // - depth map (for depth-of-field)
  85462. // - grain texture
  85463. /**
  85464. * @ignore
  85465. * The chromatic aberration PostProcess id in the pipeline
  85466. */
  85467. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  85468. /**
  85469. * @ignore
  85470. * The highlights enhancing PostProcess id in the pipeline
  85471. */
  85472. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  85473. /**
  85474. * @ignore
  85475. * The depth-of-field PostProcess id in the pipeline
  85476. */
  85477. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  85478. _this._scene = scene;
  85479. // Fetch texture samplers
  85480. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85481. if (parameters.grain_texture) {
  85482. _this._grainTexture = parameters.grain_texture;
  85483. }
  85484. else {
  85485. _this._createGrainTexture();
  85486. }
  85487. // save parameters
  85488. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  85489. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  85490. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  85491. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  85492. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  85493. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  85494. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  85495. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  85496. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  85497. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  85498. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  85499. // Create effects
  85500. _this._createChromaticAberrationPostProcess(ratio);
  85501. _this._createHighlightsPostProcess(ratio);
  85502. _this._createDepthOfFieldPostProcess(ratio / 4);
  85503. // Set up pipeline
  85504. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  85505. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  85506. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  85507. if (_this._highlightsGain === -1) {
  85508. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  85509. }
  85510. // Finish
  85511. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85512. if (cameras) {
  85513. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85514. }
  85515. return _this;
  85516. }
  85517. // public methods (self explanatory)
  85518. /**
  85519. * Sets the amount of blur at the edges
  85520. * @param amount blur amount
  85521. */
  85522. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  85523. /**
  85524. * Sets edge blur to 0
  85525. */
  85526. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  85527. /**
  85528. * Sets the amout of grain
  85529. * @param amount Amount of grain
  85530. */
  85531. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  85532. /**
  85533. * Set grain amount to 0
  85534. */
  85535. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  85536. /**
  85537. * Sets the chromatic aberration amount
  85538. * @param amount amount of chromatic aberration
  85539. */
  85540. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  85541. /**
  85542. * Sets chromatic aberration amount to 0
  85543. */
  85544. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  85545. /**
  85546. * Sets the EdgeDistortion amount
  85547. * @param amount amount of EdgeDistortion
  85548. */
  85549. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  85550. /**
  85551. * Sets edge distortion to 0
  85552. */
  85553. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  85554. /**
  85555. * Sets the FocusDistance amount
  85556. * @param amount amount of FocusDistance
  85557. */
  85558. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  85559. /**
  85560. * Disables depth of field
  85561. */
  85562. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  85563. /**
  85564. * Sets the Aperture amount
  85565. * @param amount amount of Aperture
  85566. */
  85567. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  85568. /**
  85569. * Sets the DarkenOutOfFocus amount
  85570. * @param amount amount of DarkenOutOfFocus
  85571. */
  85572. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  85573. /**
  85574. * Creates a pentagon bokeh effect
  85575. */
  85576. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  85577. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  85578. };
  85579. /**
  85580. * Disables the pentagon bokeh effect
  85581. */
  85582. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  85583. this._highlightsPostProcess.updateEffect();
  85584. };
  85585. /**
  85586. * Enables noise blur
  85587. */
  85588. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  85589. /**
  85590. * Disables noise blur
  85591. */
  85592. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  85593. /**
  85594. * Sets the HighlightsGain amount
  85595. * @param amount amount of HighlightsGain
  85596. */
  85597. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  85598. this._highlightsGain = amount;
  85599. };
  85600. /**
  85601. * Sets the HighlightsThreshold amount
  85602. * @param amount amount of HighlightsThreshold
  85603. */
  85604. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  85605. if (this._highlightsGain === -1) {
  85606. this._highlightsGain = 1.0;
  85607. }
  85608. this._highlightsThreshold = amount;
  85609. };
  85610. /**
  85611. * Disables highlights
  85612. */
  85613. LensRenderingPipeline.prototype.disableHighlights = function () {
  85614. this._highlightsGain = -1;
  85615. };
  85616. /**
  85617. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  85618. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  85619. */
  85620. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85621. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85622. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85623. this._chromaticAberrationPostProcess = null;
  85624. this._highlightsPostProcess = null;
  85625. this._depthOfFieldPostProcess = null;
  85626. this._grainTexture.dispose();
  85627. if (disableDepthRender) {
  85628. this._scene.disableDepthRenderer();
  85629. }
  85630. };
  85631. // colors shifting and distortion
  85632. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  85633. var _this = this;
  85634. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  85635. [], // samplers
  85636. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85637. this._chromaticAberrationPostProcess.onApply = function (effect) {
  85638. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  85639. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85640. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85641. effect.setFloat('radialIntensity', 1);
  85642. effect.setFloat2('direction', 17, 17);
  85643. effect.setFloat2('centerPosition', 0.5, 0.5);
  85644. };
  85645. };
  85646. // highlights enhancing
  85647. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  85648. var _this = this;
  85649. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  85650. [], // samplers
  85651. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  85652. this._highlightsPostProcess.onApply = function (effect) {
  85653. effect.setFloat('gain', _this._highlightsGain);
  85654. effect.setFloat('threshold', _this._highlightsThreshold);
  85655. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  85656. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85657. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85658. };
  85659. };
  85660. // colors shifting and distortion
  85661. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  85662. var _this = this;
  85663. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  85664. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  85665. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  85666. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85667. this._depthOfFieldPostProcess.onApply = function (effect) {
  85668. effect.setTexture("depthSampler", _this._depthTexture);
  85669. effect.setTexture("grainSampler", _this._grainTexture);
  85670. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  85671. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  85672. effect.setFloat('grain_amount', _this._grainAmount);
  85673. effect.setBool('blur_noise', _this._blurNoise);
  85674. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85675. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85676. effect.setFloat('distortion', _this._distortion);
  85677. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  85678. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  85679. effect.setFloat('aperture', _this._dofAperture);
  85680. effect.setFloat('darken', _this._dofDarken);
  85681. effect.setFloat('edge_blur', _this._edgeBlur);
  85682. effect.setBool('highlights', (_this._highlightsGain !== -1));
  85683. if (_this._scene.activeCamera) {
  85684. effect.setFloat('near', _this._scene.activeCamera.minZ);
  85685. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  85686. }
  85687. };
  85688. };
  85689. // creates a black and white random noise texture, 512x512
  85690. LensRenderingPipeline.prototype._createGrainTexture = function () {
  85691. var size = 512;
  85692. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  85693. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85694. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85695. var context = this._grainTexture.getContext();
  85696. var rand = function (min, max) {
  85697. return Math.random() * (max - min) + min;
  85698. };
  85699. var value;
  85700. for (var x = 0; x < size; x++) {
  85701. for (var y = 0; y < size; y++) {
  85702. value = Math.floor(rand(0.42, 0.58) * 255);
  85703. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  85704. context.fillRect(x, y, 1, 1);
  85705. }
  85706. }
  85707. this._grainTexture.update(false);
  85708. };
  85709. return LensRenderingPipeline;
  85710. }(BABYLON.PostProcessRenderPipeline));
  85711. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  85712. })(BABYLON || (BABYLON = {}));
  85713. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  85714. var BABYLON;
  85715. (function (BABYLON) {
  85716. /**
  85717. * Standard rendering pipeline
  85718. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  85719. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  85720. */
  85721. var StandardRenderingPipeline = /** @class */ (function (_super) {
  85722. __extends(StandardRenderingPipeline, _super);
  85723. /**
  85724. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  85725. * @constructor
  85726. * @param name The rendering pipeline name
  85727. * @param scene The scene linked to this pipeline
  85728. * @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)
  85729. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  85730. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85731. */
  85732. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  85733. if (originalPostProcess === void 0) { originalPostProcess = null; }
  85734. var _this = _super.call(this, scene.getEngine(), name) || this;
  85735. /**
  85736. * Post-process used to down scale an image x4
  85737. */
  85738. _this.downSampleX4PostProcess = null;
  85739. /**
  85740. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  85741. */
  85742. _this.brightPassPostProcess = null;
  85743. /**
  85744. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  85745. */
  85746. _this.blurHPostProcesses = [];
  85747. /**
  85748. * Post-process array storing all the vertical blur post-processes used by the pipeline
  85749. */
  85750. _this.blurVPostProcesses = [];
  85751. /**
  85752. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  85753. */
  85754. _this.textureAdderPostProcess = null;
  85755. /**
  85756. * Post-process used to create volumetric lighting effect
  85757. */
  85758. _this.volumetricLightPostProcess = null;
  85759. /**
  85760. * Post-process used to smooth the previous volumetric light post-process on the X axis
  85761. */
  85762. _this.volumetricLightSmoothXPostProcess = null;
  85763. /**
  85764. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  85765. */
  85766. _this.volumetricLightSmoothYPostProcess = null;
  85767. /**
  85768. * Post-process used to merge the volumetric light effect and the real scene color
  85769. */
  85770. _this.volumetricLightMergePostProces = null;
  85771. /**
  85772. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  85773. */
  85774. _this.volumetricLightFinalPostProcess = null;
  85775. /**
  85776. * Base post-process used to calculate the average luminance of the final image for HDR
  85777. */
  85778. _this.luminancePostProcess = null;
  85779. /**
  85780. * Post-processes used to create down sample post-processes in order to get
  85781. * the average luminance of the final image for HDR
  85782. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  85783. */
  85784. _this.luminanceDownSamplePostProcesses = [];
  85785. /**
  85786. * Post-process used to create a HDR effect (light adaptation)
  85787. */
  85788. _this.hdrPostProcess = null;
  85789. /**
  85790. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  85791. */
  85792. _this.textureAdderFinalPostProcess = null;
  85793. /**
  85794. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  85795. */
  85796. _this.lensFlareFinalPostProcess = null;
  85797. /**
  85798. * Post-process used to merge the final HDR post-process and the real scene color
  85799. */
  85800. _this.hdrFinalPostProcess = null;
  85801. /**
  85802. * Post-process used to create a lens flare effect
  85803. */
  85804. _this.lensFlarePostProcess = null;
  85805. /**
  85806. * Post-process that merges the result of the lens flare post-process and the real scene color
  85807. */
  85808. _this.lensFlareComposePostProcess = null;
  85809. /**
  85810. * Post-process used to create a motion blur effect
  85811. */
  85812. _this.motionBlurPostProcess = null;
  85813. /**
  85814. * Post-process used to create a depth of field effect
  85815. */
  85816. _this.depthOfFieldPostProcess = null;
  85817. /**
  85818. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  85819. */
  85820. _this.fxaaPostProcess = null;
  85821. // Values
  85822. /**
  85823. * Represents the brightness threshold in order to configure the illuminated surfaces
  85824. */
  85825. _this.brightThreshold = 1.0;
  85826. /**
  85827. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  85828. */
  85829. _this.blurWidth = 512.0;
  85830. /**
  85831. * Sets if the blur for highlighted surfaces must be only horizontal
  85832. */
  85833. _this.horizontalBlur = false;
  85834. /**
  85835. * Sets the overall exposure used by the pipeline
  85836. */
  85837. _this.exposure = 1.0;
  85838. /**
  85839. * Texture used typically to simulate "dirty" on camera lens
  85840. */
  85841. _this.lensTexture = null;
  85842. /**
  85843. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  85844. */
  85845. _this.volumetricLightCoefficient = 0.2;
  85846. /**
  85847. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  85848. */
  85849. _this.volumetricLightPower = 4.0;
  85850. /**
  85851. * Used the set the blur intensity to smooth the volumetric lights
  85852. */
  85853. _this.volumetricLightBlurScale = 64.0;
  85854. /**
  85855. * Light (spot or directional) used to generate the volumetric lights rays
  85856. * The source light must have a shadow generate so the pipeline can get its
  85857. * depth map
  85858. */
  85859. _this.sourceLight = null;
  85860. /**
  85861. * For eye adaptation, represents the minimum luminance the eye can see
  85862. */
  85863. _this.hdrMinimumLuminance = 1.0;
  85864. /**
  85865. * For eye adaptation, represents the decrease luminance speed
  85866. */
  85867. _this.hdrDecreaseRate = 0.5;
  85868. /**
  85869. * For eye adaptation, represents the increase luminance speed
  85870. */
  85871. _this.hdrIncreaseRate = 0.5;
  85872. /**
  85873. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  85874. */
  85875. _this.lensColorTexture = null;
  85876. /**
  85877. * The overall strengh for the lens flare effect
  85878. */
  85879. _this.lensFlareStrength = 20.0;
  85880. /**
  85881. * Dispersion coefficient for lens flare ghosts
  85882. */
  85883. _this.lensFlareGhostDispersal = 1.4;
  85884. /**
  85885. * Main lens flare halo width
  85886. */
  85887. _this.lensFlareHaloWidth = 0.7;
  85888. /**
  85889. * Based on the lens distortion effect, defines how much the lens flare result
  85890. * is distorted
  85891. */
  85892. _this.lensFlareDistortionStrength = 16.0;
  85893. /**
  85894. * Lens star texture must be used to simulate rays on the flares and is available
  85895. * in the documentation
  85896. */
  85897. _this.lensStarTexture = null;
  85898. /**
  85899. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  85900. * flare effect by taking account of the dirt texture
  85901. */
  85902. _this.lensFlareDirtTexture = null;
  85903. /**
  85904. * Represents the focal length for the depth of field effect
  85905. */
  85906. _this.depthOfFieldDistance = 10.0;
  85907. /**
  85908. * Represents the blur intensity for the blurred part of the depth of field effect
  85909. */
  85910. _this.depthOfFieldBlurWidth = 64.0;
  85911. /**
  85912. * For motion blur, defines how much the image is blurred by the movement
  85913. */
  85914. _this.motionStrength = 1.0;
  85915. /**
  85916. * List of animations for the pipeline (IAnimatable implementation)
  85917. */
  85918. _this.animations = [];
  85919. _this._currentDepthOfFieldSource = null;
  85920. _this._hdrCurrentLuminance = 1.0;
  85921. // Getters and setters
  85922. _this._bloomEnabled = false;
  85923. _this._depthOfFieldEnabled = false;
  85924. _this._vlsEnabled = false;
  85925. _this._lensFlareEnabled = false;
  85926. _this._hdrEnabled = false;
  85927. _this._motionBlurEnabled = false;
  85928. _this._fxaaEnabled = false;
  85929. _this._motionBlurSamples = 64.0;
  85930. _this._volumetricLightStepsCount = 50.0;
  85931. _this._samples = 1;
  85932. _this._cameras = cameras || [];
  85933. // Initialize
  85934. _this._scene = scene;
  85935. _this._basePostProcess = originalPostProcess;
  85936. _this._ratio = ratio;
  85937. // Misc
  85938. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85939. // Finish
  85940. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85941. _this._buildPipeline();
  85942. return _this;
  85943. }
  85944. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  85945. /**
  85946. * @ignore
  85947. * Specifies if the bloom pipeline is enabled
  85948. */
  85949. get: function () {
  85950. return this._bloomEnabled;
  85951. },
  85952. set: function (enabled) {
  85953. if (this._bloomEnabled === enabled) {
  85954. return;
  85955. }
  85956. this._bloomEnabled = enabled;
  85957. this._buildPipeline();
  85958. },
  85959. enumerable: true,
  85960. configurable: true
  85961. });
  85962. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  85963. /**
  85964. * @ignore
  85965. * Specifies if the depth of field pipeline is enabed
  85966. */
  85967. get: function () {
  85968. return this._depthOfFieldEnabled;
  85969. },
  85970. set: function (enabled) {
  85971. if (this._depthOfFieldEnabled === enabled) {
  85972. return;
  85973. }
  85974. this._depthOfFieldEnabled = enabled;
  85975. this._buildPipeline();
  85976. },
  85977. enumerable: true,
  85978. configurable: true
  85979. });
  85980. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  85981. /**
  85982. * @ignore
  85983. * Specifies if the lens flare pipeline is enabed
  85984. */
  85985. get: function () {
  85986. return this._lensFlareEnabled;
  85987. },
  85988. set: function (enabled) {
  85989. if (this._lensFlareEnabled === enabled) {
  85990. return;
  85991. }
  85992. this._lensFlareEnabled = enabled;
  85993. this._buildPipeline();
  85994. },
  85995. enumerable: true,
  85996. configurable: true
  85997. });
  85998. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  85999. /**
  86000. * @ignore
  86001. * Specifies if the HDR pipeline is enabled
  86002. */
  86003. get: function () {
  86004. return this._hdrEnabled;
  86005. },
  86006. set: function (enabled) {
  86007. if (this._hdrEnabled === enabled) {
  86008. return;
  86009. }
  86010. this._hdrEnabled = enabled;
  86011. this._buildPipeline();
  86012. },
  86013. enumerable: true,
  86014. configurable: true
  86015. });
  86016. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86017. /**
  86018. * @ignore
  86019. * Specifies if the volumetric lights scattering effect is enabled
  86020. */
  86021. get: function () {
  86022. return this._vlsEnabled;
  86023. },
  86024. set: function (enabled) {
  86025. if (this._vlsEnabled === enabled) {
  86026. return;
  86027. }
  86028. if (enabled) {
  86029. var geometry = this._scene.enableGeometryBufferRenderer();
  86030. if (!geometry) {
  86031. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86032. return;
  86033. }
  86034. }
  86035. this._vlsEnabled = enabled;
  86036. this._buildPipeline();
  86037. },
  86038. enumerable: true,
  86039. configurable: true
  86040. });
  86041. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86042. /**
  86043. * @ignore
  86044. * Specifies if the motion blur effect is enabled
  86045. */
  86046. get: function () {
  86047. return this._motionBlurEnabled;
  86048. },
  86049. set: function (enabled) {
  86050. if (this._motionBlurEnabled === enabled) {
  86051. return;
  86052. }
  86053. this._motionBlurEnabled = enabled;
  86054. this._buildPipeline();
  86055. },
  86056. enumerable: true,
  86057. configurable: true
  86058. });
  86059. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86060. /**
  86061. * Specifies if anti-aliasing is enabled
  86062. */
  86063. get: function () {
  86064. return this._fxaaEnabled;
  86065. },
  86066. set: function (enabled) {
  86067. if (this._fxaaEnabled === enabled) {
  86068. return;
  86069. }
  86070. this._fxaaEnabled = enabled;
  86071. this._buildPipeline();
  86072. },
  86073. enumerable: true,
  86074. configurable: true
  86075. });
  86076. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86077. /**
  86078. * Specifies the number of steps used to calculate the volumetric lights
  86079. * Typically in interval [50, 200]
  86080. */
  86081. get: function () {
  86082. return this._volumetricLightStepsCount;
  86083. },
  86084. set: function (count) {
  86085. if (this.volumetricLightPostProcess) {
  86086. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86087. }
  86088. this._volumetricLightStepsCount = count;
  86089. },
  86090. enumerable: true,
  86091. configurable: true
  86092. });
  86093. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86094. /**
  86095. * Specifies the number of samples used for the motion blur effect
  86096. * Typically in interval [16, 64]
  86097. */
  86098. get: function () {
  86099. return this._motionBlurSamples;
  86100. },
  86101. set: function (samples) {
  86102. if (this.motionBlurPostProcess) {
  86103. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86104. }
  86105. this._motionBlurSamples = samples;
  86106. },
  86107. enumerable: true,
  86108. configurable: true
  86109. });
  86110. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86111. /**
  86112. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86113. */
  86114. get: function () {
  86115. return this._samples;
  86116. },
  86117. set: function (sampleCount) {
  86118. if (this._samples === sampleCount) {
  86119. return;
  86120. }
  86121. this._samples = sampleCount;
  86122. this._buildPipeline();
  86123. },
  86124. enumerable: true,
  86125. configurable: true
  86126. });
  86127. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86128. var _this = this;
  86129. var ratio = this._ratio;
  86130. var scene = this._scene;
  86131. this._disposePostProcesses();
  86132. this._reset();
  86133. // Create pass post-process
  86134. if (!this._basePostProcess) {
  86135. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86136. this.originalPostProcess.onApply = function (effect) {
  86137. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86138. };
  86139. }
  86140. else {
  86141. this.originalPostProcess = this._basePostProcess;
  86142. }
  86143. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86144. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86145. }
  86146. this._currentDepthOfFieldSource = this.originalPostProcess;
  86147. if (this._bloomEnabled) {
  86148. // Create down sample X4 post-process
  86149. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86150. // Create bright pass post-process
  86151. this._createBrightPassPostProcess(scene, ratio / 2);
  86152. // Create gaussian blur post-processes (down sampling blurs)
  86153. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86154. // Create texture adder post-process
  86155. this._createTextureAdderPostProcess(scene, ratio);
  86156. // Create depth-of-field source post-process
  86157. 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);
  86158. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86159. }
  86160. if (this._vlsEnabled) {
  86161. // Create volumetric light
  86162. this._createVolumetricLightPostProcess(scene, ratio);
  86163. // Create volumetric light final post-process
  86164. 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);
  86165. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86166. }
  86167. if (this._lensFlareEnabled) {
  86168. // Create lens flare post-process
  86169. this._createLensFlarePostProcess(scene, ratio);
  86170. // Create depth-of-field source post-process post lens-flare and disable it now
  86171. 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);
  86172. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86173. }
  86174. if (this._hdrEnabled) {
  86175. // Create luminance
  86176. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86177. // Create HDR
  86178. this._createHdrPostProcess(scene, ratio);
  86179. // Create depth-of-field source post-process post hdr and disable it now
  86180. 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);
  86181. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86182. }
  86183. if (this._depthOfFieldEnabled) {
  86184. // Create gaussian blur used by depth-of-field
  86185. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  86186. // Create depth-of-field post-process
  86187. this._createDepthOfFieldPostProcess(scene, ratio);
  86188. }
  86189. if (this._motionBlurEnabled) {
  86190. // Create motion blur post-process
  86191. this._createMotionBlurPostProcess(scene, ratio);
  86192. }
  86193. if (this._fxaaEnabled) {
  86194. // Create fxaa post-process
  86195. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86196. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  86197. }
  86198. if (this._cameras !== null) {
  86199. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  86200. }
  86201. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  86202. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  86203. }
  86204. };
  86205. // Down Sample X4 Post-Processs
  86206. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  86207. var _this = this;
  86208. var downSampleX4Offsets = new Array(32);
  86209. 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);
  86210. this.downSampleX4PostProcess.onApply = function (effect) {
  86211. var id = 0;
  86212. var width = _this.downSampleX4PostProcess.width;
  86213. var height = _this.downSampleX4PostProcess.height;
  86214. for (var i = -2; i < 2; i++) {
  86215. for (var j = -2; j < 2; j++) {
  86216. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  86217. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  86218. id += 2;
  86219. }
  86220. }
  86221. effect.setArray2("dsOffsets", downSampleX4Offsets);
  86222. };
  86223. // Add to pipeline
  86224. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  86225. };
  86226. // Brightpass Post-Process
  86227. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  86228. var _this = this;
  86229. var brightOffsets = new Array(8);
  86230. 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);
  86231. this.brightPassPostProcess.onApply = function (effect) {
  86232. var sU = (1.0 / _this.brightPassPostProcess.width);
  86233. var sV = (1.0 / _this.brightPassPostProcess.height);
  86234. brightOffsets[0] = -0.5 * sU;
  86235. brightOffsets[1] = 0.5 * sV;
  86236. brightOffsets[2] = 0.5 * sU;
  86237. brightOffsets[3] = 0.5 * sV;
  86238. brightOffsets[4] = -0.5 * sU;
  86239. brightOffsets[5] = -0.5 * sV;
  86240. brightOffsets[6] = 0.5 * sU;
  86241. brightOffsets[7] = -0.5 * sV;
  86242. effect.setArray2("dsOffsets", brightOffsets);
  86243. effect.setFloat("brightThreshold", _this.brightThreshold);
  86244. };
  86245. // Add to pipeline
  86246. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  86247. };
  86248. // Create blur H&V post-processes
  86249. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  86250. var _this = this;
  86251. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  86252. var engine = scene.getEngine();
  86253. 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);
  86254. 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);
  86255. blurX.onActivateObservable.add(function () {
  86256. var dw = blurX.width / engine.getRenderWidth();
  86257. blurX.kernel = _this[blurWidthKey] * dw;
  86258. });
  86259. blurY.onActivateObservable.add(function () {
  86260. var dw = blurY.height / engine.getRenderHeight();
  86261. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  86262. });
  86263. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  86264. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  86265. this.blurHPostProcesses.push(blurX);
  86266. this.blurVPostProcesses.push(blurY);
  86267. };
  86268. // Create texture adder post-process
  86269. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  86270. var _this = this;
  86271. 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);
  86272. this.textureAdderPostProcess.onApply = function (effect) {
  86273. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  86274. effect.setTexture("lensSampler", _this.lensTexture);
  86275. effect.setFloat("exposure", _this.exposure);
  86276. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  86277. };
  86278. // Add to pipeline
  86279. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  86280. };
  86281. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  86282. var _this = this;
  86283. var geometryRenderer = scene.enableGeometryBufferRenderer();
  86284. geometryRenderer.enablePosition = true;
  86285. var geometry = geometryRenderer.getGBuffer();
  86286. // Base post-process
  86287. 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));
  86288. var depthValues = BABYLON.Vector2.Zero();
  86289. this.volumetricLightPostProcess.onApply = function (effect) {
  86290. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  86291. var generator = _this.sourceLight.getShadowGenerator();
  86292. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  86293. effect.setTexture("positionSampler", geometry.textures[2]);
  86294. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  86295. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  86296. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  86297. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  86298. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  86299. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  86300. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  86301. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  86302. effect.setVector2("depthValues", depthValues);
  86303. }
  86304. };
  86305. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  86306. // Smooth
  86307. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  86308. // Merge
  86309. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  86310. this.volumetricLightMergePostProces.onApply = function (effect) {
  86311. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  86312. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  86313. };
  86314. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  86315. };
  86316. // Create luminance
  86317. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  86318. var _this = this;
  86319. // Create luminance
  86320. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  86321. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  86322. var offsets = [];
  86323. this.luminancePostProcess.onApply = function (effect) {
  86324. var sU = (1.0 / _this.luminancePostProcess.width);
  86325. var sV = (1.0 / _this.luminancePostProcess.height);
  86326. offsets[0] = -0.5 * sU;
  86327. offsets[1] = 0.5 * sV;
  86328. offsets[2] = 0.5 * sU;
  86329. offsets[3] = 0.5 * sV;
  86330. offsets[4] = -0.5 * sU;
  86331. offsets[5] = -0.5 * sV;
  86332. offsets[6] = 0.5 * sU;
  86333. offsets[7] = -0.5 * sV;
  86334. effect.setArray2("lumOffsets", offsets);
  86335. };
  86336. // Add to pipeline
  86337. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  86338. // Create down sample luminance
  86339. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  86340. var size = Math.pow(3, i);
  86341. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  86342. if (i === 0) {
  86343. defines += "#define FINAL_DOWN_SAMPLER";
  86344. }
  86345. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  86346. this.luminanceDownSamplePostProcesses.push(postProcess);
  86347. }
  86348. // Create callbacks and add effects
  86349. var lastLuminance = this.luminancePostProcess;
  86350. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  86351. var downSampleOffsets = new Array(18);
  86352. pp.onApply = function (effect) {
  86353. if (!lastLuminance) {
  86354. return;
  86355. }
  86356. var id = 0;
  86357. for (var x = -1; x < 2; x++) {
  86358. for (var y = -1; y < 2; y++) {
  86359. downSampleOffsets[id] = x / lastLuminance.width;
  86360. downSampleOffsets[id + 1] = y / lastLuminance.height;
  86361. id += 2;
  86362. }
  86363. }
  86364. effect.setArray2("dsOffsets", downSampleOffsets);
  86365. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  86366. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86367. lastLuminance = _this.luminancePostProcess;
  86368. }
  86369. else {
  86370. lastLuminance = pp;
  86371. }
  86372. };
  86373. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86374. pp.onAfterRender = function (effect) {
  86375. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  86376. 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);
  86377. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  86378. };
  86379. }
  86380. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  86381. });
  86382. };
  86383. // Create HDR post-process
  86384. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  86385. var _this = this;
  86386. 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);
  86387. var outputLiminance = 1;
  86388. var time = 0;
  86389. var lastTime = 0;
  86390. this.hdrPostProcess.onApply = function (effect) {
  86391. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  86392. time += scene.getEngine().getDeltaTime();
  86393. if (outputLiminance < 0) {
  86394. outputLiminance = _this._hdrCurrentLuminance;
  86395. }
  86396. else {
  86397. var dt = (lastTime - time) / 1000.0;
  86398. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  86399. outputLiminance += _this.hdrDecreaseRate * dt;
  86400. }
  86401. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  86402. outputLiminance -= _this.hdrIncreaseRate * dt;
  86403. }
  86404. else {
  86405. outputLiminance = _this._hdrCurrentLuminance;
  86406. }
  86407. }
  86408. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  86409. effect.setFloat("averageLuminance", outputLiminance);
  86410. lastTime = time;
  86411. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  86412. };
  86413. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  86414. };
  86415. // Create lens flare post-process
  86416. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  86417. var _this = this;
  86418. 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);
  86419. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  86420. this._createBlurPostProcesses(scene, ratio / 4, 2);
  86421. 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);
  86422. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  86423. var resolution = new BABYLON.Vector2(0, 0);
  86424. // Lens flare
  86425. this.lensFlarePostProcess.onApply = function (effect) {
  86426. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  86427. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  86428. effect.setFloat("strength", _this.lensFlareStrength);
  86429. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  86430. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  86431. // Shift
  86432. resolution.x = _this.lensFlarePostProcess.width;
  86433. resolution.y = _this.lensFlarePostProcess.height;
  86434. effect.setVector2("resolution", resolution);
  86435. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  86436. };
  86437. // Compose
  86438. 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);
  86439. 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);
  86440. this.lensFlareComposePostProcess.onApply = function (effect) {
  86441. if (!_this._scene.activeCamera) {
  86442. return;
  86443. }
  86444. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86445. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  86446. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  86447. // Lens start rotation matrix
  86448. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  86449. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  86450. 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));
  86451. camRot *= 4.0;
  86452. 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);
  86453. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  86454. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  86455. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  86456. };
  86457. };
  86458. // Create depth-of-field post-process
  86459. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  86460. var _this = this;
  86461. 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);
  86462. this.depthOfFieldPostProcess.onApply = function (effect) {
  86463. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86464. effect.setTexture("depthSampler", _this._getDepthTexture());
  86465. effect.setFloat("distance", _this.depthOfFieldDistance);
  86466. };
  86467. // Add to pipeline
  86468. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  86469. };
  86470. // Create motion blur post-process
  86471. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  86472. var _this = this;
  86473. 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);
  86474. var motionScale = 0;
  86475. var prevViewProjection = BABYLON.Matrix.Identity();
  86476. var invViewProjection = BABYLON.Matrix.Identity();
  86477. var viewProjection = BABYLON.Matrix.Identity();
  86478. var screenSize = BABYLON.Vector2.Zero();
  86479. this.motionBlurPostProcess.onApply = function (effect) {
  86480. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  86481. viewProjection.invertToRef(invViewProjection);
  86482. effect.setMatrix("inverseViewProjection", invViewProjection);
  86483. effect.setMatrix("prevViewProjection", prevViewProjection);
  86484. prevViewProjection = viewProjection;
  86485. screenSize.x = _this.motionBlurPostProcess.width;
  86486. screenSize.y = _this.motionBlurPostProcess.height;
  86487. effect.setVector2("screenSize", screenSize);
  86488. motionScale = scene.getEngine().getFps() / 60.0;
  86489. effect.setFloat("motionScale", motionScale);
  86490. effect.setFloat("motionStrength", _this.motionStrength);
  86491. effect.setTexture("depthSampler", _this._getDepthTexture());
  86492. };
  86493. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  86494. };
  86495. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  86496. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  86497. var renderer = this._scene.enableGeometryBufferRenderer();
  86498. return renderer.getGBuffer().textures[0];
  86499. }
  86500. return this._scene.enableDepthRenderer().getDepthMap();
  86501. };
  86502. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  86503. for (var i = 0; i < this._cameras.length; i++) {
  86504. var camera = this._cameras[i];
  86505. if (this.originalPostProcess) {
  86506. this.originalPostProcess.dispose(camera);
  86507. }
  86508. if (this.downSampleX4PostProcess) {
  86509. this.downSampleX4PostProcess.dispose(camera);
  86510. }
  86511. if (this.brightPassPostProcess) {
  86512. this.brightPassPostProcess.dispose(camera);
  86513. }
  86514. if (this.textureAdderPostProcess) {
  86515. this.textureAdderPostProcess.dispose(camera);
  86516. }
  86517. if (this.textureAdderFinalPostProcess) {
  86518. this.textureAdderFinalPostProcess.dispose(camera);
  86519. }
  86520. if (this.volumetricLightPostProcess) {
  86521. this.volumetricLightPostProcess.dispose(camera);
  86522. }
  86523. if (this.volumetricLightSmoothXPostProcess) {
  86524. this.volumetricLightSmoothXPostProcess.dispose(camera);
  86525. }
  86526. if (this.volumetricLightSmoothYPostProcess) {
  86527. this.volumetricLightSmoothYPostProcess.dispose(camera);
  86528. }
  86529. if (this.volumetricLightMergePostProces) {
  86530. this.volumetricLightMergePostProces.dispose(camera);
  86531. }
  86532. if (this.volumetricLightFinalPostProcess) {
  86533. this.volumetricLightFinalPostProcess.dispose(camera);
  86534. }
  86535. if (this.lensFlarePostProcess) {
  86536. this.lensFlarePostProcess.dispose(camera);
  86537. }
  86538. if (this.lensFlareComposePostProcess) {
  86539. this.lensFlareComposePostProcess.dispose(camera);
  86540. }
  86541. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  86542. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  86543. }
  86544. if (this.luminancePostProcess) {
  86545. this.luminancePostProcess.dispose(camera);
  86546. }
  86547. if (this.hdrPostProcess) {
  86548. this.hdrPostProcess.dispose(camera);
  86549. }
  86550. if (this.hdrFinalPostProcess) {
  86551. this.hdrFinalPostProcess.dispose(camera);
  86552. }
  86553. if (this.depthOfFieldPostProcess) {
  86554. this.depthOfFieldPostProcess.dispose(camera);
  86555. }
  86556. if (this.motionBlurPostProcess) {
  86557. this.motionBlurPostProcess.dispose(camera);
  86558. }
  86559. if (this.fxaaPostProcess) {
  86560. this.fxaaPostProcess.dispose(camera);
  86561. }
  86562. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  86563. this.blurHPostProcesses[j].dispose(camera);
  86564. }
  86565. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  86566. this.blurVPostProcesses[j].dispose(camera);
  86567. }
  86568. }
  86569. this.originalPostProcess = null;
  86570. this.downSampleX4PostProcess = null;
  86571. this.brightPassPostProcess = null;
  86572. this.textureAdderPostProcess = null;
  86573. this.textureAdderFinalPostProcess = null;
  86574. this.volumetricLightPostProcess = null;
  86575. this.volumetricLightSmoothXPostProcess = null;
  86576. this.volumetricLightSmoothYPostProcess = null;
  86577. this.volumetricLightMergePostProces = null;
  86578. this.volumetricLightFinalPostProcess = null;
  86579. this.lensFlarePostProcess = null;
  86580. this.lensFlareComposePostProcess = null;
  86581. this.luminancePostProcess = null;
  86582. this.hdrPostProcess = null;
  86583. this.hdrFinalPostProcess = null;
  86584. this.depthOfFieldPostProcess = null;
  86585. this.motionBlurPostProcess = null;
  86586. this.fxaaPostProcess = null;
  86587. this.luminanceDownSamplePostProcesses = [];
  86588. this.blurHPostProcesses = [];
  86589. this.blurVPostProcesses = [];
  86590. };
  86591. /**
  86592. * Dispose of the pipeline and stop all post processes
  86593. */
  86594. StandardRenderingPipeline.prototype.dispose = function () {
  86595. this._disposePostProcesses();
  86596. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  86597. _super.prototype.dispose.call(this);
  86598. };
  86599. /**
  86600. * Serialize the rendering pipeline (Used when exporting)
  86601. * @returns the serialized object
  86602. */
  86603. StandardRenderingPipeline.prototype.serialize = function () {
  86604. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86605. if (this.sourceLight) {
  86606. serializationObject.sourceLightId = this.sourceLight.id;
  86607. }
  86608. serializationObject.customType = "StandardRenderingPipeline";
  86609. return serializationObject;
  86610. };
  86611. /**
  86612. * Parse the serialized pipeline
  86613. * @param source Source pipeline.
  86614. * @param scene The scene to load the pipeline to.
  86615. * @param rootUrl The URL of the serialized pipeline.
  86616. * @returns An instantiated pipeline from the serialized object.
  86617. */
  86618. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  86619. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86620. if (source.sourceLightId) {
  86621. p.sourceLight = scene.getLightByID(source.sourceLightId);
  86622. }
  86623. return p;
  86624. };
  86625. /**
  86626. * Luminance steps
  86627. */
  86628. StandardRenderingPipeline.LuminanceSteps = 6;
  86629. __decorate([
  86630. BABYLON.serialize()
  86631. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  86632. __decorate([
  86633. BABYLON.serialize()
  86634. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  86635. __decorate([
  86636. BABYLON.serialize()
  86637. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  86638. __decorate([
  86639. BABYLON.serialize()
  86640. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  86641. __decorate([
  86642. BABYLON.serializeAsTexture("lensTexture")
  86643. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  86644. __decorate([
  86645. BABYLON.serialize()
  86646. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  86647. __decorate([
  86648. BABYLON.serialize()
  86649. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  86650. __decorate([
  86651. BABYLON.serialize()
  86652. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  86653. __decorate([
  86654. BABYLON.serialize()
  86655. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  86656. __decorate([
  86657. BABYLON.serialize()
  86658. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  86659. __decorate([
  86660. BABYLON.serialize()
  86661. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  86662. __decorate([
  86663. BABYLON.serializeAsTexture("lensColorTexture")
  86664. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  86665. __decorate([
  86666. BABYLON.serialize()
  86667. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  86668. __decorate([
  86669. BABYLON.serialize()
  86670. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  86671. __decorate([
  86672. BABYLON.serialize()
  86673. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  86674. __decorate([
  86675. BABYLON.serialize()
  86676. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  86677. __decorate([
  86678. BABYLON.serializeAsTexture("lensStarTexture")
  86679. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  86680. __decorate([
  86681. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  86682. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  86683. __decorate([
  86684. BABYLON.serialize()
  86685. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  86686. __decorate([
  86687. BABYLON.serialize()
  86688. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  86689. __decorate([
  86690. BABYLON.serialize()
  86691. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  86692. __decorate([
  86693. BABYLON.serialize()
  86694. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  86695. __decorate([
  86696. BABYLON.serialize()
  86697. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  86698. __decorate([
  86699. BABYLON.serialize()
  86700. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  86701. __decorate([
  86702. BABYLON.serialize()
  86703. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  86704. __decorate([
  86705. BABYLON.serialize()
  86706. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  86707. __decorate([
  86708. BABYLON.serialize()
  86709. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  86710. __decorate([
  86711. BABYLON.serialize()
  86712. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  86713. __decorate([
  86714. BABYLON.serialize()
  86715. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  86716. __decorate([
  86717. BABYLON.serialize()
  86718. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  86719. __decorate([
  86720. BABYLON.serialize()
  86721. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  86722. __decorate([
  86723. BABYLON.serialize()
  86724. ], StandardRenderingPipeline.prototype, "samples", null);
  86725. return StandardRenderingPipeline;
  86726. }(BABYLON.PostProcessRenderPipeline));
  86727. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  86728. })(BABYLON || (BABYLON = {}));
  86729. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  86730. var BABYLON;
  86731. (function (BABYLON) {
  86732. /**
  86733. * Fxaa post process
  86734. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  86735. */
  86736. var FxaaPostProcess = /** @class */ (function (_super) {
  86737. __extends(FxaaPostProcess, _super);
  86738. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  86739. if (camera === void 0) { camera = null; }
  86740. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86741. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  86742. var defines = _this._getDefines();
  86743. _this.updateEffect(defines);
  86744. _this.onApplyObservable.add(function (effect) {
  86745. var texelSize = _this.texelSize;
  86746. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  86747. });
  86748. return _this;
  86749. }
  86750. FxaaPostProcess.prototype._getDefines = function () {
  86751. var engine = this.getEngine();
  86752. if (!engine) {
  86753. return null;
  86754. }
  86755. var glInfo = engine.getGlInfo();
  86756. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  86757. return "#define MALI 1\n";
  86758. }
  86759. return null;
  86760. };
  86761. return FxaaPostProcess;
  86762. }(BABYLON.PostProcess));
  86763. BABYLON.FxaaPostProcess = FxaaPostProcess;
  86764. })(BABYLON || (BABYLON = {}));
  86765. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  86766. var BABYLON;
  86767. (function (BABYLON) {
  86768. /**
  86769. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  86770. */
  86771. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  86772. __extends(ChromaticAberrationPostProcess, _super);
  86773. /**
  86774. * Creates a new instance ChromaticAberrationPostProcess
  86775. * @param name The name of the effect.
  86776. * @param screenWidth The width of the screen to apply the effect on.
  86777. * @param screenHeight The height of the screen to apply the effect on.
  86778. * @param options The required width/height ratio to downsize to before computing the render pass.
  86779. * @param camera The camera to apply the render pass to.
  86780. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86781. * @param engine The engine which the post process will be applied. (default: current engine)
  86782. * @param reusable If the post process can be reused on the same frame. (default: false)
  86783. * @param textureType Type of textures used when performing the post process. (default: 0)
  86784. * @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)
  86785. */
  86786. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86787. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86788. if (blockCompilation === void 0) { blockCompilation = false; }
  86789. 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;
  86790. /**
  86791. * The amount of seperation of rgb channels (default: 30)
  86792. */
  86793. _this.aberrationAmount = 30;
  86794. /**
  86795. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  86796. */
  86797. _this.radialIntensity = 0;
  86798. /**
  86799. * 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))
  86800. */
  86801. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  86802. /**
  86803. * 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))
  86804. */
  86805. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  86806. _this.onApplyObservable.add(function (effect) {
  86807. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  86808. effect.setFloat('screen_width', screenWidth);
  86809. effect.setFloat('screen_height', screenHeight);
  86810. effect.setFloat('radialIntensity', _this.radialIntensity);
  86811. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  86812. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  86813. });
  86814. return _this;
  86815. }
  86816. return ChromaticAberrationPostProcess;
  86817. }(BABYLON.PostProcess));
  86818. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  86819. })(BABYLON || (BABYLON = {}));
  86820. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  86821. var BABYLON;
  86822. (function (BABYLON) {
  86823. /**
  86824. * The GrainPostProcess adds noise to the image at mid luminance levels
  86825. */
  86826. var GrainPostProcess = /** @class */ (function (_super) {
  86827. __extends(GrainPostProcess, _super);
  86828. /**
  86829. * Creates a new instance of @see GrainPostProcess
  86830. * @param name The name of the effect.
  86831. * @param options The required width/height ratio to downsize to before computing the render pass.
  86832. * @param camera The camera to apply the render pass to.
  86833. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86834. * @param engine The engine which the post process will be applied. (default: current engine)
  86835. * @param reusable If the post process can be reused on the same frame. (default: false)
  86836. * @param textureType Type of textures used when performing the post process. (default: 0)
  86837. * @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)
  86838. */
  86839. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86840. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86841. if (blockCompilation === void 0) { blockCompilation = false; }
  86842. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  86843. /**
  86844. * The intensity of the grain added (default: 30)
  86845. */
  86846. _this.intensity = 30;
  86847. /**
  86848. * If the grain should be randomized on every frame
  86849. */
  86850. _this.animated = false;
  86851. _this.onApplyObservable.add(function (effect) {
  86852. effect.setFloat('intensity', _this.intensity);
  86853. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  86854. });
  86855. return _this;
  86856. }
  86857. return GrainPostProcess;
  86858. }(BABYLON.PostProcess));
  86859. BABYLON.GrainPostProcess = GrainPostProcess;
  86860. })(BABYLON || (BABYLON = {}));
  86861. //# sourceMappingURL=babylon.grainPostProcess.js.map
  86862. var BABYLON;
  86863. (function (BABYLON) {
  86864. /**
  86865. * The SharpenPostProcess applies a sharpen kernel to every pixel
  86866. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  86867. */
  86868. var SharpenPostProcess = /** @class */ (function (_super) {
  86869. __extends(SharpenPostProcess, _super);
  86870. /**
  86871. * Creates a new instance ConvolutionPostProcess
  86872. * @param name The name of the effect.
  86873. * @param options The required width/height ratio to downsize to before computing the render pass.
  86874. * @param camera The camera to apply the render pass to.
  86875. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86876. * @param engine The engine which the post process will be applied. (default: current engine)
  86877. * @param reusable If the post process can be reused on the same frame. (default: false)
  86878. * @param textureType Type of textures used when performing the post process. (default: 0)
  86879. * @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)
  86880. */
  86881. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86882. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86883. if (blockCompilation === void 0) { blockCompilation = false; }
  86884. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  86885. /**
  86886. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  86887. */
  86888. _this.colorAmount = 1.0;
  86889. /**
  86890. * How much sharpness should be applied (default: 0.3)
  86891. */
  86892. _this.edgeAmount = 0.3;
  86893. _this.onApply = function (effect) {
  86894. effect.setFloat2("screenSize", _this.width, _this.height);
  86895. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  86896. };
  86897. return _this;
  86898. }
  86899. return SharpenPostProcess;
  86900. }(BABYLON.PostProcess));
  86901. BABYLON.SharpenPostProcess = SharpenPostProcess;
  86902. })(BABYLON || (BABYLON = {}));
  86903. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  86904. var BABYLON;
  86905. (function (BABYLON) {
  86906. /**
  86907. * The Blur Post Process which blurs an image based on a kernel and direction.
  86908. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  86909. */
  86910. var BlurPostProcess = /** @class */ (function (_super) {
  86911. __extends(BlurPostProcess, _super);
  86912. /**
  86913. * Creates a new instance BlurPostProcess
  86914. * @param name The name of the effect.
  86915. * @param direction The direction in which to blur the image.
  86916. * @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.
  86917. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  86918. * @param camera The camera to apply the render pass to.
  86919. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86920. * @param engine The engine which the post process will be applied. (default: current engine)
  86921. * @param reusable If the post process can be reused on the same frame. (default: false)
  86922. * @param textureType Type of textures used when performing the post process. (default: 0)
  86923. * @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)
  86924. */
  86925. function BlurPostProcess(name,
  86926. /** The direction in which to blur the image. */
  86927. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  86928. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  86929. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86930. if (defines === void 0) { defines = ""; }
  86931. if (blockCompilation === void 0) { blockCompilation = false; }
  86932. 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;
  86933. _this.direction = direction;
  86934. _this.blockCompilation = blockCompilation;
  86935. _this._packedFloat = false;
  86936. _this._staticDefines = "";
  86937. _this._staticDefines = defines;
  86938. _this.onApplyObservable.add(function (effect) {
  86939. if (_this._outputTexture) {
  86940. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  86941. }
  86942. else {
  86943. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  86944. }
  86945. });
  86946. _this.kernel = kernel;
  86947. return _this;
  86948. }
  86949. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  86950. /**
  86951. * Gets the length in pixels of the blur sample region
  86952. */
  86953. get: function () {
  86954. return this._idealKernel;
  86955. },
  86956. /**
  86957. * Sets the length in pixels of the blur sample region
  86958. */
  86959. set: function (v) {
  86960. if (this._idealKernel === v) {
  86961. return;
  86962. }
  86963. v = Math.max(v, 1);
  86964. this._idealKernel = v;
  86965. this._kernel = this._nearestBestKernel(v);
  86966. if (!this.blockCompilation) {
  86967. this._updateParameters();
  86968. }
  86969. },
  86970. enumerable: true,
  86971. configurable: true
  86972. });
  86973. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  86974. /**
  86975. * Gets wether or not the blur is unpacking/repacking floats
  86976. */
  86977. get: function () {
  86978. return this._packedFloat;
  86979. },
  86980. /**
  86981. * Sets wether or not the blur needs to unpack/repack floats
  86982. */
  86983. set: function (v) {
  86984. if (this._packedFloat === v) {
  86985. return;
  86986. }
  86987. this._packedFloat = v;
  86988. if (!this.blockCompilation) {
  86989. this._updateParameters();
  86990. }
  86991. },
  86992. enumerable: true,
  86993. configurable: true
  86994. });
  86995. /**
  86996. * Updates the effect with the current post process compile time values and recompiles the shader.
  86997. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  86998. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  86999. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87000. * @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
  87001. * @param onCompiled Called when the shader has been compiled.
  87002. * @param onError Called if there is an error when compiling a shader.
  87003. */
  87004. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87005. if (defines === void 0) { defines = null; }
  87006. if (uniforms === void 0) { uniforms = null; }
  87007. if (samplers === void 0) { samplers = null; }
  87008. this._updateParameters(onCompiled, onError);
  87009. };
  87010. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87011. // Generate sampling offsets and weights
  87012. var N = this._kernel;
  87013. var centerIndex = (N - 1) / 2;
  87014. // Generate Gaussian sampling weights over kernel
  87015. var offsets = [];
  87016. var weights = [];
  87017. var totalWeight = 0;
  87018. for (var i = 0; i < N; i++) {
  87019. var u = i / (N - 1);
  87020. var w = this._gaussianWeight(u * 2.0 - 1);
  87021. offsets[i] = (i - centerIndex);
  87022. weights[i] = w;
  87023. totalWeight += w;
  87024. }
  87025. // Normalize weights
  87026. for (var i = 0; i < weights.length; i++) {
  87027. weights[i] /= totalWeight;
  87028. }
  87029. // Optimize: combine samples to take advantage of hardware linear sampling
  87030. // Walk from left to center, combining pairs (symmetrically)
  87031. var linearSamplingWeights = [];
  87032. var linearSamplingOffsets = [];
  87033. var linearSamplingMap = [];
  87034. for (var i = 0; i <= centerIndex; i += 2) {
  87035. var j = Math.min(i + 1, Math.floor(centerIndex));
  87036. var singleCenterSample = i === j;
  87037. if (singleCenterSample) {
  87038. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87039. }
  87040. else {
  87041. var sharedCell = j === centerIndex;
  87042. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87043. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87044. if (offsetLinear === 0) {
  87045. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87046. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87047. }
  87048. else {
  87049. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87050. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87051. }
  87052. }
  87053. }
  87054. for (var i = 0; i < linearSamplingMap.length; i++) {
  87055. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87056. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87057. }
  87058. // Replace with optimized
  87059. offsets = linearSamplingOffsets;
  87060. weights = linearSamplingWeights;
  87061. // Generate shaders
  87062. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87063. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87064. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87065. var defines = "";
  87066. defines += this._staticDefines;
  87067. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87068. if (this._staticDefines.indexOf("DOF") != -1) {
  87069. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87070. varyingCount--;
  87071. }
  87072. for (var i = 0; i < varyingCount; i++) {
  87073. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87074. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87075. }
  87076. var depCount = 0;
  87077. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87078. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87079. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87080. depCount++;
  87081. }
  87082. if (this.packedFloat) {
  87083. defines += "#define PACKEDFLOAT 1";
  87084. }
  87085. this.blockCompilation = false;
  87086. _super.prototype.updateEffect.call(this, defines, null, null, {
  87087. varyingCount: varyingCount,
  87088. depCount: depCount
  87089. }, onCompiled, onError);
  87090. };
  87091. /**
  87092. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87093. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87094. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87095. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87096. * The gaps between physical kernels are compensated for in the weighting of the samples
  87097. * @param idealKernel Ideal blur kernel.
  87098. * @return Nearest best kernel.
  87099. */
  87100. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87101. var v = Math.round(idealKernel);
  87102. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87103. var k = _a[_i];
  87104. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87105. return Math.max(k, 3);
  87106. }
  87107. }
  87108. return Math.max(v, 3);
  87109. };
  87110. /**
  87111. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87112. * @param x The point on the Gaussian distribution to sample.
  87113. * @return the value of the Gaussian function at x.
  87114. */
  87115. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87116. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87117. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87118. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87119. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87120. // truncated at around 1.3% of peak strength.
  87121. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87122. var sigma = (1 / 3);
  87123. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87124. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87125. var weight = (1.0 / denominator) * Math.exp(exponent);
  87126. return weight;
  87127. };
  87128. /**
  87129. * Generates a string that can be used as a floating point number in GLSL.
  87130. * @param x Value to print.
  87131. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87132. * @return GLSL float string.
  87133. */
  87134. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87135. if (decimalFigures === void 0) { decimalFigures = 8; }
  87136. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87137. };
  87138. return BlurPostProcess;
  87139. }(BABYLON.PostProcess));
  87140. BABYLON.BlurPostProcess = BlurPostProcess;
  87141. })(BABYLON || (BABYLON = {}));
  87142. //# sourceMappingURL=babylon.blurPostProcess.js.map
  87143. var BABYLON;
  87144. (function (BABYLON) {
  87145. /**
  87146. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87147. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87148. * based on samples that have a large difference in distance than the center pixel.
  87149. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87150. */
  87151. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87152. __extends(DepthOfFieldBlurPostProcess, _super);
  87153. /**
  87154. * Creates a new instance CircleOfConfusionPostProcess
  87155. * @param name The name of the effect.
  87156. * @param scene The scene the effect belongs to.
  87157. * @param direction The direction the blur should be applied.
  87158. * @param kernel The size of the kernel used to blur.
  87159. * @param options The required width/height ratio to downsize to before computing the render pass.
  87160. * @param camera The camera to apply the render pass to.
  87161. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87162. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87163. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87164. * @param engine The engine which the post process will be applied. (default: current engine)
  87165. * @param reusable If the post process can be reused on the same frame. (default: false)
  87166. * @param textureType Type of textures used when performing the post process. (default: 0)
  87167. * @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)
  87168. */
  87169. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87170. if (imageToBlur === void 0) { imageToBlur = null; }
  87171. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87172. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87173. if (blockCompilation === void 0) { blockCompilation = false; }
  87174. 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;
  87175. _this.direction = direction;
  87176. _this.onApplyObservable.add(function (effect) {
  87177. if (imageToBlur != null) {
  87178. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87179. }
  87180. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87181. if (scene.activeCamera) {
  87182. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87183. }
  87184. });
  87185. return _this;
  87186. }
  87187. return DepthOfFieldBlurPostProcess;
  87188. }(BABYLON.BlurPostProcess));
  87189. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  87190. })(BABYLON || (BABYLON = {}));
  87191. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  87192. var BABYLON;
  87193. (function (BABYLON) {
  87194. /**
  87195. * Options to be set when merging outputs from the default pipeline.
  87196. */
  87197. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  87198. function DepthOfFieldMergePostProcessOptions() {
  87199. }
  87200. return DepthOfFieldMergePostProcessOptions;
  87201. }());
  87202. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  87203. /**
  87204. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87205. */
  87206. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  87207. __extends(DepthOfFieldMergePostProcess, _super);
  87208. /**
  87209. * Creates a new instance of DepthOfFieldMergePostProcess
  87210. * @param name The name of the effect.
  87211. * @param originalFromInput Post process which's input will be used for the merge.
  87212. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  87213. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  87214. * @param options The required width/height ratio to downsize to before computing the render pass.
  87215. * @param camera The camera to apply the render pass to.
  87216. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87217. * @param engine The engine which the post process will be applied. (default: current engine)
  87218. * @param reusable If the post process can be reused on the same frame. (default: false)
  87219. * @param textureType Type of textures used when performing the post process. (default: 0)
  87220. * @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)
  87221. */
  87222. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87223. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87224. if (blockCompilation === void 0) { blockCompilation = false; }
  87225. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87226. _this.blurSteps = blurSteps;
  87227. _this.onApplyObservable.add(function (effect) {
  87228. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87229. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87230. blurSteps.forEach(function (step, index) {
  87231. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  87232. });
  87233. });
  87234. if (!blockCompilation) {
  87235. _this.updateEffect();
  87236. }
  87237. return _this;
  87238. }
  87239. /**
  87240. * Updates the effect with the current post process compile time values and recompiles the shader.
  87241. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87242. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87243. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87244. * @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
  87245. * @param onCompiled Called when the shader has been compiled.
  87246. * @param onError Called if there is an error when compiling a shader.
  87247. */
  87248. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87249. if (defines === void 0) { defines = null; }
  87250. if (uniforms === void 0) { uniforms = null; }
  87251. if (samplers === void 0) { samplers = null; }
  87252. if (!defines) {
  87253. defines = "";
  87254. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  87255. }
  87256. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  87257. };
  87258. return DepthOfFieldMergePostProcess;
  87259. }(BABYLON.PostProcess));
  87260. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  87261. })(BABYLON || (BABYLON = {}));
  87262. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  87263. var BABYLON;
  87264. (function (BABYLON) {
  87265. /**
  87266. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  87267. */
  87268. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  87269. __extends(CircleOfConfusionPostProcess, _super);
  87270. /**
  87271. * Creates a new instance CircleOfConfusionPostProcess
  87272. * @param name The name of the effect.
  87273. * @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.
  87274. * @param options The required width/height ratio to downsize to before computing the render pass.
  87275. * @param camera The camera to apply the render pass to.
  87276. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87277. * @param engine The engine which the post process will be applied. (default: current engine)
  87278. * @param reusable If the post process can be reused on the same frame. (default: false)
  87279. * @param textureType Type of textures used when performing the post process. (default: 0)
  87280. * @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)
  87281. */
  87282. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87283. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87284. if (blockCompilation === void 0) { blockCompilation = false; }
  87285. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87286. /**
  87287. * 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.
  87288. */
  87289. _this.lensSize = 50;
  87290. /**
  87291. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87292. */
  87293. _this.fStop = 1.4;
  87294. /**
  87295. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87296. */
  87297. _this.focusDistance = 2000;
  87298. /**
  87299. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  87300. */
  87301. _this.focalLength = 50;
  87302. _this._depthTexture = null;
  87303. _this._depthTexture = depthTexture;
  87304. _this.onApplyObservable.add(function (effect) {
  87305. if (!_this._depthTexture) {
  87306. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  87307. return;
  87308. }
  87309. effect.setTexture("depthSampler", _this._depthTexture);
  87310. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  87311. var aperture = _this.lensSize / _this.fStop;
  87312. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  87313. effect.setFloat('focusDistance', _this.focusDistance);
  87314. effect.setFloat('cocPrecalculation', cocPrecalculation);
  87315. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  87316. });
  87317. return _this;
  87318. }
  87319. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  87320. /**
  87321. * 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.
  87322. */
  87323. set: function (value) {
  87324. this._depthTexture = value;
  87325. },
  87326. enumerable: true,
  87327. configurable: true
  87328. });
  87329. return CircleOfConfusionPostProcess;
  87330. }(BABYLON.PostProcess));
  87331. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  87332. })(BABYLON || (BABYLON = {}));
  87333. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  87334. var BABYLON;
  87335. (function (BABYLON) {
  87336. /**
  87337. * Specifies the level of max blur that should be applied when using the depth of field effect
  87338. */
  87339. var DepthOfFieldEffectBlurLevel;
  87340. (function (DepthOfFieldEffectBlurLevel) {
  87341. /**
  87342. * Subtle blur
  87343. */
  87344. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  87345. /**
  87346. * Medium blur
  87347. */
  87348. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  87349. /**
  87350. * Large blur
  87351. */
  87352. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  87353. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  87354. /**
  87355. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  87356. */
  87357. var DepthOfFieldEffect = /** @class */ (function (_super) {
  87358. __extends(DepthOfFieldEffect, _super);
  87359. /**
  87360. * Creates a new instance DepthOfFieldEffect
  87361. * @param scene The scene the effect belongs to.
  87362. * @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.
  87363. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87364. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87365. */
  87366. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  87367. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  87368. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87369. if (blockCompilation === void 0) { blockCompilation = false; }
  87370. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  87371. return _this._effects;
  87372. }, true) || this;
  87373. /**
  87374. * @hidden Internal post processes in depth of field effect
  87375. */
  87376. _this._effects = [];
  87377. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  87378. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87379. // 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)
  87380. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  87381. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87382. _this._depthOfFieldBlurY = [];
  87383. _this._depthOfFieldBlurX = [];
  87384. var blurCount = 1;
  87385. var kernelSize = 15;
  87386. switch (blurLevel) {
  87387. case DepthOfFieldEffectBlurLevel.High: {
  87388. blurCount = 3;
  87389. kernelSize = 51;
  87390. break;
  87391. }
  87392. case DepthOfFieldEffectBlurLevel.Medium: {
  87393. blurCount = 2;
  87394. kernelSize = 31;
  87395. break;
  87396. }
  87397. default: {
  87398. kernelSize = 15;
  87399. blurCount = 1;
  87400. break;
  87401. }
  87402. }
  87403. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  87404. var ratio = 1.0;
  87405. for (var i = 0; i < blurCount; i++) {
  87406. 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);
  87407. blurY.autoClear = false;
  87408. ratio = 0.75 / Math.pow(2, i);
  87409. 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);
  87410. blurX.autoClear = false;
  87411. _this._depthOfFieldBlurY.push(blurY);
  87412. _this._depthOfFieldBlurX.push(blurX);
  87413. }
  87414. // Set all post processes on the effect.
  87415. _this._effects = [_this._circleOfConfusion];
  87416. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  87417. _this._effects.push(_this._depthOfFieldBlurY[i]);
  87418. _this._effects.push(_this._depthOfFieldBlurX[i]);
  87419. }
  87420. // Merge blurred images with original image based on circleOfConfusion
  87421. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87422. _this._dofMerge.autoClear = false;
  87423. _this._effects.push(_this._dofMerge);
  87424. return _this;
  87425. }
  87426. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  87427. get: function () {
  87428. return this._circleOfConfusion.focalLength;
  87429. },
  87430. /**
  87431. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  87432. */
  87433. set: function (value) {
  87434. this._circleOfConfusion.focalLength = value;
  87435. },
  87436. enumerable: true,
  87437. configurable: true
  87438. });
  87439. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  87440. get: function () {
  87441. return this._circleOfConfusion.fStop;
  87442. },
  87443. /**
  87444. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87445. */
  87446. set: function (value) {
  87447. this._circleOfConfusion.fStop = value;
  87448. },
  87449. enumerable: true,
  87450. configurable: true
  87451. });
  87452. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  87453. get: function () {
  87454. return this._circleOfConfusion.focusDistance;
  87455. },
  87456. /**
  87457. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87458. */
  87459. set: function (value) {
  87460. this._circleOfConfusion.focusDistance = value;
  87461. },
  87462. enumerable: true,
  87463. configurable: true
  87464. });
  87465. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  87466. get: function () {
  87467. return this._circleOfConfusion.lensSize;
  87468. },
  87469. /**
  87470. * 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.
  87471. */
  87472. set: function (value) {
  87473. this._circleOfConfusion.lensSize = value;
  87474. },
  87475. enumerable: true,
  87476. configurable: true
  87477. });
  87478. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  87479. /**
  87480. * 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.
  87481. */
  87482. set: function (value) {
  87483. this._circleOfConfusion.depthTexture = value;
  87484. },
  87485. enumerable: true,
  87486. configurable: true
  87487. });
  87488. /**
  87489. * Disposes each of the internal effects for a given camera.
  87490. * @param camera The camera to dispose the effect on.
  87491. */
  87492. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  87493. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87494. this._effects[effectIndex].dispose(camera);
  87495. }
  87496. };
  87497. /**
  87498. * @hidden Internal
  87499. */
  87500. DepthOfFieldEffect.prototype._updateEffects = function () {
  87501. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87502. this._effects[effectIndex].updateEffect();
  87503. }
  87504. };
  87505. /**
  87506. * Internal
  87507. * @returns if all the contained post processes are ready.
  87508. * @hidden
  87509. */
  87510. DepthOfFieldEffect.prototype._isReady = function () {
  87511. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87512. if (!this._effects[effectIndex].isReady()) {
  87513. return false;
  87514. }
  87515. }
  87516. return true;
  87517. };
  87518. return DepthOfFieldEffect;
  87519. }(BABYLON.PostProcessRenderEffect));
  87520. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  87521. })(BABYLON || (BABYLON = {}));
  87522. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  87523. var BABYLON;
  87524. (function (BABYLON) {
  87525. /**
  87526. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87527. */
  87528. var BloomMergePostProcess = /** @class */ (function (_super) {
  87529. __extends(BloomMergePostProcess, _super);
  87530. /**
  87531. * Creates a new instance of @see BloomMergePostProcess
  87532. * @param name The name of the effect.
  87533. * @param originalFromInput Post process which's input will be used for the merge.
  87534. * @param blurred Blurred highlights post process which's output will be used.
  87535. * @param weight Weight of the bloom to be added to the original input.
  87536. * @param options The required width/height ratio to downsize to before computing the render pass.
  87537. * @param camera The camera to apply the render pass to.
  87538. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87539. * @param engine The engine which the post process will be applied. (default: current engine)
  87540. * @param reusable If the post process can be reused on the same frame. (default: false)
  87541. * @param textureType Type of textures used when performing the post process. (default: 0)
  87542. * @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)
  87543. */
  87544. function BloomMergePostProcess(name, originalFromInput, blurred,
  87545. /** Weight of the bloom to be added to the original input. */
  87546. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87547. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87548. if (blockCompilation === void 0) { blockCompilation = false; }
  87549. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87550. _this.weight = weight;
  87551. _this.onApplyObservable.add(function (effect) {
  87552. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87553. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  87554. effect.setFloat("bloomWeight", _this.weight);
  87555. });
  87556. if (!blockCompilation) {
  87557. _this.updateEffect();
  87558. }
  87559. return _this;
  87560. }
  87561. return BloomMergePostProcess;
  87562. }(BABYLON.PostProcess));
  87563. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  87564. })(BABYLON || (BABYLON = {}));
  87565. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  87566. var BABYLON;
  87567. (function (BABYLON) {
  87568. /**
  87569. * 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.
  87570. */
  87571. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  87572. __extends(ExtractHighlightsPostProcess, _super);
  87573. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87574. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87575. if (blockCompilation === void 0) { blockCompilation = false; }
  87576. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87577. /**
  87578. * The luminance threshold, pixels below this value will be set to black.
  87579. */
  87580. _this.threshold = 0.9;
  87581. /** @hidden */
  87582. _this._exposure = 1;
  87583. /**
  87584. * Post process which has the input texture to be used when performing highlight extraction
  87585. * @hidden
  87586. */
  87587. _this._inputPostProcess = null;
  87588. _this.onApplyObservable.add(function (effect) {
  87589. if (_this._inputPostProcess) {
  87590. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  87591. }
  87592. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  87593. effect.setFloat('exposure', _this._exposure);
  87594. });
  87595. return _this;
  87596. }
  87597. return ExtractHighlightsPostProcess;
  87598. }(BABYLON.PostProcess));
  87599. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  87600. })(BABYLON || (BABYLON = {}));
  87601. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  87602. var BABYLON;
  87603. (function (BABYLON) {
  87604. /**
  87605. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  87606. */
  87607. var BloomEffect = /** @class */ (function (_super) {
  87608. __extends(BloomEffect, _super);
  87609. /**
  87610. * Creates a new instance of @see BloomEffect
  87611. * @param scene The scene the effect belongs to.
  87612. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  87613. * @param bloomKernel The size of the kernel to be used when applying the blur.
  87614. * @param bloomWeight The the strength of bloom.
  87615. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87616. * @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)
  87617. */
  87618. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  87619. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87620. if (blockCompilation === void 0) { blockCompilation = false; }
  87621. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  87622. return _this._effects;
  87623. }, true) || this;
  87624. _this.bloomScale = bloomScale;
  87625. /**
  87626. * @hidden Internal
  87627. */
  87628. _this._effects = [];
  87629. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87630. _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);
  87631. _this._blurX.alwaysForcePOT = true;
  87632. _this._blurX.autoClear = false;
  87633. _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);
  87634. _this._blurY.alwaysForcePOT = true;
  87635. _this._blurY.autoClear = false;
  87636. _this.kernel = bloomKernel;
  87637. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  87638. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87639. _this._merge.autoClear = false;
  87640. _this._effects.push(_this._merge);
  87641. return _this;
  87642. }
  87643. Object.defineProperty(BloomEffect.prototype, "threshold", {
  87644. /**
  87645. * The luminance threshold to find bright areas of the image to bloom.
  87646. */
  87647. get: function () {
  87648. return this._downscale.threshold;
  87649. },
  87650. set: function (value) {
  87651. this._downscale.threshold = value;
  87652. },
  87653. enumerable: true,
  87654. configurable: true
  87655. });
  87656. Object.defineProperty(BloomEffect.prototype, "weight", {
  87657. /**
  87658. * The strength of the bloom.
  87659. */
  87660. get: function () {
  87661. return this._merge.weight;
  87662. },
  87663. set: function (value) {
  87664. this._merge.weight = value;
  87665. },
  87666. enumerable: true,
  87667. configurable: true
  87668. });
  87669. Object.defineProperty(BloomEffect.prototype, "kernel", {
  87670. /**
  87671. * Specifies the size of the bloom blur kernel, relative to the final output size
  87672. */
  87673. get: function () {
  87674. return this._blurX.kernel / this.bloomScale;
  87675. },
  87676. set: function (value) {
  87677. this._blurX.kernel = value * this.bloomScale;
  87678. this._blurY.kernel = value * this.bloomScale;
  87679. },
  87680. enumerable: true,
  87681. configurable: true
  87682. });
  87683. /**
  87684. * Disposes each of the internal effects for a given camera.
  87685. * @param camera The camera to dispose the effect on.
  87686. */
  87687. BloomEffect.prototype.disposeEffects = function (camera) {
  87688. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87689. this._effects[effectIndex].dispose(camera);
  87690. }
  87691. };
  87692. /**
  87693. * @hidden Internal
  87694. */
  87695. BloomEffect.prototype._updateEffects = function () {
  87696. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87697. this._effects[effectIndex].updateEffect();
  87698. }
  87699. };
  87700. /**
  87701. * Internal
  87702. * @returns if all the contained post processes are ready.
  87703. * @hidden
  87704. */
  87705. BloomEffect.prototype._isReady = function () {
  87706. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87707. if (!this._effects[effectIndex].isReady()) {
  87708. return false;
  87709. }
  87710. }
  87711. return true;
  87712. };
  87713. return BloomEffect;
  87714. }(BABYLON.PostProcessRenderEffect));
  87715. BABYLON.BloomEffect = BloomEffect;
  87716. })(BABYLON || (BABYLON = {}));
  87717. //# sourceMappingURL=babylon.bloomEffect.js.map
  87718. var BABYLON;
  87719. (function (BABYLON) {
  87720. /**
  87721. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  87722. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  87723. */
  87724. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  87725. __extends(DefaultRenderingPipeline, _super);
  87726. /**
  87727. * @constructor
  87728. * @param name - The rendering pipeline name (default: "")
  87729. * @param hdr - If high dynamic range textures should be used (default: true)
  87730. * @param scene - The scene linked to this pipeline (default: the last created scene)
  87731. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  87732. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  87733. */
  87734. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  87735. if (name === void 0) { name = ""; }
  87736. if (hdr === void 0) { hdr = true; }
  87737. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  87738. if (automaticBuild === void 0) { automaticBuild = true; }
  87739. var _this = _super.call(this, scene.getEngine(), name) || this;
  87740. _this._camerasToBeAttached = [];
  87741. /**
  87742. * ID of the sharpen post process,
  87743. */
  87744. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  87745. /**
  87746. * @ignore
  87747. * ID of the image processing post process;
  87748. */
  87749. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  87750. /**
  87751. * @ignore
  87752. * ID of the Fast Approximate Anti-Aliasing post process;
  87753. */
  87754. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  87755. /**
  87756. * ID of the chromatic aberration post process,
  87757. */
  87758. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  87759. /**
  87760. * ID of the grain post process
  87761. */
  87762. _this.GrainPostProcessId = "GrainPostProcessEffect";
  87763. /**
  87764. * Glow post process which adds a glow to emmisive areas of the image
  87765. */
  87766. _this._glowLayer = null;
  87767. /**
  87768. * Animations which can be used to tweak settings over a period of time
  87769. */
  87770. _this.animations = [];
  87771. _this._imageProcessingConfigurationObserver = null;
  87772. // Values
  87773. _this._sharpenEnabled = false;
  87774. _this._bloomEnabled = false;
  87775. _this._depthOfFieldEnabled = false;
  87776. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  87777. _this._fxaaEnabled = false;
  87778. _this._imageProcessingEnabled = true;
  87779. _this._bloomScale = 0.5;
  87780. _this._chromaticAberrationEnabled = false;
  87781. _this._grainEnabled = false;
  87782. _this._buildAllowed = true;
  87783. _this._resizeObserver = null;
  87784. _this._hardwareScaleLevel = 1.0;
  87785. _this._bloomKernel = 64;
  87786. /**
  87787. * Specifies the weight of the bloom in the final rendering
  87788. */
  87789. _this._bloomWeight = 0.15;
  87790. /**
  87791. * Specifies the luma threshold for the area that will be blurred by the bloom
  87792. */
  87793. _this._bloomThreshold = 0.9;
  87794. _this._samples = 1;
  87795. _this._hasCleared = false;
  87796. _this._prevPostProcess = null;
  87797. _this._prevPrevPostProcess = null;
  87798. _this._depthOfFieldSceneObserver = null;
  87799. _this._cameras = cameras || scene.cameras;
  87800. _this._cameras = _this._cameras.slice();
  87801. _this._camerasToBeAttached = _this._cameras.slice();
  87802. _this._buildAllowed = automaticBuild;
  87803. // Initialize
  87804. _this._scene = scene;
  87805. var caps = _this._scene.getEngine().getCaps();
  87806. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  87807. // Misc
  87808. if (_this._hdr) {
  87809. if (caps.textureHalfFloatRender) {
  87810. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87811. }
  87812. else if (caps.textureFloatRender) {
  87813. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  87814. }
  87815. }
  87816. else {
  87817. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  87818. }
  87819. // Attach
  87820. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87821. var engine = _this._scene.getEngine();
  87822. // Create post processes before hand so they can be modified before enabled.
  87823. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  87824. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87825. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  87826. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  87827. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  87828. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87829. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  87830. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87831. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  87832. _this._resizeObserver = engine.onResizeObservable.add(function () {
  87833. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  87834. _this.bloomKernel = _this.bloomKernel;
  87835. });
  87836. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  87837. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  87838. });
  87839. _this._buildPipeline();
  87840. return _this;
  87841. }
  87842. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  87843. get: function () {
  87844. return this._sharpenEnabled;
  87845. },
  87846. /**
  87847. * Enable or disable the sharpen process from the pipeline
  87848. */
  87849. set: function (enabled) {
  87850. if (this._sharpenEnabled === enabled) {
  87851. return;
  87852. }
  87853. this._sharpenEnabled = enabled;
  87854. this._buildPipeline();
  87855. },
  87856. enumerable: true,
  87857. configurable: true
  87858. });
  87859. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  87860. /**
  87861. * Specifies the size of the bloom blur kernel, relative to the final output size
  87862. */
  87863. get: function () {
  87864. return this._bloomKernel;
  87865. },
  87866. set: function (value) {
  87867. this._bloomKernel = value;
  87868. this.bloom.kernel = value / this._hardwareScaleLevel;
  87869. },
  87870. enumerable: true,
  87871. configurable: true
  87872. });
  87873. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  87874. get: function () {
  87875. return this._bloomWeight;
  87876. },
  87877. /**
  87878. * The strength of the bloom.
  87879. */
  87880. set: function (value) {
  87881. if (this._bloomWeight === value) {
  87882. return;
  87883. }
  87884. this.bloom.weight = value;
  87885. this._bloomWeight = value;
  87886. },
  87887. enumerable: true,
  87888. configurable: true
  87889. });
  87890. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  87891. get: function () {
  87892. return this._bloomThreshold;
  87893. },
  87894. /**
  87895. * The strength of the bloom.
  87896. */
  87897. set: function (value) {
  87898. if (this._bloomThreshold === value) {
  87899. return;
  87900. }
  87901. this.bloom.threshold = value;
  87902. this._bloomThreshold = value;
  87903. },
  87904. enumerable: true,
  87905. configurable: true
  87906. });
  87907. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  87908. get: function () {
  87909. return this._bloomScale;
  87910. },
  87911. /**
  87912. * The scale of the bloom, lower value will provide better performance.
  87913. */
  87914. set: function (value) {
  87915. if (this._bloomScale === value) {
  87916. return;
  87917. }
  87918. this._bloomScale = value;
  87919. // recreate bloom and dispose old as this setting is not dynamic
  87920. this._rebuildBloom();
  87921. this._buildPipeline();
  87922. },
  87923. enumerable: true,
  87924. configurable: true
  87925. });
  87926. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  87927. get: function () {
  87928. return this._bloomEnabled;
  87929. },
  87930. /**
  87931. * Enable or disable the bloom from the pipeline
  87932. */
  87933. set: function (enabled) {
  87934. if (this._bloomEnabled === enabled) {
  87935. return;
  87936. }
  87937. this._bloomEnabled = enabled;
  87938. this._buildPipeline();
  87939. },
  87940. enumerable: true,
  87941. configurable: true
  87942. });
  87943. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  87944. // recreate bloom and dispose old as this setting is not dynamic
  87945. var oldBloom = this.bloom;
  87946. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  87947. this.bloom.threshold = oldBloom.threshold;
  87948. for (var i = 0; i < this._cameras.length; i++) {
  87949. oldBloom.disposeEffects(this._cameras[i]);
  87950. }
  87951. };
  87952. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  87953. /**
  87954. * If the depth of field is enabled.
  87955. */
  87956. get: function () {
  87957. return this._depthOfFieldEnabled;
  87958. },
  87959. set: function (enabled) {
  87960. if (this._depthOfFieldEnabled === enabled) {
  87961. return;
  87962. }
  87963. this._depthOfFieldEnabled = enabled;
  87964. this._buildPipeline();
  87965. },
  87966. enumerable: true,
  87967. configurable: true
  87968. });
  87969. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  87970. /**
  87971. * Blur level of the depth of field effect. (Higher blur will effect performance)
  87972. */
  87973. get: function () {
  87974. return this._depthOfFieldBlurLevel;
  87975. },
  87976. set: function (value) {
  87977. if (this._depthOfFieldBlurLevel === value) {
  87978. return;
  87979. }
  87980. this._depthOfFieldBlurLevel = value;
  87981. // recreate dof and dispose old as this setting is not dynamic
  87982. var oldDof = this.depthOfField;
  87983. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  87984. this.depthOfField.focalLength = oldDof.focalLength;
  87985. this.depthOfField.focusDistance = oldDof.focusDistance;
  87986. this.depthOfField.fStop = oldDof.fStop;
  87987. this.depthOfField.lensSize = oldDof.lensSize;
  87988. for (var i = 0; i < this._cameras.length; i++) {
  87989. oldDof.disposeEffects(this._cameras[i]);
  87990. }
  87991. this._buildPipeline();
  87992. },
  87993. enumerable: true,
  87994. configurable: true
  87995. });
  87996. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  87997. get: function () {
  87998. return this._fxaaEnabled;
  87999. },
  88000. /**
  88001. * If the anti aliasing is enabled.
  88002. */
  88003. set: function (enabled) {
  88004. if (this._fxaaEnabled === enabled) {
  88005. return;
  88006. }
  88007. this._fxaaEnabled = enabled;
  88008. this._buildPipeline();
  88009. },
  88010. enumerable: true,
  88011. configurable: true
  88012. });
  88013. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88014. get: function () {
  88015. return this._samples;
  88016. },
  88017. /**
  88018. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88019. */
  88020. set: function (sampleCount) {
  88021. if (this._samples === sampleCount) {
  88022. return;
  88023. }
  88024. this._samples = sampleCount;
  88025. this._buildPipeline();
  88026. },
  88027. enumerable: true,
  88028. configurable: true
  88029. });
  88030. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88031. get: function () {
  88032. return this._imageProcessingEnabled;
  88033. },
  88034. /**
  88035. * If image processing is enabled.
  88036. */
  88037. set: function (enabled) {
  88038. if (this._imageProcessingEnabled === enabled) {
  88039. return;
  88040. }
  88041. this._imageProcessingEnabled = enabled;
  88042. this._buildPipeline();
  88043. },
  88044. enumerable: true,
  88045. configurable: true
  88046. });
  88047. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88048. get: function () {
  88049. return this._glowLayer == null;
  88050. },
  88051. /**
  88052. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88053. */
  88054. set: function (enabled) {
  88055. if (enabled && !this._glowLayer) {
  88056. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88057. }
  88058. else if (!enabled && this._glowLayer) {
  88059. this._glowLayer.dispose();
  88060. this._glowLayer = null;
  88061. }
  88062. },
  88063. enumerable: true,
  88064. configurable: true
  88065. });
  88066. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88067. get: function () {
  88068. return this._chromaticAberrationEnabled;
  88069. },
  88070. /**
  88071. * Enable or disable the chromaticAberration process from the pipeline
  88072. */
  88073. set: function (enabled) {
  88074. if (this._chromaticAberrationEnabled === enabled) {
  88075. return;
  88076. }
  88077. this._chromaticAberrationEnabled = enabled;
  88078. this._buildPipeline();
  88079. },
  88080. enumerable: true,
  88081. configurable: true
  88082. });
  88083. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88084. get: function () {
  88085. return this._grainEnabled;
  88086. },
  88087. /**
  88088. * Enable or disable the grain process from the pipeline
  88089. */
  88090. set: function (enabled) {
  88091. if (this._grainEnabled === enabled) {
  88092. return;
  88093. }
  88094. this._grainEnabled = enabled;
  88095. this._buildPipeline();
  88096. },
  88097. enumerable: true,
  88098. configurable: true
  88099. });
  88100. /**
  88101. * Force the compilation of the entire pipeline.
  88102. */
  88103. DefaultRenderingPipeline.prototype.prepare = function () {
  88104. var previousState = this._buildAllowed;
  88105. this._buildAllowed = true;
  88106. this._buildPipeline();
  88107. this._buildAllowed = previousState;
  88108. };
  88109. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88110. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88111. if (this._hasCleared) {
  88112. postProcess.autoClear = false;
  88113. }
  88114. else {
  88115. postProcess.autoClear = true;
  88116. this._scene.autoClear = false;
  88117. this._hasCleared = true;
  88118. }
  88119. if (!skipTextureSharing) {
  88120. if (this._prevPrevPostProcess) {
  88121. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88122. }
  88123. else {
  88124. postProcess.useOwnOutput();
  88125. }
  88126. if (this._prevPostProcess) {
  88127. this._prevPrevPostProcess = this._prevPostProcess;
  88128. }
  88129. this._prevPostProcess = postProcess;
  88130. }
  88131. };
  88132. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88133. var _this = this;
  88134. if (!this._buildAllowed) {
  88135. return;
  88136. }
  88137. this._scene.autoClear = true;
  88138. var engine = this._scene.getEngine();
  88139. this._disposePostProcesses();
  88140. if (this._cameras !== null) {
  88141. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88142. // get back cameras to be used to reattach pipeline
  88143. this._cameras = this._camerasToBeAttached.slice();
  88144. }
  88145. this._reset();
  88146. this._prevPostProcess = null;
  88147. this._prevPrevPostProcess = null;
  88148. this._hasCleared = false;
  88149. if (this.depthOfFieldEnabled) {
  88150. // Multi camera suport
  88151. if (this._cameras.length > 1) {
  88152. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88153. var camera = _a[_i];
  88154. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88155. depthRenderer.useOnlyInActiveCamera = true;
  88156. }
  88157. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88158. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88159. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88160. }
  88161. });
  88162. }
  88163. else {
  88164. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88165. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88166. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88167. }
  88168. if (!this.depthOfField._isReady()) {
  88169. this.depthOfField._updateEffects();
  88170. }
  88171. this.addEffect(this.depthOfField);
  88172. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88173. }
  88174. else {
  88175. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88176. }
  88177. if (this.bloomEnabled) {
  88178. if (!this.bloom._isReady()) {
  88179. this.bloom._updateEffects();
  88180. }
  88181. this.addEffect(this.bloom);
  88182. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88183. }
  88184. if (this._imageProcessingEnabled) {
  88185. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88186. if (this._hdr) {
  88187. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  88188. this._setAutoClearAndTextureSharing(this.imageProcessing);
  88189. }
  88190. else {
  88191. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  88192. }
  88193. }
  88194. if (this.sharpenEnabled) {
  88195. if (!this.sharpen.isReady()) {
  88196. this.sharpen.updateEffect();
  88197. }
  88198. this.addEffect(this._sharpenEffect);
  88199. this._setAutoClearAndTextureSharing(this.sharpen);
  88200. }
  88201. if (this.grainEnabled) {
  88202. if (!this.grain.isReady()) {
  88203. this.grain.updateEffect();
  88204. }
  88205. this.addEffect(this._grainEffect);
  88206. this._setAutoClearAndTextureSharing(this.grain);
  88207. }
  88208. if (this.chromaticAberrationEnabled) {
  88209. if (!this.chromaticAberration.isReady()) {
  88210. this.chromaticAberration.updateEffect();
  88211. }
  88212. this.addEffect(this._chromaticAberrationEffect);
  88213. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  88214. }
  88215. if (this.fxaaEnabled) {
  88216. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88217. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  88218. this._setAutoClearAndTextureSharing(this.fxaa, true);
  88219. }
  88220. if (this._cameras !== null) {
  88221. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  88222. }
  88223. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  88224. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  88225. }
  88226. };
  88227. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  88228. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  88229. for (var i = 0; i < this._cameras.length; i++) {
  88230. var camera = this._cameras[i];
  88231. if (this.imageProcessing) {
  88232. this.imageProcessing.dispose(camera);
  88233. }
  88234. if (this.fxaa) {
  88235. this.fxaa.dispose(camera);
  88236. }
  88237. // These are created in the constructor and should not be disposed on every pipeline change
  88238. if (disposeNonRecreated) {
  88239. if (this.sharpen) {
  88240. this.sharpen.dispose(camera);
  88241. }
  88242. if (this.depthOfField) {
  88243. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88244. this.depthOfField.disposeEffects(camera);
  88245. }
  88246. if (this.bloom) {
  88247. this.bloom.disposeEffects(camera);
  88248. }
  88249. if (this.chromaticAberration) {
  88250. this.chromaticAberration.dispose(camera);
  88251. }
  88252. if (this.grain) {
  88253. this.grain.dispose(camera);
  88254. }
  88255. if (this._glowLayer) {
  88256. this._glowLayer.dispose();
  88257. }
  88258. }
  88259. }
  88260. this.imageProcessing = null;
  88261. this.fxaa = null;
  88262. if (disposeNonRecreated) {
  88263. this.sharpen = null;
  88264. this._sharpenEffect = null;
  88265. this.depthOfField = null;
  88266. this.bloom = null;
  88267. this.chromaticAberration = null;
  88268. this._chromaticAberrationEffect = null;
  88269. this.grain = null;
  88270. this._grainEffect = null;
  88271. this._glowLayer = null;
  88272. }
  88273. };
  88274. /**
  88275. * Adds a camera to the pipeline
  88276. * @param camera the camera to be added
  88277. */
  88278. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  88279. this._camerasToBeAttached.push(camera);
  88280. this._buildPipeline();
  88281. };
  88282. /**
  88283. * Removes a camera from the pipeline
  88284. * @param camera the camera to remove
  88285. */
  88286. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  88287. var index = this._camerasToBeAttached.indexOf(camera);
  88288. this._camerasToBeAttached.splice(index, 1);
  88289. this._buildPipeline();
  88290. };
  88291. /**
  88292. * Dispose of the pipeline and stop all post processes
  88293. */
  88294. DefaultRenderingPipeline.prototype.dispose = function () {
  88295. this._disposePostProcesses(true);
  88296. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88297. this._scene.autoClear = true;
  88298. if (this._resizeObserver) {
  88299. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  88300. this._resizeObserver = null;
  88301. }
  88302. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  88303. _super.prototype.dispose.call(this);
  88304. };
  88305. /**
  88306. * Serialize the rendering pipeline (Used when exporting)
  88307. * @returns the serialized object
  88308. */
  88309. DefaultRenderingPipeline.prototype.serialize = function () {
  88310. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88311. serializationObject.customType = "DefaultRenderingPipeline";
  88312. return serializationObject;
  88313. };
  88314. /**
  88315. * Parse the serialized pipeline
  88316. * @param source Source pipeline.
  88317. * @param scene The scene to load the pipeline to.
  88318. * @param rootUrl The URL of the serialized pipeline.
  88319. * @returns An instantiated pipeline from the serialized object.
  88320. */
  88321. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88322. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  88323. };
  88324. __decorate([
  88325. BABYLON.serialize()
  88326. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  88327. __decorate([
  88328. BABYLON.serialize()
  88329. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  88330. __decorate([
  88331. BABYLON.serialize()
  88332. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  88333. __decorate([
  88334. BABYLON.serialize()
  88335. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  88336. __decorate([
  88337. BABYLON.serialize()
  88338. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  88339. __decorate([
  88340. BABYLON.serialize()
  88341. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  88342. __decorate([
  88343. BABYLON.serialize()
  88344. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  88345. __decorate([
  88346. BABYLON.serialize()
  88347. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  88348. __decorate([
  88349. BABYLON.serialize()
  88350. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  88351. __decorate([
  88352. BABYLON.serialize()
  88353. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  88354. __decorate([
  88355. BABYLON.serialize()
  88356. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  88357. __decorate([
  88358. BABYLON.serialize()
  88359. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  88360. __decorate([
  88361. BABYLON.serialize()
  88362. ], DefaultRenderingPipeline.prototype, "samples", null);
  88363. __decorate([
  88364. BABYLON.serialize()
  88365. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  88366. __decorate([
  88367. BABYLON.serialize()
  88368. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  88369. __decorate([
  88370. BABYLON.serialize()
  88371. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  88372. __decorate([
  88373. BABYLON.serialize()
  88374. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  88375. return DefaultRenderingPipeline;
  88376. }(BABYLON.PostProcessRenderPipeline));
  88377. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  88378. })(BABYLON || (BABYLON = {}));
  88379. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  88380. var BABYLON;
  88381. (function (BABYLON) {
  88382. /**
  88383. * @hidden
  88384. */
  88385. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  88386. __extends(ImageProcessingConfigurationDefines, _super);
  88387. function ImageProcessingConfigurationDefines() {
  88388. var _this = _super.call(this) || this;
  88389. _this.IMAGEPROCESSING = false;
  88390. _this.VIGNETTE = false;
  88391. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  88392. _this.VIGNETTEBLENDMODEOPAQUE = false;
  88393. _this.TONEMAPPING = false;
  88394. _this.TONEMAPPING_ACES = false;
  88395. _this.CONTRAST = false;
  88396. _this.COLORCURVES = false;
  88397. _this.COLORGRADING = false;
  88398. _this.COLORGRADING3D = false;
  88399. _this.SAMPLER3DGREENDEPTH = false;
  88400. _this.SAMPLER3DBGRMAP = false;
  88401. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  88402. _this.EXPOSURE = false;
  88403. _this.rebuild();
  88404. return _this;
  88405. }
  88406. return ImageProcessingConfigurationDefines;
  88407. }(BABYLON.MaterialDefines));
  88408. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  88409. /**
  88410. * This groups together the common properties used for image processing either in direct forward pass
  88411. * or through post processing effect depending on the use of the image processing pipeline in your scene
  88412. * or not.
  88413. */
  88414. var ImageProcessingConfiguration = /** @class */ (function () {
  88415. function ImageProcessingConfiguration() {
  88416. /**
  88417. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  88418. */
  88419. this.colorCurves = new BABYLON.ColorCurves();
  88420. this._colorCurvesEnabled = false;
  88421. this._colorGradingEnabled = false;
  88422. this._colorGradingWithGreenDepth = true;
  88423. this._colorGradingBGR = true;
  88424. /** @hidden */
  88425. this._exposure = 1.0;
  88426. this._toneMappingEnabled = false;
  88427. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  88428. this._contrast = 1.0;
  88429. /**
  88430. * Vignette stretch size.
  88431. */
  88432. this.vignetteStretch = 0;
  88433. /**
  88434. * Vignette centre X Offset.
  88435. */
  88436. this.vignetteCentreX = 0;
  88437. /**
  88438. * Vignette centre Y Offset.
  88439. */
  88440. this.vignetteCentreY = 0;
  88441. /**
  88442. * Vignette weight or intensity of the vignette effect.
  88443. */
  88444. this.vignetteWeight = 1.5;
  88445. /**
  88446. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  88447. * if vignetteEnabled is set to true.
  88448. */
  88449. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  88450. /**
  88451. * Camera field of view used by the Vignette effect.
  88452. */
  88453. this.vignetteCameraFov = 0.5;
  88454. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  88455. this._vignetteEnabled = false;
  88456. this._applyByPostProcess = false;
  88457. this._isEnabled = true;
  88458. /**
  88459. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  88460. */
  88461. this.onUpdateParameters = new BABYLON.Observable();
  88462. }
  88463. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  88464. /**
  88465. * Gets wether the color curves effect is enabled.
  88466. */
  88467. get: function () {
  88468. return this._colorCurvesEnabled;
  88469. },
  88470. /**
  88471. * Sets wether the color curves effect is enabled.
  88472. */
  88473. set: function (value) {
  88474. if (this._colorCurvesEnabled === value) {
  88475. return;
  88476. }
  88477. this._colorCurvesEnabled = value;
  88478. this._updateParameters();
  88479. },
  88480. enumerable: true,
  88481. configurable: true
  88482. });
  88483. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  88484. /**
  88485. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88486. */
  88487. get: function () {
  88488. return this._colorGradingTexture;
  88489. },
  88490. /**
  88491. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88492. */
  88493. set: function (value) {
  88494. if (this._colorGradingTexture === value) {
  88495. return;
  88496. }
  88497. this._colorGradingTexture = value;
  88498. this._updateParameters();
  88499. },
  88500. enumerable: true,
  88501. configurable: true
  88502. });
  88503. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  88504. /**
  88505. * Gets wether the color grading effect is enabled.
  88506. */
  88507. get: function () {
  88508. return this._colorGradingEnabled;
  88509. },
  88510. /**
  88511. * Sets wether the color grading effect is enabled.
  88512. */
  88513. set: function (value) {
  88514. if (this._colorGradingEnabled === value) {
  88515. return;
  88516. }
  88517. this._colorGradingEnabled = value;
  88518. this._updateParameters();
  88519. },
  88520. enumerable: true,
  88521. configurable: true
  88522. });
  88523. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  88524. /**
  88525. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  88526. */
  88527. get: function () {
  88528. return this._colorGradingWithGreenDepth;
  88529. },
  88530. /**
  88531. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  88532. */
  88533. set: function (value) {
  88534. if (this._colorGradingWithGreenDepth === value) {
  88535. return;
  88536. }
  88537. this._colorGradingWithGreenDepth = value;
  88538. this._updateParameters();
  88539. },
  88540. enumerable: true,
  88541. configurable: true
  88542. });
  88543. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  88544. /**
  88545. * Gets wether the color grading texture contains BGR values.
  88546. */
  88547. get: function () {
  88548. return this._colorGradingBGR;
  88549. },
  88550. /**
  88551. * Sets wether the color grading texture contains BGR values.
  88552. */
  88553. set: function (value) {
  88554. if (this._colorGradingBGR === value) {
  88555. return;
  88556. }
  88557. this._colorGradingBGR = value;
  88558. this._updateParameters();
  88559. },
  88560. enumerable: true,
  88561. configurable: true
  88562. });
  88563. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  88564. /**
  88565. * Gets the Exposure used in the effect.
  88566. */
  88567. get: function () {
  88568. return this._exposure;
  88569. },
  88570. /**
  88571. * Sets the Exposure used in the effect.
  88572. */
  88573. set: function (value) {
  88574. if (this._exposure === value) {
  88575. return;
  88576. }
  88577. this._exposure = value;
  88578. this._updateParameters();
  88579. },
  88580. enumerable: true,
  88581. configurable: true
  88582. });
  88583. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  88584. /**
  88585. * Gets wether the tone mapping effect is enabled.
  88586. */
  88587. get: function () {
  88588. return this._toneMappingEnabled;
  88589. },
  88590. /**
  88591. * Sets wether the tone mapping effect is enabled.
  88592. */
  88593. set: function (value) {
  88594. if (this._toneMappingEnabled === value) {
  88595. return;
  88596. }
  88597. this._toneMappingEnabled = value;
  88598. this._updateParameters();
  88599. },
  88600. enumerable: true,
  88601. configurable: true
  88602. });
  88603. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  88604. /**
  88605. * Gets the type of tone mapping effect.
  88606. */
  88607. get: function () {
  88608. return this._toneMappingType;
  88609. },
  88610. /**
  88611. * Sets the type of tone mapping effect used in BabylonJS.
  88612. */
  88613. set: function (value) {
  88614. if (this._toneMappingType === value) {
  88615. return;
  88616. }
  88617. this._toneMappingType = value;
  88618. this._updateParameters();
  88619. },
  88620. enumerable: true,
  88621. configurable: true
  88622. });
  88623. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  88624. /**
  88625. * Gets the contrast used in the effect.
  88626. */
  88627. get: function () {
  88628. return this._contrast;
  88629. },
  88630. /**
  88631. * Sets the contrast used in the effect.
  88632. */
  88633. set: function (value) {
  88634. if (this._contrast === value) {
  88635. return;
  88636. }
  88637. this._contrast = value;
  88638. this._updateParameters();
  88639. },
  88640. enumerable: true,
  88641. configurable: true
  88642. });
  88643. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  88644. /**
  88645. * Gets the vignette blend mode allowing different kind of effect.
  88646. */
  88647. get: function () {
  88648. return this._vignetteBlendMode;
  88649. },
  88650. /**
  88651. * Sets the vignette blend mode allowing different kind of effect.
  88652. */
  88653. set: function (value) {
  88654. if (this._vignetteBlendMode === value) {
  88655. return;
  88656. }
  88657. this._vignetteBlendMode = value;
  88658. this._updateParameters();
  88659. },
  88660. enumerable: true,
  88661. configurable: true
  88662. });
  88663. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  88664. /**
  88665. * Gets wether the vignette effect is enabled.
  88666. */
  88667. get: function () {
  88668. return this._vignetteEnabled;
  88669. },
  88670. /**
  88671. * Sets wether the vignette effect is enabled.
  88672. */
  88673. set: function (value) {
  88674. if (this._vignetteEnabled === value) {
  88675. return;
  88676. }
  88677. this._vignetteEnabled = value;
  88678. this._updateParameters();
  88679. },
  88680. enumerable: true,
  88681. configurable: true
  88682. });
  88683. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  88684. /**
  88685. * Gets wether the image processing is applied through a post process or not.
  88686. */
  88687. get: function () {
  88688. return this._applyByPostProcess;
  88689. },
  88690. /**
  88691. * Sets wether the image processing is applied through a post process or not.
  88692. */
  88693. set: function (value) {
  88694. if (this._applyByPostProcess === value) {
  88695. return;
  88696. }
  88697. this._applyByPostProcess = value;
  88698. this._updateParameters();
  88699. },
  88700. enumerable: true,
  88701. configurable: true
  88702. });
  88703. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  88704. /**
  88705. * Gets wether the image processing is enabled or not.
  88706. */
  88707. get: function () {
  88708. return this._isEnabled;
  88709. },
  88710. /**
  88711. * Sets wether the image processing is enabled or not.
  88712. */
  88713. set: function (value) {
  88714. if (this._isEnabled === value) {
  88715. return;
  88716. }
  88717. this._isEnabled = value;
  88718. this._updateParameters();
  88719. },
  88720. enumerable: true,
  88721. configurable: true
  88722. });
  88723. /**
  88724. * Method called each time the image processing information changes requires to recompile the effect.
  88725. */
  88726. ImageProcessingConfiguration.prototype._updateParameters = function () {
  88727. this.onUpdateParameters.notifyObservers(this);
  88728. };
  88729. /**
  88730. * Gets the current class name.
  88731. * @return "ImageProcessingConfiguration"
  88732. */
  88733. ImageProcessingConfiguration.prototype.getClassName = function () {
  88734. return "ImageProcessingConfiguration";
  88735. };
  88736. /**
  88737. * Prepare the list of uniforms associated with the Image Processing effects.
  88738. * @param uniforms The list of uniforms used in the effect
  88739. * @param defines the list of defines currently in use
  88740. */
  88741. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  88742. if (defines.EXPOSURE) {
  88743. uniforms.push("exposureLinear");
  88744. }
  88745. if (defines.CONTRAST) {
  88746. uniforms.push("contrast");
  88747. }
  88748. if (defines.COLORGRADING) {
  88749. uniforms.push("colorTransformSettings");
  88750. }
  88751. if (defines.VIGNETTE) {
  88752. uniforms.push("vInverseScreenSize");
  88753. uniforms.push("vignetteSettings1");
  88754. uniforms.push("vignetteSettings2");
  88755. }
  88756. if (defines.COLORCURVES) {
  88757. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  88758. }
  88759. };
  88760. /**
  88761. * Prepare the list of samplers associated with the Image Processing effects.
  88762. * @param samplersList The list of uniforms used in the effect
  88763. * @param defines the list of defines currently in use
  88764. */
  88765. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  88766. if (defines.COLORGRADING) {
  88767. samplersList.push("txColorTransform");
  88768. }
  88769. };
  88770. /**
  88771. * Prepare the list of defines associated to the shader.
  88772. * @param defines the list of defines to complete
  88773. * @param forPostProcess Define if we are currently in post process mode or not
  88774. */
  88775. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  88776. if (forPostProcess === void 0) { forPostProcess = false; }
  88777. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  88778. defines.VIGNETTE = false;
  88779. defines.TONEMAPPING = false;
  88780. defines.TONEMAPPING_ACES = false;
  88781. defines.CONTRAST = false;
  88782. defines.EXPOSURE = false;
  88783. defines.COLORCURVES = false;
  88784. defines.COLORGRADING = false;
  88785. defines.COLORGRADING3D = false;
  88786. defines.IMAGEPROCESSING = false;
  88787. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  88788. return;
  88789. }
  88790. defines.VIGNETTE = this.vignetteEnabled;
  88791. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  88792. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  88793. defines.TONEMAPPING = this.toneMappingEnabled;
  88794. switch (this._toneMappingType) {
  88795. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  88796. defines.TONEMAPPING_ACES = true;
  88797. break;
  88798. }
  88799. defines.CONTRAST = (this.contrast !== 1.0);
  88800. defines.EXPOSURE = (this.exposure !== 1.0);
  88801. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  88802. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  88803. if (defines.COLORGRADING) {
  88804. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  88805. }
  88806. else {
  88807. defines.COLORGRADING3D = false;
  88808. }
  88809. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  88810. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  88811. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  88812. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  88813. };
  88814. /**
  88815. * Returns true if all the image processing information are ready.
  88816. * @returns True if ready, otherwise, false
  88817. */
  88818. ImageProcessingConfiguration.prototype.isReady = function () {
  88819. // Color Grading texure can not be none blocking.
  88820. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  88821. };
  88822. /**
  88823. * Binds the image processing to the shader.
  88824. * @param effect The effect to bind to
  88825. * @param aspectRatio Define the current aspect ratio of the effect
  88826. */
  88827. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  88828. if (aspectRatio === void 0) { aspectRatio = 1; }
  88829. // Color Curves
  88830. if (this._colorCurvesEnabled && this.colorCurves) {
  88831. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  88832. }
  88833. // Vignette
  88834. if (this._vignetteEnabled) {
  88835. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  88836. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  88837. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  88838. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  88839. var vignetteScaleX = vignetteScaleY * aspectRatio;
  88840. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  88841. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  88842. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  88843. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  88844. var vignettePower = -2.0 * this.vignetteWeight;
  88845. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  88846. }
  88847. // Exposure
  88848. effect.setFloat("exposureLinear", this.exposure);
  88849. // Contrast
  88850. effect.setFloat("contrast", this.contrast);
  88851. // Color transform settings
  88852. if (this.colorGradingTexture) {
  88853. effect.setTexture("txColorTransform", this.colorGradingTexture);
  88854. var textureSize = this.colorGradingTexture.getSize().height;
  88855. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  88856. 0.5 / textureSize, // textureOffset
  88857. textureSize, // textureSize
  88858. this.colorGradingTexture.level // weight
  88859. );
  88860. }
  88861. };
  88862. /**
  88863. * Clones the current image processing instance.
  88864. * @return The cloned image processing
  88865. */
  88866. ImageProcessingConfiguration.prototype.clone = function () {
  88867. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  88868. };
  88869. /**
  88870. * Serializes the current image processing instance to a json representation.
  88871. * @return a JSON representation
  88872. */
  88873. ImageProcessingConfiguration.prototype.serialize = function () {
  88874. return BABYLON.SerializationHelper.Serialize(this);
  88875. };
  88876. /**
  88877. * Parses the image processing from a json representation.
  88878. * @param source the JSON source to parse
  88879. * @return The parsed image processing
  88880. */
  88881. ImageProcessingConfiguration.Parse = function (source) {
  88882. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  88883. };
  88884. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  88885. /**
  88886. * Used to apply the vignette as a mix with the pixel color.
  88887. */
  88888. get: function () {
  88889. return this._VIGNETTEMODE_MULTIPLY;
  88890. },
  88891. enumerable: true,
  88892. configurable: true
  88893. });
  88894. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  88895. /**
  88896. * Used to apply the vignette as a replacement of the pixel color.
  88897. */
  88898. get: function () {
  88899. return this._VIGNETTEMODE_OPAQUE;
  88900. },
  88901. enumerable: true,
  88902. configurable: true
  88903. });
  88904. /**
  88905. * Default tone mapping applied in BabylonJS.
  88906. */
  88907. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  88908. /**
  88909. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  88910. * to other engines rendering to increase portability.
  88911. */
  88912. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  88913. // Static constants associated to the image processing.
  88914. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  88915. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  88916. __decorate([
  88917. BABYLON.serializeAsColorCurves()
  88918. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  88919. __decorate([
  88920. BABYLON.serialize()
  88921. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  88922. __decorate([
  88923. BABYLON.serializeAsTexture("colorGradingTexture")
  88924. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  88925. __decorate([
  88926. BABYLON.serialize()
  88927. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  88928. __decorate([
  88929. BABYLON.serialize()
  88930. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  88931. __decorate([
  88932. BABYLON.serialize()
  88933. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  88934. __decorate([
  88935. BABYLON.serialize()
  88936. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  88937. __decorate([
  88938. BABYLON.serialize()
  88939. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  88940. __decorate([
  88941. BABYLON.serialize()
  88942. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  88943. __decorate([
  88944. BABYLON.serialize()
  88945. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  88946. __decorate([
  88947. BABYLON.serialize()
  88948. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  88949. __decorate([
  88950. BABYLON.serialize()
  88951. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  88952. __decorate([
  88953. BABYLON.serialize()
  88954. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  88955. __decorate([
  88956. BABYLON.serialize()
  88957. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  88958. __decorate([
  88959. BABYLON.serializeAsColor4()
  88960. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  88961. __decorate([
  88962. BABYLON.serialize()
  88963. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  88964. __decorate([
  88965. BABYLON.serialize()
  88966. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  88967. __decorate([
  88968. BABYLON.serialize()
  88969. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  88970. __decorate([
  88971. BABYLON.serialize()
  88972. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  88973. __decorate([
  88974. BABYLON.serialize()
  88975. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  88976. return ImageProcessingConfiguration;
  88977. }());
  88978. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  88979. })(BABYLON || (BABYLON = {}));
  88980. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  88981. var BABYLON;
  88982. (function (BABYLON) {
  88983. /**
  88984. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  88985. * It can help converting any input color in a desired output one. This can then be used to create effects
  88986. * from sepia, black and white to sixties or futuristic rendering...
  88987. *
  88988. * The only supported format is currently 3dl.
  88989. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  88990. */
  88991. var ColorGradingTexture = /** @class */ (function (_super) {
  88992. __extends(ColorGradingTexture, _super);
  88993. /**
  88994. * Instantiates a ColorGradingTexture from the following parameters.
  88995. *
  88996. * @param url The location of the color gradind data (currently only supporting 3dl)
  88997. * @param scene The scene the texture will be used in
  88998. */
  88999. function ColorGradingTexture(url, scene) {
  89000. var _this = _super.call(this, scene) || this;
  89001. if (!url) {
  89002. return _this;
  89003. }
  89004. _this._engine = scene.getEngine();
  89005. _this._textureMatrix = BABYLON.Matrix.Identity();
  89006. _this.name = url;
  89007. _this.url = url;
  89008. _this.hasAlpha = false;
  89009. _this.isCube = false;
  89010. _this.is3D = _this._engine.webGLVersion > 1;
  89011. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89012. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89013. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89014. _this.anisotropicFilteringLevel = 1;
  89015. _this._texture = _this._getFromCache(url, true);
  89016. if (!_this._texture) {
  89017. if (!scene.useDelayedTextureLoading) {
  89018. _this.loadTexture();
  89019. }
  89020. else {
  89021. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89022. }
  89023. }
  89024. return _this;
  89025. }
  89026. /**
  89027. * Returns the texture matrix used in most of the material.
  89028. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89029. */
  89030. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89031. return this._textureMatrix;
  89032. };
  89033. /**
  89034. * Occurs when the file being loaded is a .3dl LUT file.
  89035. */
  89036. ColorGradingTexture.prototype.load3dlTexture = function () {
  89037. var engine = this._engine;
  89038. var texture;
  89039. if (engine.webGLVersion === 1) {
  89040. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89041. }
  89042. else {
  89043. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89044. }
  89045. this._texture = texture;
  89046. var callback = function (text) {
  89047. if (typeof text !== "string") {
  89048. return;
  89049. }
  89050. var data = null;
  89051. var tempData = null;
  89052. var line;
  89053. var lines = text.split('\n');
  89054. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89055. var maxColor = 0;
  89056. for (var i = 0; i < lines.length; i++) {
  89057. line = lines[i];
  89058. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89059. continue;
  89060. }
  89061. if (line.indexOf('#') === 0) {
  89062. continue;
  89063. }
  89064. var words = line.split(" ");
  89065. if (size === 0) {
  89066. // Number of space + one
  89067. size = words.length;
  89068. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89069. tempData = new Float32Array(size * size * size * 4);
  89070. continue;
  89071. }
  89072. if (size != 0) {
  89073. var r = Math.max(parseInt(words[0]), 0);
  89074. var g = Math.max(parseInt(words[1]), 0);
  89075. var b = Math.max(parseInt(words[2]), 0);
  89076. maxColor = Math.max(r, maxColor);
  89077. maxColor = Math.max(g, maxColor);
  89078. maxColor = Math.max(b, maxColor);
  89079. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89080. if (tempData) {
  89081. tempData[pixelStorageIndex + 0] = r;
  89082. tempData[pixelStorageIndex + 1] = g;
  89083. tempData[pixelStorageIndex + 2] = b;
  89084. }
  89085. // Keep for reference in case of back compat problems.
  89086. // pixelIndexSlice++;
  89087. // if (pixelIndexSlice % size == 0) {
  89088. // pixelIndexH++;
  89089. // pixelIndexSlice = 0;
  89090. // if (pixelIndexH % size == 0) {
  89091. // pixelIndexW++;
  89092. // pixelIndexH = 0;
  89093. // }
  89094. // }
  89095. pixelIndexH++;
  89096. if (pixelIndexH % size == 0) {
  89097. pixelIndexSlice++;
  89098. pixelIndexH = 0;
  89099. if (pixelIndexSlice % size == 0) {
  89100. pixelIndexW++;
  89101. pixelIndexSlice = 0;
  89102. }
  89103. }
  89104. }
  89105. }
  89106. if (tempData && data) {
  89107. for (var i = 0; i < tempData.length; i++) {
  89108. if (i > 0 && (i + 1) % 4 === 0) {
  89109. data[i] = 255;
  89110. }
  89111. else {
  89112. var value = tempData[i];
  89113. data[i] = (value / maxColor * 255);
  89114. }
  89115. }
  89116. }
  89117. if (texture.is3D) {
  89118. texture.updateSize(size, size, size);
  89119. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89120. }
  89121. else {
  89122. texture.updateSize(size * size, size);
  89123. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89124. }
  89125. };
  89126. var scene = this.getScene();
  89127. if (scene) {
  89128. scene._loadFile(this.url, callback);
  89129. }
  89130. else {
  89131. this._engine._loadFile(this.url, callback);
  89132. }
  89133. return this._texture;
  89134. };
  89135. /**
  89136. * Starts the loading process of the texture.
  89137. */
  89138. ColorGradingTexture.prototype.loadTexture = function () {
  89139. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89140. this.load3dlTexture();
  89141. }
  89142. };
  89143. /**
  89144. * Clones the color gradind texture.
  89145. */
  89146. ColorGradingTexture.prototype.clone = function () {
  89147. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89148. // Base texture
  89149. newTexture.level = this.level;
  89150. return newTexture;
  89151. };
  89152. /**
  89153. * Called during delayed load for textures.
  89154. */
  89155. ColorGradingTexture.prototype.delayLoad = function () {
  89156. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89157. return;
  89158. }
  89159. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89160. this._texture = this._getFromCache(this.url, true);
  89161. if (!this._texture) {
  89162. this.loadTexture();
  89163. }
  89164. };
  89165. /**
  89166. * Parses a color grading texture serialized by Babylon.
  89167. * @param parsedTexture The texture information being parsedTexture
  89168. * @param scene The scene to load the texture in
  89169. * @param rootUrl The root url of the data assets to load
  89170. * @return A color gradind texture
  89171. */
  89172. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89173. var texture = null;
  89174. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89175. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89176. texture.name = parsedTexture.name;
  89177. texture.level = parsedTexture.level;
  89178. }
  89179. return texture;
  89180. };
  89181. /**
  89182. * Serializes the LUT texture to json format.
  89183. */
  89184. ColorGradingTexture.prototype.serialize = function () {
  89185. if (!this.name) {
  89186. return null;
  89187. }
  89188. var serializationObject = {};
  89189. serializationObject.name = this.name;
  89190. serializationObject.level = this.level;
  89191. serializationObject.customType = "BABYLON.ColorGradingTexture";
  89192. return serializationObject;
  89193. };
  89194. /**
  89195. * Empty line regex stored for GC.
  89196. */
  89197. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  89198. return ColorGradingTexture;
  89199. }(BABYLON.BaseTexture));
  89200. BABYLON.ColorGradingTexture = ColorGradingTexture;
  89201. })(BABYLON || (BABYLON = {}));
  89202. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  89203. var BABYLON;
  89204. (function (BABYLON) {
  89205. /**
  89206. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  89207. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  89208. * 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;
  89209. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  89210. */
  89211. var ColorCurves = /** @class */ (function () {
  89212. function ColorCurves() {
  89213. this._dirty = true;
  89214. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  89215. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  89216. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89217. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  89218. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89219. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  89220. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  89221. this._globalHue = 30;
  89222. this._globalDensity = 0;
  89223. this._globalSaturation = 0;
  89224. this._globalExposure = 0;
  89225. this._highlightsHue = 30;
  89226. this._highlightsDensity = 0;
  89227. this._highlightsSaturation = 0;
  89228. this._highlightsExposure = 0;
  89229. this._midtonesHue = 30;
  89230. this._midtonesDensity = 0;
  89231. this._midtonesSaturation = 0;
  89232. this._midtonesExposure = 0;
  89233. this._shadowsHue = 30;
  89234. this._shadowsDensity = 0;
  89235. this._shadowsSaturation = 0;
  89236. this._shadowsExposure = 0;
  89237. }
  89238. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  89239. /**
  89240. * Gets the global Hue value.
  89241. * 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).
  89242. */
  89243. get: function () {
  89244. return this._globalHue;
  89245. },
  89246. /**
  89247. * Sets the global Hue value.
  89248. * 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).
  89249. */
  89250. set: function (value) {
  89251. this._globalHue = value;
  89252. this._dirty = true;
  89253. },
  89254. enumerable: true,
  89255. configurable: true
  89256. });
  89257. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  89258. /**
  89259. * Gets the global Density value.
  89260. * 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.
  89261. * Values less than zero provide a filter of opposite hue.
  89262. */
  89263. get: function () {
  89264. return this._globalDensity;
  89265. },
  89266. /**
  89267. * Sets the global Density value.
  89268. * 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.
  89269. * Values less than zero provide a filter of opposite hue.
  89270. */
  89271. set: function (value) {
  89272. this._globalDensity = value;
  89273. this._dirty = true;
  89274. },
  89275. enumerable: true,
  89276. configurable: true
  89277. });
  89278. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  89279. /**
  89280. * Gets the global Saturation value.
  89281. * 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.
  89282. */
  89283. get: function () {
  89284. return this._globalSaturation;
  89285. },
  89286. /**
  89287. * Sets the global Saturation value.
  89288. * 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.
  89289. */
  89290. set: function (value) {
  89291. this._globalSaturation = value;
  89292. this._dirty = true;
  89293. },
  89294. enumerable: true,
  89295. configurable: true
  89296. });
  89297. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  89298. /**
  89299. * Gets the global Exposure value.
  89300. * 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.
  89301. */
  89302. get: function () {
  89303. return this._globalExposure;
  89304. },
  89305. /**
  89306. * Sets the global Exposure value.
  89307. * 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.
  89308. */
  89309. set: function (value) {
  89310. this._globalExposure = value;
  89311. this._dirty = true;
  89312. },
  89313. enumerable: true,
  89314. configurable: true
  89315. });
  89316. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  89317. /**
  89318. * Gets the highlights Hue value.
  89319. * 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).
  89320. */
  89321. get: function () {
  89322. return this._highlightsHue;
  89323. },
  89324. /**
  89325. * Sets the highlights Hue value.
  89326. * 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).
  89327. */
  89328. set: function (value) {
  89329. this._highlightsHue = value;
  89330. this._dirty = true;
  89331. },
  89332. enumerable: true,
  89333. configurable: true
  89334. });
  89335. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  89336. /**
  89337. * Gets the highlights Density value.
  89338. * 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.
  89339. * Values less than zero provide a filter of opposite hue.
  89340. */
  89341. get: function () {
  89342. return this._highlightsDensity;
  89343. },
  89344. /**
  89345. * Sets the highlights Density value.
  89346. * 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.
  89347. * Values less than zero provide a filter of opposite hue.
  89348. */
  89349. set: function (value) {
  89350. this._highlightsDensity = value;
  89351. this._dirty = true;
  89352. },
  89353. enumerable: true,
  89354. configurable: true
  89355. });
  89356. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  89357. /**
  89358. * Gets the highlights Saturation value.
  89359. * 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.
  89360. */
  89361. get: function () {
  89362. return this._highlightsSaturation;
  89363. },
  89364. /**
  89365. * Sets the highlights Saturation value.
  89366. * 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.
  89367. */
  89368. set: function (value) {
  89369. this._highlightsSaturation = value;
  89370. this._dirty = true;
  89371. },
  89372. enumerable: true,
  89373. configurable: true
  89374. });
  89375. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  89376. /**
  89377. * Gets the highlights Exposure value.
  89378. * 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.
  89379. */
  89380. get: function () {
  89381. return this._highlightsExposure;
  89382. },
  89383. /**
  89384. * Sets the highlights Exposure value.
  89385. * 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.
  89386. */
  89387. set: function (value) {
  89388. this._highlightsExposure = value;
  89389. this._dirty = true;
  89390. },
  89391. enumerable: true,
  89392. configurable: true
  89393. });
  89394. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  89395. /**
  89396. * Gets the midtones Hue value.
  89397. * 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).
  89398. */
  89399. get: function () {
  89400. return this._midtonesHue;
  89401. },
  89402. /**
  89403. * Sets the midtones Hue value.
  89404. * 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).
  89405. */
  89406. set: function (value) {
  89407. this._midtonesHue = value;
  89408. this._dirty = true;
  89409. },
  89410. enumerable: true,
  89411. configurable: true
  89412. });
  89413. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  89414. /**
  89415. * Gets the midtones Density value.
  89416. * 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.
  89417. * Values less than zero provide a filter of opposite hue.
  89418. */
  89419. get: function () {
  89420. return this._midtonesDensity;
  89421. },
  89422. /**
  89423. * Sets the midtones Density value.
  89424. * 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.
  89425. * Values less than zero provide a filter of opposite hue.
  89426. */
  89427. set: function (value) {
  89428. this._midtonesDensity = value;
  89429. this._dirty = true;
  89430. },
  89431. enumerable: true,
  89432. configurable: true
  89433. });
  89434. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  89435. /**
  89436. * Gets the midtones Saturation value.
  89437. * 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.
  89438. */
  89439. get: function () {
  89440. return this._midtonesSaturation;
  89441. },
  89442. /**
  89443. * Sets the midtones Saturation value.
  89444. * 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.
  89445. */
  89446. set: function (value) {
  89447. this._midtonesSaturation = value;
  89448. this._dirty = true;
  89449. },
  89450. enumerable: true,
  89451. configurable: true
  89452. });
  89453. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  89454. /**
  89455. * Gets the midtones Exposure value.
  89456. * 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.
  89457. */
  89458. get: function () {
  89459. return this._midtonesExposure;
  89460. },
  89461. /**
  89462. * Sets the midtones Exposure value.
  89463. * 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.
  89464. */
  89465. set: function (value) {
  89466. this._midtonesExposure = value;
  89467. this._dirty = true;
  89468. },
  89469. enumerable: true,
  89470. configurable: true
  89471. });
  89472. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  89473. /**
  89474. * Gets the shadows Hue value.
  89475. * 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).
  89476. */
  89477. get: function () {
  89478. return this._shadowsHue;
  89479. },
  89480. /**
  89481. * Sets the shadows Hue value.
  89482. * 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).
  89483. */
  89484. set: function (value) {
  89485. this._shadowsHue = value;
  89486. this._dirty = true;
  89487. },
  89488. enumerable: true,
  89489. configurable: true
  89490. });
  89491. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  89492. /**
  89493. * Gets the shadows Density value.
  89494. * 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.
  89495. * Values less than zero provide a filter of opposite hue.
  89496. */
  89497. get: function () {
  89498. return this._shadowsDensity;
  89499. },
  89500. /**
  89501. * Sets the shadows Density value.
  89502. * 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.
  89503. * Values less than zero provide a filter of opposite hue.
  89504. */
  89505. set: function (value) {
  89506. this._shadowsDensity = value;
  89507. this._dirty = true;
  89508. },
  89509. enumerable: true,
  89510. configurable: true
  89511. });
  89512. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  89513. /**
  89514. * Gets the shadows Saturation value.
  89515. * 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.
  89516. */
  89517. get: function () {
  89518. return this._shadowsSaturation;
  89519. },
  89520. /**
  89521. * Sets the shadows Saturation value.
  89522. * 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.
  89523. */
  89524. set: function (value) {
  89525. this._shadowsSaturation = value;
  89526. this._dirty = true;
  89527. },
  89528. enumerable: true,
  89529. configurable: true
  89530. });
  89531. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  89532. /**
  89533. * Gets the shadows Exposure value.
  89534. * 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.
  89535. */
  89536. get: function () {
  89537. return this._shadowsExposure;
  89538. },
  89539. /**
  89540. * Sets the shadows Exposure value.
  89541. * 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.
  89542. */
  89543. set: function (value) {
  89544. this._shadowsExposure = value;
  89545. this._dirty = true;
  89546. },
  89547. enumerable: true,
  89548. configurable: true
  89549. });
  89550. /**
  89551. * Returns the class name
  89552. * @returns The class name
  89553. */
  89554. ColorCurves.prototype.getClassName = function () {
  89555. return "ColorCurves";
  89556. };
  89557. /**
  89558. * Binds the color curves to the shader.
  89559. * @param colorCurves The color curve to bind
  89560. * @param effect The effect to bind to
  89561. * @param positiveUniform The positive uniform shader parameter
  89562. * @param neutralUniform The neutral uniform shader parameter
  89563. * @param negativeUniform The negative uniform shader parameter
  89564. */
  89565. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  89566. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  89567. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  89568. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  89569. if (colorCurves._dirty) {
  89570. colorCurves._dirty = false;
  89571. // Fill in global info.
  89572. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  89573. // Compute highlights info.
  89574. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  89575. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  89576. // Compute midtones info.
  89577. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  89578. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  89579. // Compute shadows info.
  89580. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  89581. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  89582. // Compute deltas (neutral is midtones).
  89583. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  89584. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  89585. }
  89586. if (effect) {
  89587. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  89588. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  89589. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  89590. }
  89591. };
  89592. /**
  89593. * Prepare the list of uniforms associated with the ColorCurves effects.
  89594. * @param uniformsList The list of uniforms used in the effect
  89595. */
  89596. ColorCurves.PrepareUniforms = function (uniformsList) {
  89597. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  89598. };
  89599. /**
  89600. * Returns color grading data based on a hue, density, saturation and exposure value.
  89601. * @param filterHue The hue of the color filter.
  89602. * @param filterDensity The density of the color filter.
  89603. * @param saturation The saturation.
  89604. * @param exposure The exposure.
  89605. * @param result The result data container.
  89606. */
  89607. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  89608. if (hue == null) {
  89609. return;
  89610. }
  89611. hue = ColorCurves.clamp(hue, 0, 360);
  89612. density = ColorCurves.clamp(density, -100, 100);
  89613. saturation = ColorCurves.clamp(saturation, -100, 100);
  89614. exposure = ColorCurves.clamp(exposure, -100, 100);
  89615. // Remap the slider/config filter density with non-linear mapping and also scale by half
  89616. // so that the maximum filter density is only 50% control. This provides fine control
  89617. // for small values and reasonable range.
  89618. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  89619. density *= 0.5;
  89620. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  89621. if (density < 0) {
  89622. density *= -1;
  89623. hue = (hue + 180) % 360;
  89624. }
  89625. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  89626. result.scaleToRef(2, result);
  89627. result.a = 1 + 0.01 * saturation;
  89628. };
  89629. /**
  89630. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  89631. * @param value The input slider value in range [-100,100].
  89632. * @returns Adjusted value.
  89633. */
  89634. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  89635. value /= 100;
  89636. var x = Math.abs(value);
  89637. x = Math.pow(x, 2);
  89638. if (value < 0) {
  89639. x *= -1;
  89640. }
  89641. x *= 100;
  89642. return x;
  89643. };
  89644. /**
  89645. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  89646. * @param hue The hue (H) input.
  89647. * @param saturation The saturation (S) input.
  89648. * @param brightness The brightness (B) input.
  89649. * @result An RGBA color represented as Vector4.
  89650. */
  89651. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  89652. var h = ColorCurves.clamp(hue, 0, 360);
  89653. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  89654. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  89655. if (s === 0) {
  89656. result.r = v;
  89657. result.g = v;
  89658. result.b = v;
  89659. }
  89660. else {
  89661. // sector 0 to 5
  89662. h /= 60;
  89663. var i = Math.floor(h);
  89664. // fractional part of h
  89665. var f = h - i;
  89666. var p = v * (1 - s);
  89667. var q = v * (1 - s * f);
  89668. var t = v * (1 - s * (1 - f));
  89669. switch (i) {
  89670. case 0:
  89671. result.r = v;
  89672. result.g = t;
  89673. result.b = p;
  89674. break;
  89675. case 1:
  89676. result.r = q;
  89677. result.g = v;
  89678. result.b = p;
  89679. break;
  89680. case 2:
  89681. result.r = p;
  89682. result.g = v;
  89683. result.b = t;
  89684. break;
  89685. case 3:
  89686. result.r = p;
  89687. result.g = q;
  89688. result.b = v;
  89689. break;
  89690. case 4:
  89691. result.r = t;
  89692. result.g = p;
  89693. result.b = v;
  89694. break;
  89695. default: // case 5:
  89696. result.r = v;
  89697. result.g = p;
  89698. result.b = q;
  89699. break;
  89700. }
  89701. }
  89702. result.a = 1;
  89703. };
  89704. /**
  89705. * Returns a value clamped between min and max
  89706. * @param value The value to clamp
  89707. * @param min The minimum of value
  89708. * @param max The maximum of value
  89709. * @returns The clamped value.
  89710. */
  89711. ColorCurves.clamp = function (value, min, max) {
  89712. return Math.min(Math.max(value, min), max);
  89713. };
  89714. /**
  89715. * Clones the current color curve instance.
  89716. * @return The cloned curves
  89717. */
  89718. ColorCurves.prototype.clone = function () {
  89719. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  89720. };
  89721. /**
  89722. * Serializes the current color curve instance to a json representation.
  89723. * @return a JSON representation
  89724. */
  89725. ColorCurves.prototype.serialize = function () {
  89726. return BABYLON.SerializationHelper.Serialize(this);
  89727. };
  89728. /**
  89729. * Parses the color curve from a json representation.
  89730. * @param source the JSON source to parse
  89731. * @return The parsed curves
  89732. */
  89733. ColorCurves.Parse = function (source) {
  89734. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  89735. };
  89736. __decorate([
  89737. BABYLON.serialize()
  89738. ], ColorCurves.prototype, "_globalHue", void 0);
  89739. __decorate([
  89740. BABYLON.serialize()
  89741. ], ColorCurves.prototype, "_globalDensity", void 0);
  89742. __decorate([
  89743. BABYLON.serialize()
  89744. ], ColorCurves.prototype, "_globalSaturation", void 0);
  89745. __decorate([
  89746. BABYLON.serialize()
  89747. ], ColorCurves.prototype, "_globalExposure", void 0);
  89748. __decorate([
  89749. BABYLON.serialize()
  89750. ], ColorCurves.prototype, "_highlightsHue", void 0);
  89751. __decorate([
  89752. BABYLON.serialize()
  89753. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  89754. __decorate([
  89755. BABYLON.serialize()
  89756. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  89757. __decorate([
  89758. BABYLON.serialize()
  89759. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  89760. __decorate([
  89761. BABYLON.serialize()
  89762. ], ColorCurves.prototype, "_midtonesHue", void 0);
  89763. __decorate([
  89764. BABYLON.serialize()
  89765. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  89766. __decorate([
  89767. BABYLON.serialize()
  89768. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  89769. __decorate([
  89770. BABYLON.serialize()
  89771. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  89772. return ColorCurves;
  89773. }());
  89774. BABYLON.ColorCurves = ColorCurves;
  89775. })(BABYLON || (BABYLON = {}));
  89776. //# sourceMappingURL=babylon.colorCurves.js.map
  89777. var BABYLON;
  89778. (function (BABYLON) {
  89779. /**
  89780. * Post process which applies a refractin texture
  89781. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  89782. */
  89783. var RefractionPostProcess = /** @class */ (function (_super) {
  89784. __extends(RefractionPostProcess, _super);
  89785. /**
  89786. * Initializes the RefractionPostProcess
  89787. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  89788. * @param name The name of the effect.
  89789. * @param refractionTextureUrl Url of the refraction texture to use
  89790. * @param color the base color of the refraction (used to taint the rendering)
  89791. * @param depth simulated refraction depth
  89792. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  89793. * @param camera The camera to apply the render pass to.
  89794. * @param options The required width/height ratio to downsize to before computing the render pass.
  89795. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  89796. * @param engine The engine which the post process will be applied. (default: current engine)
  89797. * @param reusable If the post process can be reused on the same frame. (default: false)
  89798. */
  89799. function RefractionPostProcess(name, refractionTextureUrl,
  89800. /** the base color of the refraction (used to taint the rendering) */
  89801. color,
  89802. /** simulated refraction depth */
  89803. depth,
  89804. /** the coefficient of the base color (0 to remove base color tainting) */
  89805. colorLevel, options, camera, samplingMode, engine, reusable) {
  89806. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  89807. _this.color = color;
  89808. _this.depth = depth;
  89809. _this.colorLevel = colorLevel;
  89810. _this._ownRefractionTexture = true;
  89811. _this.onActivateObservable.add(function (cam) {
  89812. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  89813. });
  89814. _this.onApplyObservable.add(function (effect) {
  89815. effect.setColor3("baseColor", _this.color);
  89816. effect.setFloat("depth", _this.depth);
  89817. effect.setFloat("colorLevel", _this.colorLevel);
  89818. effect.setTexture("refractionSampler", _this._refTexture);
  89819. });
  89820. return _this;
  89821. }
  89822. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  89823. /**
  89824. * Gets or sets the refraction texture
  89825. * Please note that you are responsible for disposing the texture if you set it manually
  89826. */
  89827. get: function () {
  89828. return this._refTexture;
  89829. },
  89830. set: function (value) {
  89831. if (this._refTexture && this._ownRefractionTexture) {
  89832. this._refTexture.dispose();
  89833. }
  89834. this._refTexture = value;
  89835. this._ownRefractionTexture = false;
  89836. },
  89837. enumerable: true,
  89838. configurable: true
  89839. });
  89840. // Methods
  89841. /**
  89842. * Disposes of the post process
  89843. * @param camera Camera to dispose post process on
  89844. */
  89845. RefractionPostProcess.prototype.dispose = function (camera) {
  89846. if (this._refTexture && this._ownRefractionTexture) {
  89847. this._refTexture.dispose();
  89848. this._refTexture = null;
  89849. }
  89850. _super.prototype.dispose.call(this, camera);
  89851. };
  89852. return RefractionPostProcess;
  89853. }(BABYLON.PostProcess));
  89854. BABYLON.RefractionPostProcess = RefractionPostProcess;
  89855. })(BABYLON || (BABYLON = {}));
  89856. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  89857. var BABYLON;
  89858. (function (BABYLON) {
  89859. /**
  89860. * Post process used to render in black and white
  89861. */
  89862. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  89863. __extends(BlackAndWhitePostProcess, _super);
  89864. /**
  89865. * Creates a black and white post process
  89866. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  89867. * @param name The name of the effect.
  89868. * @param options The required width/height ratio to downsize to before computing the render pass.
  89869. * @param camera The camera to apply the render pass to.
  89870. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  89871. * @param engine The engine which the post process will be applied. (default: current engine)
  89872. * @param reusable If the post process can be reused on the same frame. (default: false)
  89873. */
  89874. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  89875. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  89876. /**
  89877. * Linear about to convert he result to black and white (default: 1)
  89878. */
  89879. _this.degree = 1;
  89880. _this.onApplyObservable.add(function (effect) {
  89881. effect.setFloat("degree", _this.degree);
  89882. });
  89883. return _this;
  89884. }
  89885. return BlackAndWhitePostProcess;
  89886. }(BABYLON.PostProcess));
  89887. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  89888. })(BABYLON || (BABYLON = {}));
  89889. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  89890. var BABYLON;
  89891. (function (BABYLON) {
  89892. /**
  89893. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  89894. * input texture to perform effects such as edge detection or sharpening
  89895. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  89896. */
  89897. var ConvolutionPostProcess = /** @class */ (function (_super) {
  89898. __extends(ConvolutionPostProcess, _super);
  89899. /**
  89900. * Creates a new instance ConvolutionPostProcess
  89901. * @param name The name of the effect.
  89902. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  89903. * @param options The required width/height ratio to downsize to before computing the render pass.
  89904. * @param camera The camera to apply the render pass to.
  89905. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  89906. * @param engine The engine which the post process will be applied. (default: current engine)
  89907. * @param reusable If the post process can be reused on the same frame. (default: false)
  89908. * @param textureType Type of textures used when performing the post process. (default: 0)
  89909. */
  89910. function ConvolutionPostProcess(name,
  89911. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  89912. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  89913. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  89914. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  89915. _this.kernel = kernel;
  89916. _this.onApply = function (effect) {
  89917. effect.setFloat2("screenSize", _this.width, _this.height);
  89918. effect.setArray("kernel", _this.kernel);
  89919. };
  89920. return _this;
  89921. }
  89922. // Statics
  89923. /**
  89924. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  89925. */
  89926. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  89927. /**
  89928. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  89929. */
  89930. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  89931. /**
  89932. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  89933. */
  89934. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  89935. /**
  89936. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  89937. */
  89938. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  89939. /**
  89940. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  89941. */
  89942. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  89943. /**
  89944. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  89945. */
  89946. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  89947. return ConvolutionPostProcess;
  89948. }(BABYLON.PostProcess));
  89949. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  89950. })(BABYLON || (BABYLON = {}));
  89951. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  89952. var BABYLON;
  89953. (function (BABYLON) {
  89954. /**
  89955. * Applies a kernel filter to the image
  89956. */
  89957. var FilterPostProcess = /** @class */ (function (_super) {
  89958. __extends(FilterPostProcess, _super);
  89959. /**
  89960. *
  89961. * @param name The name of the effect.
  89962. * @param kernelMatrix The matrix to be applied to the image
  89963. * @param options The required width/height ratio to downsize to before computing the render pass.
  89964. * @param camera The camera to apply the render pass to.
  89965. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  89966. * @param engine The engine which the post process will be applied. (default: current engine)
  89967. * @param reusable If the post process can be reused on the same frame. (default: false)
  89968. */
  89969. function FilterPostProcess(name,
  89970. /** The matrix to be applied to the image */
  89971. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  89972. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  89973. _this.kernelMatrix = kernelMatrix;
  89974. _this.onApply = function (effect) {
  89975. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  89976. };
  89977. return _this;
  89978. }
  89979. return FilterPostProcess;
  89980. }(BABYLON.PostProcess));
  89981. BABYLON.FilterPostProcess = FilterPostProcess;
  89982. })(BABYLON || (BABYLON = {}));
  89983. //# sourceMappingURL=babylon.filterPostProcess.js.map
  89984. var BABYLON;
  89985. (function (BABYLON) {
  89986. /**
  89987. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  89988. */
  89989. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  89990. __extends(VolumetricLightScatteringPostProcess, _super);
  89991. /**
  89992. * @constructor
  89993. * @param name The post-process name
  89994. * @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)
  89995. * @param camera The camera that the post-process will be attached to
  89996. * @param mesh The mesh used to create the light scattering
  89997. * @param samples The post-process quality, default 100
  89998. * @param samplingModeThe post-process filtering mode
  89999. * @param engine The babylon engine
  90000. * @param reusable If the post-process is reusable
  90001. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90002. */
  90003. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90004. if (samples === void 0) { samples = 100; }
  90005. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90006. 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;
  90007. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90008. /**
  90009. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90010. */
  90011. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90012. /**
  90013. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90014. */
  90015. _this.useCustomMeshPosition = false;
  90016. /**
  90017. * If the post-process should inverse the light scattering direction
  90018. */
  90019. _this.invert = true;
  90020. /**
  90021. * Array containing the excluded meshes not rendered in the internal pass
  90022. */
  90023. _this.excludedMeshes = new Array();
  90024. /**
  90025. * Controls the overall intensity of the post-process
  90026. */
  90027. _this.exposure = 0.3;
  90028. /**
  90029. * Dissipates each sample's contribution in range [0, 1]
  90030. */
  90031. _this.decay = 0.96815;
  90032. /**
  90033. * Controls the overall intensity of each sample
  90034. */
  90035. _this.weight = 0.58767;
  90036. /**
  90037. * Controls the density of each sample
  90038. */
  90039. _this.density = 0.926;
  90040. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90041. engine = scene.getEngine();
  90042. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90043. // Configure mesh
  90044. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90045. // Configure
  90046. _this._createPass(scene, ratio.passRatio || ratio);
  90047. _this.onActivate = function (camera) {
  90048. if (!_this.isSupported) {
  90049. _this.dispose(camera);
  90050. }
  90051. _this.onActivate = null;
  90052. };
  90053. _this.onApplyObservable.add(function (effect) {
  90054. _this._updateMeshScreenCoordinates(scene);
  90055. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90056. effect.setFloat("exposure", _this.exposure);
  90057. effect.setFloat("decay", _this.decay);
  90058. effect.setFloat("weight", _this.weight);
  90059. effect.setFloat("density", _this.density);
  90060. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90061. });
  90062. return _this;
  90063. }
  90064. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90065. /**
  90066. * @hidden
  90067. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90068. */
  90069. get: function () {
  90070. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90071. return false;
  90072. },
  90073. set: function (useDiffuseColor) {
  90074. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90075. },
  90076. enumerable: true,
  90077. configurable: true
  90078. });
  90079. /**
  90080. * Returns the string "VolumetricLightScatteringPostProcess"
  90081. * @returns "VolumetricLightScatteringPostProcess"
  90082. */
  90083. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90084. return "VolumetricLightScatteringPostProcess";
  90085. };
  90086. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90087. var mesh = subMesh.getMesh();
  90088. // Render this.mesh as default
  90089. if (mesh === this.mesh && mesh.material) {
  90090. return mesh.material.isReady(mesh);
  90091. }
  90092. var defines = [];
  90093. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90094. var material = subMesh.getMaterial();
  90095. // Alpha test
  90096. if (material) {
  90097. if (material.needAlphaTesting()) {
  90098. defines.push("#define ALPHATEST");
  90099. }
  90100. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90101. attribs.push(BABYLON.VertexBuffer.UVKind);
  90102. defines.push("#define UV1");
  90103. }
  90104. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90105. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90106. defines.push("#define UV2");
  90107. }
  90108. }
  90109. // Bones
  90110. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90111. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90112. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90113. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90114. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90115. }
  90116. else {
  90117. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90118. }
  90119. // Instances
  90120. if (useInstances) {
  90121. defines.push("#define INSTANCES");
  90122. attribs.push("world0");
  90123. attribs.push("world1");
  90124. attribs.push("world2");
  90125. attribs.push("world3");
  90126. }
  90127. // Get correct effect
  90128. var join = defines.join("\n");
  90129. if (this._cachedDefines !== join) {
  90130. this._cachedDefines = join;
  90131. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90132. }
  90133. return this._volumetricLightScatteringPass.isReady();
  90134. };
  90135. /**
  90136. * Sets the new light position for light scattering effect
  90137. * @param position The new custom light position
  90138. */
  90139. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90140. this.customMeshPosition = position;
  90141. };
  90142. /**
  90143. * Returns the light position for light scattering effect
  90144. * @return Vector3 The custom light position
  90145. */
  90146. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90147. return this.customMeshPosition;
  90148. };
  90149. /**
  90150. * Disposes the internal assets and detaches the post-process from the camera
  90151. */
  90152. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90153. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90154. if (rttIndex !== -1) {
  90155. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90156. }
  90157. this._volumetricLightScatteringRTT.dispose();
  90158. _super.prototype.dispose.call(this, camera);
  90159. };
  90160. /**
  90161. * Returns the render target texture used by the post-process
  90162. * @return the render target texture used by the post-process
  90163. */
  90164. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90165. return this._volumetricLightScatteringRTT;
  90166. };
  90167. // Private methods
  90168. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90169. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90170. return true;
  90171. }
  90172. return false;
  90173. };
  90174. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90175. var _this = this;
  90176. var engine = scene.getEngine();
  90177. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90178. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90179. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90180. this._volumetricLightScatteringRTT.renderList = null;
  90181. this._volumetricLightScatteringRTT.renderParticles = false;
  90182. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90183. var camera = this.getCamera();
  90184. if (camera) {
  90185. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90186. }
  90187. else {
  90188. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90189. }
  90190. // Custom render function for submeshes
  90191. var renderSubMesh = function (subMesh) {
  90192. var mesh = subMesh.getRenderingMesh();
  90193. if (_this._meshExcluded(mesh)) {
  90194. return;
  90195. }
  90196. var material = subMesh.getMaterial();
  90197. if (!material) {
  90198. return;
  90199. }
  90200. var scene = mesh.getScene();
  90201. var engine = scene.getEngine();
  90202. // Culling
  90203. engine.setState(material.backFaceCulling);
  90204. // Managing instances
  90205. var batch = mesh._getInstancesRenderList(subMesh._id);
  90206. if (batch.mustReturn) {
  90207. return;
  90208. }
  90209. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  90210. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  90211. var effect = _this._volumetricLightScatteringPass;
  90212. if (mesh === _this.mesh) {
  90213. if (subMesh.effect) {
  90214. effect = subMesh.effect;
  90215. }
  90216. else {
  90217. effect = material.getEffect();
  90218. }
  90219. }
  90220. engine.enableEffect(effect);
  90221. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  90222. if (mesh === _this.mesh) {
  90223. material.bind(mesh.getWorldMatrix(), mesh);
  90224. }
  90225. else {
  90226. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  90227. // Alpha test
  90228. if (material && material.needAlphaTesting()) {
  90229. var alphaTexture = material.getAlphaTestTexture();
  90230. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  90231. if (alphaTexture) {
  90232. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90233. }
  90234. }
  90235. // Bones
  90236. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90237. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90238. }
  90239. }
  90240. // Draw
  90241. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  90242. }
  90243. };
  90244. // Render target texture callbacks
  90245. var savedSceneClearColor;
  90246. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  90247. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  90248. savedSceneClearColor = scene.clearColor;
  90249. scene.clearColor = sceneClearColor;
  90250. });
  90251. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  90252. scene.clearColor = savedSceneClearColor;
  90253. });
  90254. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  90255. var engine = scene.getEngine();
  90256. var index;
  90257. if (depthOnlySubMeshes.length) {
  90258. engine.setColorWrite(false);
  90259. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  90260. renderSubMesh(depthOnlySubMeshes.data[index]);
  90261. }
  90262. engine.setColorWrite(true);
  90263. }
  90264. for (index = 0; index < opaqueSubMeshes.length; index++) {
  90265. renderSubMesh(opaqueSubMeshes.data[index]);
  90266. }
  90267. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  90268. renderSubMesh(alphaTestSubMeshes.data[index]);
  90269. }
  90270. if (transparentSubMeshes.length) {
  90271. // Sort sub meshes
  90272. for (index = 0; index < transparentSubMeshes.length; index++) {
  90273. var submesh = transparentSubMeshes.data[index];
  90274. var boundingInfo = submesh.getBoundingInfo();
  90275. if (boundingInfo && scene.activeCamera) {
  90276. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  90277. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  90278. }
  90279. }
  90280. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  90281. sortedArray.sort(function (a, b) {
  90282. // Alpha index first
  90283. if (a._alphaIndex > b._alphaIndex) {
  90284. return 1;
  90285. }
  90286. if (a._alphaIndex < b._alphaIndex) {
  90287. return -1;
  90288. }
  90289. // Then distance to camera
  90290. if (a._distanceToCamera < b._distanceToCamera) {
  90291. return 1;
  90292. }
  90293. if (a._distanceToCamera > b._distanceToCamera) {
  90294. return -1;
  90295. }
  90296. return 0;
  90297. });
  90298. // Render sub meshes
  90299. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  90300. for (index = 0; index < sortedArray.length; index++) {
  90301. renderSubMesh(sortedArray[index]);
  90302. }
  90303. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  90304. }
  90305. };
  90306. };
  90307. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  90308. var transform = scene.getTransformMatrix();
  90309. var meshPosition;
  90310. if (this.useCustomMeshPosition) {
  90311. meshPosition = this.customMeshPosition;
  90312. }
  90313. else if (this.attachedNode) {
  90314. meshPosition = this.attachedNode.position;
  90315. }
  90316. else {
  90317. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  90318. }
  90319. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  90320. this._screenCoordinates.x = pos.x / this._viewPort.width;
  90321. this._screenCoordinates.y = pos.y / this._viewPort.height;
  90322. if (this.invert) {
  90323. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  90324. }
  90325. };
  90326. // Static methods
  90327. /**
  90328. * Creates a default mesh for the Volumeric Light Scattering post-process
  90329. * @param name The mesh name
  90330. * @param scene The scene where to create the mesh
  90331. * @return the default mesh
  90332. */
  90333. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  90334. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  90335. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  90336. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  90337. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  90338. mesh.material = material;
  90339. return mesh;
  90340. };
  90341. __decorate([
  90342. BABYLON.serializeAsVector3()
  90343. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  90344. __decorate([
  90345. BABYLON.serialize()
  90346. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  90347. __decorate([
  90348. BABYLON.serialize()
  90349. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  90350. __decorate([
  90351. BABYLON.serializeAsMeshReference()
  90352. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  90353. __decorate([
  90354. BABYLON.serialize()
  90355. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  90356. __decorate([
  90357. BABYLON.serialize()
  90358. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  90359. __decorate([
  90360. BABYLON.serialize()
  90361. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  90362. __decorate([
  90363. BABYLON.serialize()
  90364. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  90365. __decorate([
  90366. BABYLON.serialize()
  90367. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  90368. return VolumetricLightScatteringPostProcess;
  90369. }(BABYLON.PostProcess));
  90370. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  90371. })(BABYLON || (BABYLON = {}));
  90372. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  90373. var BABYLON;
  90374. (function (BABYLON) {
  90375. /**
  90376. *
  90377. * This post-process allows the modification of rendered colors by using
  90378. * a 'look-up table' (LUT). This effect is also called Color Grading.
  90379. *
  90380. * The object needs to be provided an url to a texture containing the color
  90381. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  90382. * Use an image editing software to tweak the LUT to match your needs.
  90383. *
  90384. * For an example of a color LUT, see here:
  90385. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  90386. * For explanations on color grading, see here:
  90387. * @see http://udn.epicgames.com/Three/ColorGrading.html
  90388. *
  90389. */
  90390. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  90391. __extends(ColorCorrectionPostProcess, _super);
  90392. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  90393. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  90394. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  90395. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  90396. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90397. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90398. _this.onApply = function (effect) {
  90399. effect.setTexture("colorTable", _this._colorTableTexture);
  90400. };
  90401. return _this;
  90402. }
  90403. return ColorCorrectionPostProcess;
  90404. }(BABYLON.PostProcess));
  90405. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  90406. })(BABYLON || (BABYLON = {}));
  90407. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  90408. var BABYLON;
  90409. (function (BABYLON) {
  90410. /** Defines operator used for tonemapping */
  90411. var TonemappingOperator;
  90412. (function (TonemappingOperator) {
  90413. /** Hable */
  90414. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  90415. /** Reinhard */
  90416. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  90417. /** HejiDawson */
  90418. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  90419. /** Photographic */
  90420. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  90421. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  90422. /**
  90423. * Defines a post process to apply tone mapping
  90424. */
  90425. var TonemapPostProcess = /** @class */ (function (_super) {
  90426. __extends(TonemapPostProcess, _super);
  90427. /**
  90428. * Creates a new TonemapPostProcess
  90429. * @param name defines the name of the postprocess
  90430. * @param _operator defines the operator to use
  90431. * @param exposureAdjustment defines the required exposure adjustement
  90432. * @param camera defines the camera to use (can be null)
  90433. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  90434. * @param engine defines the hosting engine (can be ignore if camera is set)
  90435. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  90436. */
  90437. function TonemapPostProcess(name, _operator,
  90438. /** Defines the required exposure adjustement */
  90439. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  90440. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90441. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90442. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  90443. _this._operator = _operator;
  90444. _this.exposureAdjustment = exposureAdjustment;
  90445. var defines = "#define ";
  90446. if (_this._operator === TonemappingOperator.Hable) {
  90447. defines += "HABLE_TONEMAPPING";
  90448. }
  90449. else if (_this._operator === TonemappingOperator.Reinhard) {
  90450. defines += "REINHARD_TONEMAPPING";
  90451. }
  90452. else if (_this._operator === TonemappingOperator.HejiDawson) {
  90453. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  90454. }
  90455. else if (_this._operator === TonemappingOperator.Photographic) {
  90456. defines += "PHOTOGRAPHIC_TONEMAPPING";
  90457. }
  90458. //sadly a second call to create the effect.
  90459. _this.updateEffect(defines);
  90460. _this.onApply = function (effect) {
  90461. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  90462. };
  90463. return _this;
  90464. }
  90465. return TonemapPostProcess;
  90466. }(BABYLON.PostProcess));
  90467. BABYLON.TonemapPostProcess = TonemapPostProcess;
  90468. })(BABYLON || (BABYLON = {}));
  90469. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  90470. var BABYLON;
  90471. (function (BABYLON) {
  90472. /**
  90473. * DisplayPassPostProcess which produces an output the same as it's input
  90474. */
  90475. var DisplayPassPostProcess = /** @class */ (function (_super) {
  90476. __extends(DisplayPassPostProcess, _super);
  90477. /**
  90478. * Creates the DisplayPassPostProcess
  90479. * @param name The name of the effect.
  90480. * @param options The required width/height ratio to downsize to before computing the render pass.
  90481. * @param camera The camera to apply the render pass to.
  90482. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90483. * @param engine The engine which the post process will be applied. (default: current engine)
  90484. * @param reusable If the post process can be reused on the same frame. (default: false)
  90485. */
  90486. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  90487. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  90488. }
  90489. return DisplayPassPostProcess;
  90490. }(BABYLON.PostProcess));
  90491. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  90492. })(BABYLON || (BABYLON = {}));
  90493. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  90494. var BABYLON;
  90495. (function (BABYLON) {
  90496. /**
  90497. * Extracts highlights from the image
  90498. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90499. */
  90500. var HighlightsPostProcess = /** @class */ (function (_super) {
  90501. __extends(HighlightsPostProcess, _super);
  90502. /**
  90503. * Extracts highlights from the image
  90504. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90505. * @param name The name of the effect.
  90506. * @param options The required width/height ratio to downsize to before computing the render pass.
  90507. * @param camera The camera to apply the render pass to.
  90508. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90509. * @param engine The engine which the post process will be applied. (default: current engine)
  90510. * @param reusable If the post process can be reused on the same frame. (default: false)
  90511. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  90512. */
  90513. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  90514. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90515. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90516. }
  90517. return HighlightsPostProcess;
  90518. }(BABYLON.PostProcess));
  90519. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  90520. })(BABYLON || (BABYLON = {}));
  90521. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  90522. var BABYLON;
  90523. (function (BABYLON) {
  90524. /**
  90525. * ImageProcessingPostProcess
  90526. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  90527. */
  90528. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  90529. __extends(ImageProcessingPostProcess, _super);
  90530. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  90531. if (camera === void 0) { camera = null; }
  90532. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90533. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  90534. _this._fromLinearSpace = true;
  90535. /**
  90536. * Defines cache preventing GC.
  90537. */
  90538. _this._defines = {
  90539. IMAGEPROCESSING: false,
  90540. VIGNETTE: false,
  90541. VIGNETTEBLENDMODEMULTIPLY: false,
  90542. VIGNETTEBLENDMODEOPAQUE: false,
  90543. TONEMAPPING: false,
  90544. TONEMAPPING_ACES: false,
  90545. CONTRAST: false,
  90546. COLORCURVES: false,
  90547. COLORGRADING: false,
  90548. COLORGRADING3D: false,
  90549. FROMLINEARSPACE: false,
  90550. SAMPLER3DGREENDEPTH: false,
  90551. SAMPLER3DBGRMAP: false,
  90552. IMAGEPROCESSINGPOSTPROCESS: false,
  90553. EXPOSURE: false,
  90554. };
  90555. // Setup the configuration as forced by the constructor. This would then not force the
  90556. // scene materials output in linear space and let untouched the default forward pass.
  90557. if (imageProcessingConfiguration) {
  90558. imageProcessingConfiguration.applyByPostProcess = true;
  90559. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  90560. // This will cause the shader to be compiled
  90561. _this.fromLinearSpace = false;
  90562. }
  90563. // Setup the default processing configuration to the scene.
  90564. else {
  90565. _this._attachImageProcessingConfiguration(null, true);
  90566. _this.imageProcessingConfiguration.applyByPostProcess = true;
  90567. }
  90568. _this.onApply = function (effect) {
  90569. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  90570. };
  90571. return _this;
  90572. }
  90573. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  90574. /**
  90575. * Gets the image processing configuration used either in this material.
  90576. */
  90577. get: function () {
  90578. return this._imageProcessingConfiguration;
  90579. },
  90580. /**
  90581. * Sets the Default image processing configuration used either in the this material.
  90582. *
  90583. * If sets to null, the scene one is in use.
  90584. */
  90585. set: function (value) {
  90586. this._attachImageProcessingConfiguration(value);
  90587. },
  90588. enumerable: true,
  90589. configurable: true
  90590. });
  90591. /**
  90592. * Attaches a new image processing configuration to the PBR Material.
  90593. * @param configuration
  90594. */
  90595. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  90596. var _this = this;
  90597. if (doNotBuild === void 0) { doNotBuild = false; }
  90598. if (configuration === this._imageProcessingConfiguration) {
  90599. return;
  90600. }
  90601. // Detaches observer.
  90602. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  90603. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  90604. }
  90605. // Pick the scene configuration if needed.
  90606. if (!configuration) {
  90607. var scene = null;
  90608. var engine = this.getEngine();
  90609. var camera = this.getCamera();
  90610. if (camera) {
  90611. scene = camera.getScene();
  90612. }
  90613. else if (engine && engine.scenes) {
  90614. var scenes = engine.scenes;
  90615. scene = scenes[scenes.length - 1];
  90616. }
  90617. else {
  90618. scene = BABYLON.Engine.LastCreatedScene;
  90619. }
  90620. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  90621. }
  90622. else {
  90623. this._imageProcessingConfiguration = configuration;
  90624. }
  90625. // Attaches observer.
  90626. if (this._imageProcessingConfiguration) {
  90627. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  90628. _this._updateParameters();
  90629. });
  90630. }
  90631. // Ensure the effect will be rebuilt.
  90632. if (!doNotBuild) {
  90633. this._updateParameters();
  90634. }
  90635. };
  90636. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  90637. /**
  90638. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90639. */
  90640. get: function () {
  90641. return this.imageProcessingConfiguration.colorCurves;
  90642. },
  90643. /**
  90644. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90645. */
  90646. set: function (value) {
  90647. this.imageProcessingConfiguration.colorCurves = value;
  90648. },
  90649. enumerable: true,
  90650. configurable: true
  90651. });
  90652. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  90653. /**
  90654. * Gets wether the color curves effect is enabled.
  90655. */
  90656. get: function () {
  90657. return this.imageProcessingConfiguration.colorCurvesEnabled;
  90658. },
  90659. /**
  90660. * Sets wether the color curves effect is enabled.
  90661. */
  90662. set: function (value) {
  90663. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  90664. },
  90665. enumerable: true,
  90666. configurable: true
  90667. });
  90668. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  90669. /**
  90670. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90671. */
  90672. get: function () {
  90673. return this.imageProcessingConfiguration.colorGradingTexture;
  90674. },
  90675. /**
  90676. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90677. */
  90678. set: function (value) {
  90679. this.imageProcessingConfiguration.colorGradingTexture = value;
  90680. },
  90681. enumerable: true,
  90682. configurable: true
  90683. });
  90684. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  90685. /**
  90686. * Gets wether the color grading effect is enabled.
  90687. */
  90688. get: function () {
  90689. return this.imageProcessingConfiguration.colorGradingEnabled;
  90690. },
  90691. /**
  90692. * Gets wether the color grading effect is enabled.
  90693. */
  90694. set: function (value) {
  90695. this.imageProcessingConfiguration.colorGradingEnabled = value;
  90696. },
  90697. enumerable: true,
  90698. configurable: true
  90699. });
  90700. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  90701. /**
  90702. * Gets exposure used in the effect.
  90703. */
  90704. get: function () {
  90705. return this.imageProcessingConfiguration.exposure;
  90706. },
  90707. /**
  90708. * Sets exposure used in the effect.
  90709. */
  90710. set: function (value) {
  90711. this.imageProcessingConfiguration.exposure = value;
  90712. },
  90713. enumerable: true,
  90714. configurable: true
  90715. });
  90716. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  90717. /**
  90718. * Gets wether tonemapping is enabled or not.
  90719. */
  90720. get: function () {
  90721. return this._imageProcessingConfiguration.toneMappingEnabled;
  90722. },
  90723. /**
  90724. * Sets wether tonemapping is enabled or not
  90725. */
  90726. set: function (value) {
  90727. this._imageProcessingConfiguration.toneMappingEnabled = value;
  90728. },
  90729. enumerable: true,
  90730. configurable: true
  90731. });
  90732. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  90733. /**
  90734. * Gets contrast used in the effect.
  90735. */
  90736. get: function () {
  90737. return this.imageProcessingConfiguration.contrast;
  90738. },
  90739. /**
  90740. * Sets contrast used in the effect.
  90741. */
  90742. set: function (value) {
  90743. this.imageProcessingConfiguration.contrast = value;
  90744. },
  90745. enumerable: true,
  90746. configurable: true
  90747. });
  90748. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  90749. /**
  90750. * Gets Vignette stretch size.
  90751. */
  90752. get: function () {
  90753. return this.imageProcessingConfiguration.vignetteStretch;
  90754. },
  90755. /**
  90756. * Sets Vignette stretch size.
  90757. */
  90758. set: function (value) {
  90759. this.imageProcessingConfiguration.vignetteStretch = value;
  90760. },
  90761. enumerable: true,
  90762. configurable: true
  90763. });
  90764. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  90765. /**
  90766. * Gets Vignette centre X Offset.
  90767. */
  90768. get: function () {
  90769. return this.imageProcessingConfiguration.vignetteCentreX;
  90770. },
  90771. /**
  90772. * Sets Vignette centre X Offset.
  90773. */
  90774. set: function (value) {
  90775. this.imageProcessingConfiguration.vignetteCentreX = value;
  90776. },
  90777. enumerable: true,
  90778. configurable: true
  90779. });
  90780. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  90781. /**
  90782. * Gets Vignette centre Y Offset.
  90783. */
  90784. get: function () {
  90785. return this.imageProcessingConfiguration.vignetteCentreY;
  90786. },
  90787. /**
  90788. * Sets Vignette centre Y Offset.
  90789. */
  90790. set: function (value) {
  90791. this.imageProcessingConfiguration.vignetteCentreY = value;
  90792. },
  90793. enumerable: true,
  90794. configurable: true
  90795. });
  90796. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  90797. /**
  90798. * Gets Vignette weight or intensity of the vignette effect.
  90799. */
  90800. get: function () {
  90801. return this.imageProcessingConfiguration.vignetteWeight;
  90802. },
  90803. /**
  90804. * Sets Vignette weight or intensity of the vignette effect.
  90805. */
  90806. set: function (value) {
  90807. this.imageProcessingConfiguration.vignetteWeight = value;
  90808. },
  90809. enumerable: true,
  90810. configurable: true
  90811. });
  90812. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  90813. /**
  90814. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  90815. * if vignetteEnabled is set to true.
  90816. */
  90817. get: function () {
  90818. return this.imageProcessingConfiguration.vignetteColor;
  90819. },
  90820. /**
  90821. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  90822. * if vignetteEnabled is set to true.
  90823. */
  90824. set: function (value) {
  90825. this.imageProcessingConfiguration.vignetteColor = value;
  90826. },
  90827. enumerable: true,
  90828. configurable: true
  90829. });
  90830. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  90831. /**
  90832. * Gets Camera field of view used by the Vignette effect.
  90833. */
  90834. get: function () {
  90835. return this.imageProcessingConfiguration.vignetteCameraFov;
  90836. },
  90837. /**
  90838. * Sets Camera field of view used by the Vignette effect.
  90839. */
  90840. set: function (value) {
  90841. this.imageProcessingConfiguration.vignetteCameraFov = value;
  90842. },
  90843. enumerable: true,
  90844. configurable: true
  90845. });
  90846. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  90847. /**
  90848. * Gets the vignette blend mode allowing different kind of effect.
  90849. */
  90850. get: function () {
  90851. return this.imageProcessingConfiguration.vignetteBlendMode;
  90852. },
  90853. /**
  90854. * Sets the vignette blend mode allowing different kind of effect.
  90855. */
  90856. set: function (value) {
  90857. this.imageProcessingConfiguration.vignetteBlendMode = value;
  90858. },
  90859. enumerable: true,
  90860. configurable: true
  90861. });
  90862. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  90863. /**
  90864. * Gets wether the vignette effect is enabled.
  90865. */
  90866. get: function () {
  90867. return this.imageProcessingConfiguration.vignetteEnabled;
  90868. },
  90869. /**
  90870. * Sets wether the vignette effect is enabled.
  90871. */
  90872. set: function (value) {
  90873. this.imageProcessingConfiguration.vignetteEnabled = value;
  90874. },
  90875. enumerable: true,
  90876. configurable: true
  90877. });
  90878. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  90879. /**
  90880. * Gets wether the input of the processing is in Gamma or Linear Space.
  90881. */
  90882. get: function () {
  90883. return this._fromLinearSpace;
  90884. },
  90885. /**
  90886. * Sets wether the input of the processing is in Gamma or Linear Space.
  90887. */
  90888. set: function (value) {
  90889. if (this._fromLinearSpace === value) {
  90890. return;
  90891. }
  90892. this._fromLinearSpace = value;
  90893. this._updateParameters();
  90894. },
  90895. enumerable: true,
  90896. configurable: true
  90897. });
  90898. /**
  90899. * "ImageProcessingPostProcess"
  90900. * @returns "ImageProcessingPostProcess"
  90901. */
  90902. ImageProcessingPostProcess.prototype.getClassName = function () {
  90903. return "ImageProcessingPostProcess";
  90904. };
  90905. ImageProcessingPostProcess.prototype._updateParameters = function () {
  90906. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  90907. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  90908. var defines = "";
  90909. for (var define in this._defines) {
  90910. if (this._defines[define]) {
  90911. defines += "#define " + define + ";\r\n";
  90912. }
  90913. }
  90914. var samplers = ["textureSampler"];
  90915. var uniforms = ["scale"];
  90916. if (BABYLON.ImageProcessingConfiguration) {
  90917. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  90918. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  90919. }
  90920. this.updateEffect(defines, uniforms, samplers);
  90921. };
  90922. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  90923. _super.prototype.dispose.call(this, camera);
  90924. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  90925. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  90926. }
  90927. if (this._imageProcessingConfiguration) {
  90928. this.imageProcessingConfiguration.applyByPostProcess = false;
  90929. }
  90930. };
  90931. __decorate([
  90932. BABYLON.serialize()
  90933. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  90934. return ImageProcessingPostProcess;
  90935. }(BABYLON.PostProcess));
  90936. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  90937. })(BABYLON || (BABYLON = {}));
  90938. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  90939. var BABYLON;
  90940. (function (BABYLON) {
  90941. /**
  90942. * Class used to store bone information
  90943. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  90944. */
  90945. var Bone = /** @class */ (function (_super) {
  90946. __extends(Bone, _super);
  90947. /**
  90948. * Create a new bone
  90949. * @param name defines the bone name
  90950. * @param skeleton defines the parent skeleton
  90951. * @param parentBone defines the parent (can be null if the bone is the root)
  90952. * @param localMatrix defines the local matrix
  90953. * @param restPose defines the rest pose matrix
  90954. * @param baseMatrix defines the base matrix
  90955. * @param index defines index of the bone in the hiearchy
  90956. */
  90957. function Bone(
  90958. /**
  90959. * defines the bone name
  90960. */
  90961. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  90962. if (parentBone === void 0) { parentBone = null; }
  90963. if (localMatrix === void 0) { localMatrix = null; }
  90964. if (restPose === void 0) { restPose = null; }
  90965. if (baseMatrix === void 0) { baseMatrix = null; }
  90966. if (index === void 0) { index = null; }
  90967. var _this = _super.call(this, name, skeleton.getScene()) || this;
  90968. _this.name = name;
  90969. /**
  90970. * Gets the list of child bones
  90971. */
  90972. _this.children = new Array();
  90973. /** Gets the animations associated with this bone */
  90974. _this.animations = new Array();
  90975. /**
  90976. * @hidden Internal only
  90977. * Set this value to map this bone to a different index in the transform matrices
  90978. * Set this value to -1 to exclude the bone from the transform matrices
  90979. */
  90980. _this._index = null;
  90981. _this._absoluteTransform = new BABYLON.Matrix();
  90982. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  90983. _this._scalingDeterminant = 1;
  90984. _this._worldTransform = new BABYLON.Matrix();
  90985. _this._needToDecompose = true;
  90986. _this._needToCompose = false;
  90987. _this._skeleton = skeleton;
  90988. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  90989. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  90990. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  90991. _this._index = index;
  90992. skeleton.bones.push(_this);
  90993. _this.setParent(parentBone, false);
  90994. if (baseMatrix || localMatrix) {
  90995. _this._updateDifferenceMatrix();
  90996. }
  90997. return _this;
  90998. }
  90999. Object.defineProperty(Bone.prototype, "_matrix", {
  91000. /** @hidden */
  91001. get: function () {
  91002. this._compose();
  91003. return this._localMatrix;
  91004. },
  91005. /** @hidden */
  91006. set: function (value) {
  91007. this._localMatrix.copyFrom(value);
  91008. this._needToDecompose = true;
  91009. },
  91010. enumerable: true,
  91011. configurable: true
  91012. });
  91013. // Members
  91014. /**
  91015. * Gets the parent skeleton
  91016. * @returns a skeleton
  91017. */
  91018. Bone.prototype.getSkeleton = function () {
  91019. return this._skeleton;
  91020. };
  91021. /**
  91022. * Gets parent bone
  91023. * @returns a bone or null if the bone is the root of the bone hierarchy
  91024. */
  91025. Bone.prototype.getParent = function () {
  91026. return this._parent;
  91027. };
  91028. /**
  91029. * Sets the parent bone
  91030. * @param parent defines the parent (can be null if the bone is the root)
  91031. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91032. */
  91033. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91034. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91035. if (this._parent === parent) {
  91036. return;
  91037. }
  91038. if (this._parent) {
  91039. var index = this._parent.children.indexOf(this);
  91040. if (index !== -1) {
  91041. this._parent.children.splice(index, 1);
  91042. }
  91043. }
  91044. this._parent = parent;
  91045. if (this._parent) {
  91046. this._parent.children.push(this);
  91047. }
  91048. if (updateDifferenceMatrix) {
  91049. this._updateDifferenceMatrix();
  91050. }
  91051. this.markAsDirty();
  91052. };
  91053. /**
  91054. * Gets the local matrix
  91055. * @returns a matrix
  91056. */
  91057. Bone.prototype.getLocalMatrix = function () {
  91058. this._compose();
  91059. return this._localMatrix;
  91060. };
  91061. /**
  91062. * Gets the base matrix (initial matrix which remains unchanged)
  91063. * @returns a matrix
  91064. */
  91065. Bone.prototype.getBaseMatrix = function () {
  91066. return this._baseMatrix;
  91067. };
  91068. /**
  91069. * Gets the rest pose matrix
  91070. * @returns a matrix
  91071. */
  91072. Bone.prototype.getRestPose = function () {
  91073. return this._restPose;
  91074. };
  91075. /**
  91076. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91077. */
  91078. Bone.prototype.getWorldMatrix = function () {
  91079. return this._worldTransform;
  91080. };
  91081. /**
  91082. * Sets the local matrix to rest pose matrix
  91083. */
  91084. Bone.prototype.returnToRest = function () {
  91085. this.updateMatrix(this._restPose.clone());
  91086. };
  91087. /**
  91088. * Gets the inverse of the absolute transform matrix.
  91089. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91090. * @returns a matrix
  91091. */
  91092. Bone.prototype.getInvertedAbsoluteTransform = function () {
  91093. return this._invertedAbsoluteTransform;
  91094. };
  91095. /**
  91096. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  91097. * @returns a matrix
  91098. */
  91099. Bone.prototype.getAbsoluteTransform = function () {
  91100. return this._absoluteTransform;
  91101. };
  91102. Object.defineProperty(Bone.prototype, "position", {
  91103. // Properties (matches AbstractMesh properties)
  91104. /** Gets or sets current position (in local space) */
  91105. get: function () {
  91106. this._decompose();
  91107. return this._localPosition;
  91108. },
  91109. set: function (newPosition) {
  91110. this._decompose();
  91111. this._localPosition.copyFrom(newPosition);
  91112. this._markAsDirtyAndCompose();
  91113. },
  91114. enumerable: true,
  91115. configurable: true
  91116. });
  91117. Object.defineProperty(Bone.prototype, "rotation", {
  91118. /** Gets or sets current rotation (in local space) */
  91119. get: function () {
  91120. return this.getRotation();
  91121. },
  91122. set: function (newRotation) {
  91123. this.setRotation(newRotation);
  91124. },
  91125. enumerable: true,
  91126. configurable: true
  91127. });
  91128. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  91129. /** Gets or sets current rotation quaternion (in local space) */
  91130. get: function () {
  91131. this._decompose();
  91132. return this._localRotation;
  91133. },
  91134. set: function (newRotation) {
  91135. this.setRotationQuaternion(newRotation);
  91136. },
  91137. enumerable: true,
  91138. configurable: true
  91139. });
  91140. Object.defineProperty(Bone.prototype, "scaling", {
  91141. /** Gets or sets current scaling (in local space) */
  91142. get: function () {
  91143. return this.getScale();
  91144. },
  91145. set: function (newScaling) {
  91146. this.setScale(newScaling);
  91147. },
  91148. enumerable: true,
  91149. configurable: true
  91150. });
  91151. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  91152. /**
  91153. * Gets the animation properties override
  91154. */
  91155. get: function () {
  91156. return this._skeleton.animationPropertiesOverride;
  91157. },
  91158. enumerable: true,
  91159. configurable: true
  91160. });
  91161. // Methods
  91162. Bone.prototype._decompose = function () {
  91163. if (!this._needToDecompose) {
  91164. return;
  91165. }
  91166. this._needToDecompose = false;
  91167. if (!this._localScaling) {
  91168. this._localScaling = BABYLON.Vector3.Zero();
  91169. this._localRotation = BABYLON.Quaternion.Zero();
  91170. this._localPosition = BABYLON.Vector3.Zero();
  91171. }
  91172. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  91173. };
  91174. Bone.prototype._compose = function () {
  91175. if (!this._needToCompose) {
  91176. return;
  91177. }
  91178. this._needToCompose = false;
  91179. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  91180. };
  91181. /**
  91182. * Update the base and local matrices
  91183. * @param matrix defines the new base or local matrix
  91184. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91185. * @param updateLocalMatrix defines if the local matrix should be updated
  91186. */
  91187. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  91188. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91189. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  91190. this._baseMatrix.copyFrom(matrix);
  91191. if (updateDifferenceMatrix) {
  91192. this._updateDifferenceMatrix();
  91193. }
  91194. if (updateLocalMatrix) {
  91195. this._localMatrix.copyFrom(matrix);
  91196. this._markAsDirtyAndDecompose();
  91197. }
  91198. else {
  91199. this.markAsDirty();
  91200. }
  91201. };
  91202. /** @hidden */
  91203. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  91204. if (updateChildren === void 0) { updateChildren = true; }
  91205. if (!rootMatrix) {
  91206. rootMatrix = this._baseMatrix;
  91207. }
  91208. if (this._parent) {
  91209. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91210. }
  91211. else {
  91212. this._absoluteTransform.copyFrom(rootMatrix);
  91213. }
  91214. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  91215. if (updateChildren) {
  91216. for (var index = 0; index < this.children.length; index++) {
  91217. this.children[index]._updateDifferenceMatrix();
  91218. }
  91219. }
  91220. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  91221. };
  91222. /**
  91223. * Flag the bone as dirty (Forcing it to update everything)
  91224. */
  91225. Bone.prototype.markAsDirty = function () {
  91226. this._currentRenderId++;
  91227. this._childRenderId++;
  91228. this._skeleton._markAsDirty();
  91229. };
  91230. Bone.prototype._markAsDirtyAndCompose = function () {
  91231. this.markAsDirty();
  91232. this._needToCompose = true;
  91233. };
  91234. Bone.prototype._markAsDirtyAndDecompose = function () {
  91235. this.markAsDirty();
  91236. this._needToDecompose = true;
  91237. };
  91238. /**
  91239. * Copy an animation range from another bone
  91240. * @param source defines the source bone
  91241. * @param rangeName defines the range name to copy
  91242. * @param frameOffset defines the frame offset
  91243. * @param rescaleAsRequired defines if rescaling must be applied if required
  91244. * @param skelDimensionsRatio defines the scaling ratio
  91245. * @returns true if operation was successful
  91246. */
  91247. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  91248. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  91249. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  91250. // all animation may be coming from a library skeleton, so may need to create animation
  91251. if (this.animations.length === 0) {
  91252. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  91253. this.animations[0].setKeys([]);
  91254. }
  91255. // get animation info / verify there is such a range from the source bone
  91256. var sourceRange = source.animations[0].getRange(rangeName);
  91257. if (!sourceRange) {
  91258. return false;
  91259. }
  91260. var from = sourceRange.from;
  91261. var to = sourceRange.to;
  91262. var sourceKeys = source.animations[0].getKeys();
  91263. // rescaling prep
  91264. var sourceBoneLength = source.length;
  91265. var sourceParent = source.getParent();
  91266. var parent = this.getParent();
  91267. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  91268. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  91269. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  91270. var destKeys = this.animations[0].getKeys();
  91271. // loop vars declaration
  91272. var orig;
  91273. var origTranslation;
  91274. var mat;
  91275. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  91276. orig = sourceKeys[key];
  91277. if (orig.frame >= from && orig.frame <= to) {
  91278. if (rescaleAsRequired) {
  91279. mat = orig.value.clone();
  91280. // scale based on parent ratio, when bone has parent
  91281. if (parentScalingReqd) {
  91282. origTranslation = mat.getTranslation();
  91283. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  91284. // scale based on skeleton dimension ratio when root bone, and value is passed
  91285. }
  91286. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  91287. origTranslation = mat.getTranslation();
  91288. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  91289. // use original when root bone, and no data for skelDimensionsRatio
  91290. }
  91291. else {
  91292. mat = orig.value;
  91293. }
  91294. }
  91295. else {
  91296. mat = orig.value;
  91297. }
  91298. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  91299. }
  91300. }
  91301. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  91302. return true;
  91303. };
  91304. /**
  91305. * Translate the bone in local or world space
  91306. * @param vec The amount to translate the bone
  91307. * @param space The space that the translation is in
  91308. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91309. */
  91310. Bone.prototype.translate = function (vec, space, mesh) {
  91311. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91312. var lm = this.getLocalMatrix();
  91313. if (space == BABYLON.Space.LOCAL) {
  91314. lm.m[12] += vec.x;
  91315. lm.m[13] += vec.y;
  91316. lm.m[14] += vec.z;
  91317. }
  91318. else {
  91319. var wm = null;
  91320. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91321. if (mesh) {
  91322. wm = mesh.getWorldMatrix();
  91323. }
  91324. this._skeleton.computeAbsoluteTransforms();
  91325. var tmat = Bone._tmpMats[0];
  91326. var tvec = Bone._tmpVecs[0];
  91327. if (this._parent) {
  91328. if (mesh && wm) {
  91329. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91330. tmat.multiplyToRef(wm, tmat);
  91331. }
  91332. else {
  91333. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91334. }
  91335. }
  91336. tmat.m[12] = 0;
  91337. tmat.m[13] = 0;
  91338. tmat.m[14] = 0;
  91339. tmat.invert();
  91340. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  91341. lm.m[12] += tvec.x;
  91342. lm.m[13] += tvec.y;
  91343. lm.m[14] += tvec.z;
  91344. }
  91345. this._markAsDirtyAndDecompose();
  91346. };
  91347. /**
  91348. * Set the postion of the bone in local or world space
  91349. * @param position The position to set the bone
  91350. * @param space The space that the position is in
  91351. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91352. */
  91353. Bone.prototype.setPosition = function (position, space, mesh) {
  91354. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91355. var lm = this.getLocalMatrix();
  91356. if (space == BABYLON.Space.LOCAL) {
  91357. lm.m[12] = position.x;
  91358. lm.m[13] = position.y;
  91359. lm.m[14] = position.z;
  91360. }
  91361. else {
  91362. var wm = null;
  91363. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91364. if (mesh) {
  91365. wm = mesh.getWorldMatrix();
  91366. }
  91367. this._skeleton.computeAbsoluteTransforms();
  91368. var tmat = Bone._tmpMats[0];
  91369. var vec = Bone._tmpVecs[0];
  91370. if (this._parent) {
  91371. if (mesh && wm) {
  91372. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91373. tmat.multiplyToRef(wm, tmat);
  91374. }
  91375. else {
  91376. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91377. }
  91378. }
  91379. tmat.invert();
  91380. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  91381. lm.m[12] = vec.x;
  91382. lm.m[13] = vec.y;
  91383. lm.m[14] = vec.z;
  91384. }
  91385. this._markAsDirtyAndDecompose();
  91386. };
  91387. /**
  91388. * Set the absolute position of the bone (world space)
  91389. * @param position The position to set the bone
  91390. * @param mesh The mesh that this bone is attached to
  91391. */
  91392. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  91393. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  91394. };
  91395. /**
  91396. * Scale the bone on the x, y and z axes (in local space)
  91397. * @param x The amount to scale the bone on the x axis
  91398. * @param y The amount to scale the bone on the y axis
  91399. * @param z The amount to scale the bone on the z axis
  91400. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  91401. */
  91402. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  91403. if (scaleChildren === void 0) { scaleChildren = false; }
  91404. var locMat = this.getLocalMatrix();
  91405. // Apply new scaling on top of current local matrix
  91406. var scaleMat = Bone._tmpMats[0];
  91407. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  91408. scaleMat.multiplyToRef(locMat, locMat);
  91409. // Invert scaling matrix and apply the inverse to all children
  91410. scaleMat.invert();
  91411. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  91412. var child = _a[_i];
  91413. var cm = child.getLocalMatrix();
  91414. cm.multiplyToRef(scaleMat, cm);
  91415. cm.m[12] *= x;
  91416. cm.m[13] *= y;
  91417. cm.m[14] *= z;
  91418. child._markAsDirtyAndDecompose();
  91419. }
  91420. this._markAsDirtyAndDecompose();
  91421. if (scaleChildren) {
  91422. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  91423. var child = _c[_b];
  91424. child.scale(x, y, z, scaleChildren);
  91425. }
  91426. }
  91427. };
  91428. /**
  91429. * Set the bone scaling in local space
  91430. * @param scale defines the scaling vector
  91431. */
  91432. Bone.prototype.setScale = function (scale) {
  91433. this._decompose();
  91434. this._localScaling.copyFrom(scale);
  91435. this._markAsDirtyAndCompose();
  91436. };
  91437. /**
  91438. * Gets the current scaling in local space
  91439. * @returns the current scaling vector
  91440. */
  91441. Bone.prototype.getScale = function () {
  91442. this._decompose();
  91443. return this._localScaling;
  91444. };
  91445. /**
  91446. * Gets the current scaling in local space and stores it in a target vector
  91447. * @param result defines the target vector
  91448. */
  91449. Bone.prototype.getScaleToRef = function (result) {
  91450. this._decompose();
  91451. result.copyFrom(this._localScaling);
  91452. };
  91453. /**
  91454. * Set the yaw, pitch, and roll of the bone in local or world space
  91455. * @param yaw The rotation of the bone on the y axis
  91456. * @param pitch The rotation of the bone on the x axis
  91457. * @param roll The rotation of the bone on the z axis
  91458. * @param space The space that the axes of rotation are in
  91459. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91460. */
  91461. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  91462. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91463. if (space === BABYLON.Space.LOCAL) {
  91464. var quat = Bone._tmpQuat;
  91465. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  91466. this.setRotationQuaternion(quat, space, mesh);
  91467. return;
  91468. }
  91469. var rotMatInv = Bone._tmpMats[0];
  91470. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91471. return;
  91472. }
  91473. var rotMat = Bone._tmpMats[1];
  91474. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  91475. rotMatInv.multiplyToRef(rotMat, rotMat);
  91476. this._rotateWithMatrix(rotMat, space, mesh);
  91477. };
  91478. /**
  91479. * Add a rotation to the bone on an axis in local or world space
  91480. * @param axis The axis to rotate the bone on
  91481. * @param amount The amount to rotate the bone
  91482. * @param space The space that the axis is in
  91483. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91484. */
  91485. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  91486. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91487. var rmat = Bone._tmpMats[0];
  91488. rmat.m[12] = 0;
  91489. rmat.m[13] = 0;
  91490. rmat.m[14] = 0;
  91491. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  91492. this._rotateWithMatrix(rmat, space, mesh);
  91493. };
  91494. /**
  91495. * Set the rotation of the bone to a particular axis angle in local or world space
  91496. * @param axis The axis to rotate the bone on
  91497. * @param angle The angle that the bone should be rotated to
  91498. * @param space The space that the axis is in
  91499. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91500. */
  91501. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  91502. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91503. if (space === BABYLON.Space.LOCAL) {
  91504. var quat = Bone._tmpQuat;
  91505. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  91506. this.setRotationQuaternion(quat, space, mesh);
  91507. return;
  91508. }
  91509. var rotMatInv = Bone._tmpMats[0];
  91510. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91511. return;
  91512. }
  91513. var rotMat = Bone._tmpMats[1];
  91514. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  91515. rotMatInv.multiplyToRef(rotMat, rotMat);
  91516. this._rotateWithMatrix(rotMat, space, mesh);
  91517. };
  91518. /**
  91519. * Set the euler rotation of the bone in local of world space
  91520. * @param rotation The euler rotation that the bone should be set to
  91521. * @param space The space that the rotation is in
  91522. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91523. */
  91524. Bone.prototype.setRotation = function (rotation, space, mesh) {
  91525. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91526. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  91527. };
  91528. /**
  91529. * Set the quaternion rotation of the bone in local of world space
  91530. * @param quat The quaternion rotation that the bone should be set to
  91531. * @param space The space that the rotation is in
  91532. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91533. */
  91534. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  91535. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91536. if (space === BABYLON.Space.LOCAL) {
  91537. this._decompose();
  91538. this._localRotation.copyFrom(quat);
  91539. this._markAsDirtyAndCompose();
  91540. return;
  91541. }
  91542. var rotMatInv = Bone._tmpMats[0];
  91543. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91544. return;
  91545. }
  91546. var rotMat = Bone._tmpMats[1];
  91547. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  91548. rotMatInv.multiplyToRef(rotMat, rotMat);
  91549. this._rotateWithMatrix(rotMat, space, mesh);
  91550. };
  91551. /**
  91552. * Set the rotation matrix of the bone in local of world space
  91553. * @param rotMat The rotation matrix that the bone should be set to
  91554. * @param space The space that the rotation is in
  91555. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91556. */
  91557. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  91558. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91559. if (space === BABYLON.Space.LOCAL) {
  91560. var quat = Bone._tmpQuat;
  91561. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  91562. this.setRotationQuaternion(quat, space, mesh);
  91563. return;
  91564. }
  91565. var rotMatInv = Bone._tmpMats[0];
  91566. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91567. return;
  91568. }
  91569. var rotMat2 = Bone._tmpMats[1];
  91570. rotMat2.copyFrom(rotMat);
  91571. rotMatInv.multiplyToRef(rotMat, rotMat2);
  91572. this._rotateWithMatrix(rotMat2, space, mesh);
  91573. };
  91574. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  91575. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91576. var lmat = this.getLocalMatrix();
  91577. var lx = lmat.m[12];
  91578. var ly = lmat.m[13];
  91579. var lz = lmat.m[14];
  91580. var parent = this.getParent();
  91581. var parentScale = Bone._tmpMats[3];
  91582. var parentScaleInv = Bone._tmpMats[4];
  91583. if (parent && space == BABYLON.Space.WORLD) {
  91584. if (mesh) {
  91585. parentScale.copyFrom(mesh.getWorldMatrix());
  91586. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  91587. }
  91588. else {
  91589. parentScale.copyFrom(parent.getAbsoluteTransform());
  91590. }
  91591. parentScaleInv.copyFrom(parentScale);
  91592. parentScaleInv.invert();
  91593. lmat.multiplyToRef(parentScale, lmat);
  91594. lmat.multiplyToRef(rmat, lmat);
  91595. lmat.multiplyToRef(parentScaleInv, lmat);
  91596. }
  91597. else {
  91598. if (space == BABYLON.Space.WORLD && mesh) {
  91599. parentScale.copyFrom(mesh.getWorldMatrix());
  91600. parentScaleInv.copyFrom(parentScale);
  91601. parentScaleInv.invert();
  91602. lmat.multiplyToRef(parentScale, lmat);
  91603. lmat.multiplyToRef(rmat, lmat);
  91604. lmat.multiplyToRef(parentScaleInv, lmat);
  91605. }
  91606. else {
  91607. lmat.multiplyToRef(rmat, lmat);
  91608. }
  91609. }
  91610. lmat.m[12] = lx;
  91611. lmat.m[13] = ly;
  91612. lmat.m[14] = lz;
  91613. this.computeAbsoluteTransforms();
  91614. this._markAsDirtyAndDecompose();
  91615. };
  91616. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  91617. var scaleMatrix = Bone._tmpMats[2];
  91618. rotMatInv.copyFrom(this.getAbsoluteTransform());
  91619. if (mesh) {
  91620. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  91621. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  91622. }
  91623. rotMatInv.invert();
  91624. if (isNaN(rotMatInv.m[0])) {
  91625. // Matrix failed to invert.
  91626. // This can happen if scale is zero for example.
  91627. return false;
  91628. }
  91629. scaleMatrix.m[0] *= this._scalingDeterminant;
  91630. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  91631. return true;
  91632. };
  91633. /**
  91634. * Get the position of the bone in local or world space
  91635. * @param space The space that the returned position is in
  91636. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91637. * @returns The position of the bone
  91638. */
  91639. Bone.prototype.getPosition = function (space, mesh) {
  91640. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91641. if (mesh === void 0) { mesh = null; }
  91642. var pos = BABYLON.Vector3.Zero();
  91643. this.getPositionToRef(space, mesh, pos);
  91644. return pos;
  91645. };
  91646. /**
  91647. * Copy the position of the bone to a vector3 in local or world space
  91648. * @param space The space that the returned position is in
  91649. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91650. * @param result The vector3 to copy the position to
  91651. */
  91652. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  91653. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91654. if (space == BABYLON.Space.LOCAL) {
  91655. var lm = this.getLocalMatrix();
  91656. result.x = lm.m[12];
  91657. result.y = lm.m[13];
  91658. result.z = lm.m[14];
  91659. }
  91660. else {
  91661. var wm = null;
  91662. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91663. if (mesh) {
  91664. wm = mesh.getWorldMatrix();
  91665. }
  91666. this._skeleton.computeAbsoluteTransforms();
  91667. var tmat = Bone._tmpMats[0];
  91668. if (mesh && wm) {
  91669. tmat.copyFrom(this.getAbsoluteTransform());
  91670. tmat.multiplyToRef(wm, tmat);
  91671. }
  91672. else {
  91673. tmat = this.getAbsoluteTransform();
  91674. }
  91675. result.x = tmat.m[12];
  91676. result.y = tmat.m[13];
  91677. result.z = tmat.m[14];
  91678. }
  91679. };
  91680. /**
  91681. * Get the absolute position of the bone (world space)
  91682. * @param mesh The mesh that this bone is attached to
  91683. * @returns The absolute position of the bone
  91684. */
  91685. Bone.prototype.getAbsolutePosition = function (mesh) {
  91686. if (mesh === void 0) { mesh = null; }
  91687. var pos = BABYLON.Vector3.Zero();
  91688. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  91689. return pos;
  91690. };
  91691. /**
  91692. * Copy the absolute position of the bone (world space) to the result param
  91693. * @param mesh The mesh that this bone is attached to
  91694. * @param result The vector3 to copy the absolute position to
  91695. */
  91696. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  91697. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  91698. };
  91699. /**
  91700. * Compute the absolute transforms of this bone and its children
  91701. */
  91702. Bone.prototype.computeAbsoluteTransforms = function () {
  91703. this._compose();
  91704. if (this._parent) {
  91705. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91706. }
  91707. else {
  91708. this._absoluteTransform.copyFrom(this._localMatrix);
  91709. var poseMatrix = this._skeleton.getPoseMatrix();
  91710. if (poseMatrix) {
  91711. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  91712. }
  91713. }
  91714. var children = this.children;
  91715. var len = children.length;
  91716. for (var i = 0; i < len; i++) {
  91717. children[i].computeAbsoluteTransforms();
  91718. }
  91719. };
  91720. /**
  91721. * Get the world direction from an axis that is in the local space of the bone
  91722. * @param localAxis The local direction that is used to compute the world direction
  91723. * @param mesh The mesh that this bone is attached to
  91724. * @returns The world direction
  91725. */
  91726. Bone.prototype.getDirection = function (localAxis, mesh) {
  91727. if (mesh === void 0) { mesh = null; }
  91728. var result = BABYLON.Vector3.Zero();
  91729. this.getDirectionToRef(localAxis, mesh, result);
  91730. return result;
  91731. };
  91732. /**
  91733. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  91734. * @param localAxis The local direction that is used to compute the world direction
  91735. * @param mesh The mesh that this bone is attached to
  91736. * @param result The vector3 that the world direction will be copied to
  91737. */
  91738. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  91739. if (mesh === void 0) { mesh = null; }
  91740. var wm = null;
  91741. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91742. if (mesh) {
  91743. wm = mesh.getWorldMatrix();
  91744. }
  91745. this._skeleton.computeAbsoluteTransforms();
  91746. var mat = Bone._tmpMats[0];
  91747. mat.copyFrom(this.getAbsoluteTransform());
  91748. if (mesh && wm) {
  91749. mat.multiplyToRef(wm, mat);
  91750. }
  91751. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  91752. result.normalize();
  91753. };
  91754. /**
  91755. * Get the euler rotation of the bone in local or world space
  91756. * @param space The space that the rotation should be in
  91757. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91758. * @returns The euler rotation
  91759. */
  91760. Bone.prototype.getRotation = function (space, mesh) {
  91761. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91762. if (mesh === void 0) { mesh = null; }
  91763. var result = BABYLON.Vector3.Zero();
  91764. this.getRotationToRef(space, mesh, result);
  91765. return result;
  91766. };
  91767. /**
  91768. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  91769. * @param space The space that the rotation should be in
  91770. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91771. * @param result The vector3 that the rotation should be copied to
  91772. */
  91773. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  91774. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91775. if (mesh === void 0) { mesh = null; }
  91776. var quat = Bone._tmpQuat;
  91777. this.getRotationQuaternionToRef(space, mesh, quat);
  91778. quat.toEulerAnglesToRef(result);
  91779. };
  91780. /**
  91781. * Get the quaternion rotation of the bone in either local or world space
  91782. * @param space The space that the rotation should be in
  91783. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91784. * @returns The quaternion rotation
  91785. */
  91786. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  91787. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91788. if (mesh === void 0) { mesh = null; }
  91789. var result = BABYLON.Quaternion.Identity();
  91790. this.getRotationQuaternionToRef(space, mesh, result);
  91791. return result;
  91792. };
  91793. /**
  91794. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  91795. * @param space The space that the rotation should be in
  91796. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91797. * @param result The quaternion that the rotation should be copied to
  91798. */
  91799. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  91800. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91801. if (mesh === void 0) { mesh = null; }
  91802. if (space == BABYLON.Space.LOCAL) {
  91803. this._decompose();
  91804. result.copyFrom(this._localRotation);
  91805. }
  91806. else {
  91807. var mat = Bone._tmpMats[0];
  91808. var amat = this.getAbsoluteTransform();
  91809. if (mesh) {
  91810. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  91811. }
  91812. else {
  91813. mat.copyFrom(amat);
  91814. }
  91815. mat.m[0] *= this._scalingDeterminant;
  91816. mat.m[1] *= this._scalingDeterminant;
  91817. mat.m[2] *= this._scalingDeterminant;
  91818. mat.decompose(undefined, result, undefined);
  91819. }
  91820. };
  91821. /**
  91822. * Get the rotation matrix of the bone in local or world space
  91823. * @param space The space that the rotation should be in
  91824. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91825. * @returns The rotation matrix
  91826. */
  91827. Bone.prototype.getRotationMatrix = function (space, mesh) {
  91828. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91829. var result = BABYLON.Matrix.Identity();
  91830. this.getRotationMatrixToRef(space, mesh, result);
  91831. return result;
  91832. };
  91833. /**
  91834. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  91835. * @param space The space that the rotation should be in
  91836. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91837. * @param result The quaternion that the rotation should be copied to
  91838. */
  91839. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  91840. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91841. if (space == BABYLON.Space.LOCAL) {
  91842. this.getLocalMatrix().getRotationMatrixToRef(result);
  91843. }
  91844. else {
  91845. var mat = Bone._tmpMats[0];
  91846. var amat = this.getAbsoluteTransform();
  91847. if (mesh) {
  91848. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  91849. }
  91850. else {
  91851. mat.copyFrom(amat);
  91852. }
  91853. mat.m[0] *= this._scalingDeterminant;
  91854. mat.m[1] *= this._scalingDeterminant;
  91855. mat.m[2] *= this._scalingDeterminant;
  91856. mat.getRotationMatrixToRef(result);
  91857. }
  91858. };
  91859. /**
  91860. * Get the world position of a point that is in the local space of the bone
  91861. * @param position The local position
  91862. * @param mesh The mesh that this bone is attached to
  91863. * @returns The world position
  91864. */
  91865. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  91866. if (mesh === void 0) { mesh = null; }
  91867. var result = BABYLON.Vector3.Zero();
  91868. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  91869. return result;
  91870. };
  91871. /**
  91872. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  91873. * @param position The local position
  91874. * @param mesh The mesh that this bone is attached to
  91875. * @param result The vector3 that the world position should be copied to
  91876. */
  91877. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  91878. if (mesh === void 0) { mesh = null; }
  91879. var wm = null;
  91880. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91881. if (mesh) {
  91882. wm = mesh.getWorldMatrix();
  91883. }
  91884. this._skeleton.computeAbsoluteTransforms();
  91885. var tmat = Bone._tmpMats[0];
  91886. if (mesh && wm) {
  91887. tmat.copyFrom(this.getAbsoluteTransform());
  91888. tmat.multiplyToRef(wm, tmat);
  91889. }
  91890. else {
  91891. tmat = this.getAbsoluteTransform();
  91892. }
  91893. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  91894. };
  91895. /**
  91896. * Get the local position of a point that is in world space
  91897. * @param position The world position
  91898. * @param mesh The mesh that this bone is attached to
  91899. * @returns The local position
  91900. */
  91901. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  91902. if (mesh === void 0) { mesh = null; }
  91903. var result = BABYLON.Vector3.Zero();
  91904. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  91905. return result;
  91906. };
  91907. /**
  91908. * Get the local position of a point that is in world space and copy it to the result param
  91909. * @param position The world position
  91910. * @param mesh The mesh that this bone is attached to
  91911. * @param result The vector3 that the local position should be copied to
  91912. */
  91913. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  91914. if (mesh === void 0) { mesh = null; }
  91915. var wm = null;
  91916. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91917. if (mesh) {
  91918. wm = mesh.getWorldMatrix();
  91919. }
  91920. this._skeleton.computeAbsoluteTransforms();
  91921. var tmat = Bone._tmpMats[0];
  91922. tmat.copyFrom(this.getAbsoluteTransform());
  91923. if (mesh && wm) {
  91924. tmat.multiplyToRef(wm, tmat);
  91925. }
  91926. tmat.invert();
  91927. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  91928. };
  91929. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  91930. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  91931. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  91932. return Bone;
  91933. }(BABYLON.Node));
  91934. BABYLON.Bone = Bone;
  91935. })(BABYLON || (BABYLON = {}));
  91936. //# sourceMappingURL=babylon.bone.js.map
  91937. var BABYLON;
  91938. (function (BABYLON) {
  91939. /**
  91940. * Class used to apply inverse kinematics to bones
  91941. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  91942. */
  91943. var BoneIKController = /** @class */ (function () {
  91944. /**
  91945. * Creates a new BoneIKController
  91946. * @param mesh defines the mesh to control
  91947. * @param bone defines the bone to control
  91948. * @param options defines options to set up the controller
  91949. */
  91950. function BoneIKController(mesh, bone, options) {
  91951. /**
  91952. * Gets or sets the target position
  91953. */
  91954. this.targetPosition = BABYLON.Vector3.Zero();
  91955. /**
  91956. * Gets or sets the pole target position
  91957. */
  91958. this.poleTargetPosition = BABYLON.Vector3.Zero();
  91959. /**
  91960. * Gets or sets the pole target local offset
  91961. */
  91962. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  91963. /**
  91964. * Gets or sets the pole angle
  91965. */
  91966. this.poleAngle = 0;
  91967. /**
  91968. * 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)
  91969. */
  91970. this.slerpAmount = 1;
  91971. this._bone1Quat = BABYLON.Quaternion.Identity();
  91972. this._bone1Mat = BABYLON.Matrix.Identity();
  91973. this._bone2Ang = Math.PI;
  91974. this._maxAngle = Math.PI;
  91975. this._rightHandedSystem = false;
  91976. this._bendAxis = BABYLON.Vector3.Right();
  91977. this._slerping = false;
  91978. this._adjustRoll = 0;
  91979. this._bone2 = bone;
  91980. this._bone1 = bone.getParent();
  91981. if (!this._bone1) {
  91982. return;
  91983. }
  91984. this.mesh = mesh;
  91985. var bonePos = bone.getPosition();
  91986. if (bone.getAbsoluteTransform().determinant() > 0) {
  91987. this._rightHandedSystem = true;
  91988. this._bendAxis.x = 0;
  91989. this._bendAxis.y = 0;
  91990. this._bendAxis.z = -1;
  91991. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  91992. this._adjustRoll = Math.PI * .5;
  91993. this._bendAxis.z = 1;
  91994. }
  91995. }
  91996. if (this._bone1.length) {
  91997. var boneScale1 = this._bone1.getScale();
  91998. var boneScale2 = this._bone2.getScale();
  91999. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92000. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92001. }
  92002. else if (this._bone1.children[0]) {
  92003. mesh.computeWorldMatrix(true);
  92004. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92005. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92006. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92007. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92008. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92009. }
  92010. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92011. this.maxAngle = Math.PI;
  92012. if (options) {
  92013. if (options.targetMesh) {
  92014. this.targetMesh = options.targetMesh;
  92015. this.targetMesh.computeWorldMatrix(true);
  92016. }
  92017. if (options.poleTargetMesh) {
  92018. this.poleTargetMesh = options.poleTargetMesh;
  92019. this.poleTargetMesh.computeWorldMatrix(true);
  92020. }
  92021. else if (options.poleTargetBone) {
  92022. this.poleTargetBone = options.poleTargetBone;
  92023. }
  92024. else if (this._bone1.getParent()) {
  92025. this.poleTargetBone = this._bone1.getParent();
  92026. }
  92027. if (options.poleTargetLocalOffset) {
  92028. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92029. }
  92030. if (options.poleAngle) {
  92031. this.poleAngle = options.poleAngle;
  92032. }
  92033. if (options.bendAxis) {
  92034. this._bendAxis.copyFrom(options.bendAxis);
  92035. }
  92036. if (options.maxAngle) {
  92037. this.maxAngle = options.maxAngle;
  92038. }
  92039. if (options.slerpAmount) {
  92040. this.slerpAmount = options.slerpAmount;
  92041. }
  92042. }
  92043. }
  92044. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92045. /**
  92046. * Gets or sets maximum allowed angle
  92047. */
  92048. get: function () {
  92049. return this._maxAngle;
  92050. },
  92051. set: function (value) {
  92052. this._setMaxAngle(value);
  92053. },
  92054. enumerable: true,
  92055. configurable: true
  92056. });
  92057. BoneIKController.prototype._setMaxAngle = function (ang) {
  92058. if (ang < 0) {
  92059. ang = 0;
  92060. }
  92061. if (ang > Math.PI || ang == undefined) {
  92062. ang = Math.PI;
  92063. }
  92064. this._maxAngle = ang;
  92065. var a = this._bone1Length;
  92066. var b = this._bone2Length;
  92067. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92068. };
  92069. /**
  92070. * Force the controller to update the bones
  92071. */
  92072. BoneIKController.prototype.update = function () {
  92073. var bone1 = this._bone1;
  92074. if (!bone1) {
  92075. return;
  92076. }
  92077. var target = this.targetPosition;
  92078. var poleTarget = this.poleTargetPosition;
  92079. var mat1 = BoneIKController._tmpMats[0];
  92080. var mat2 = BoneIKController._tmpMats[1];
  92081. if (this.targetMesh) {
  92082. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92083. }
  92084. if (this.poleTargetBone) {
  92085. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92086. }
  92087. else if (this.poleTargetMesh) {
  92088. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92089. }
  92090. var bonePos = BoneIKController._tmpVecs[0];
  92091. var zaxis = BoneIKController._tmpVecs[1];
  92092. var xaxis = BoneIKController._tmpVecs[2];
  92093. var yaxis = BoneIKController._tmpVecs[3];
  92094. var upAxis = BoneIKController._tmpVecs[4];
  92095. var _tmpQuat = BoneIKController._tmpQuat;
  92096. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92097. poleTarget.subtractToRef(bonePos, upAxis);
  92098. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92099. upAxis.y = 1;
  92100. }
  92101. else {
  92102. upAxis.normalize();
  92103. }
  92104. target.subtractToRef(bonePos, yaxis);
  92105. yaxis.normalize();
  92106. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  92107. zaxis.normalize();
  92108. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  92109. xaxis.normalize();
  92110. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  92111. var a = this._bone1Length;
  92112. var b = this._bone2Length;
  92113. var c = BABYLON.Vector3.Distance(bonePos, target);
  92114. if (this._maxReach > 0) {
  92115. c = Math.min(this._maxReach, c);
  92116. }
  92117. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  92118. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  92119. if (acosa > 1) {
  92120. acosa = 1;
  92121. }
  92122. if (acosb > 1) {
  92123. acosb = 1;
  92124. }
  92125. if (acosa < -1) {
  92126. acosa = -1;
  92127. }
  92128. if (acosb < -1) {
  92129. acosb = -1;
  92130. }
  92131. var angA = Math.acos(acosa);
  92132. var angB = Math.acos(acosb);
  92133. var angC = -angA - angB;
  92134. if (this._rightHandedSystem) {
  92135. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  92136. mat2.multiplyToRef(mat1, mat1);
  92137. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  92138. mat2.multiplyToRef(mat1, mat1);
  92139. }
  92140. else {
  92141. var _tmpVec = BoneIKController._tmpVecs[5];
  92142. _tmpVec.copyFrom(this._bendAxis);
  92143. _tmpVec.x *= -1;
  92144. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  92145. mat2.multiplyToRef(mat1, mat1);
  92146. }
  92147. if (this.poleAngle) {
  92148. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  92149. mat1.multiplyToRef(mat2, mat1);
  92150. }
  92151. if (this._bone1) {
  92152. if (this.slerpAmount < 1) {
  92153. if (!this._slerping) {
  92154. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  92155. }
  92156. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  92157. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  92158. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  92159. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  92160. this._slerping = true;
  92161. }
  92162. else {
  92163. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  92164. this._bone1Mat.copyFrom(mat1);
  92165. this._slerping = false;
  92166. }
  92167. }
  92168. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  92169. this._bone2Ang = angC;
  92170. };
  92171. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  92172. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  92173. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  92174. return BoneIKController;
  92175. }());
  92176. BABYLON.BoneIKController = BoneIKController;
  92177. })(BABYLON || (BABYLON = {}));
  92178. //# sourceMappingURL=babylon.boneIKController.js.map
  92179. var BABYLON;
  92180. (function (BABYLON) {
  92181. /**
  92182. * Class used to make a bone look toward a point in space
  92183. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  92184. */
  92185. var BoneLookController = /** @class */ (function () {
  92186. /**
  92187. * Create a BoneLookController
  92188. * @param mesh the mesh that the bone belongs to
  92189. * @param bone the bone that will be looking to the target
  92190. * @param target the target Vector3 to look at
  92191. * @param settings optional settings:
  92192. * * maxYaw: the maximum angle the bone will yaw to
  92193. * * minYaw: the minimum angle the bone will yaw to
  92194. * * maxPitch: the maximum angle the bone will pitch to
  92195. * * minPitch: the minimum angle the bone will yaw to
  92196. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  92197. * * upAxis: the up axis of the coordinate system
  92198. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  92199. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  92200. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  92201. * * adjustYaw: used to make an adjustment to the yaw of the bone
  92202. * * adjustPitch: used to make an adjustment to the pitch of the bone
  92203. * * adjustRoll: used to make an adjustment to the roll of the bone
  92204. **/
  92205. function BoneLookController(mesh, bone, target, options) {
  92206. /**
  92207. * The up axis of the coordinate system that is used when the bone is rotated
  92208. */
  92209. this.upAxis = BABYLON.Vector3.Up();
  92210. /**
  92211. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  92212. */
  92213. this.upAxisSpace = BABYLON.Space.LOCAL;
  92214. /**
  92215. * Used to make an adjustment to the yaw of the bone
  92216. */
  92217. this.adjustYaw = 0;
  92218. /**
  92219. * Used to make an adjustment to the pitch of the bone
  92220. */
  92221. this.adjustPitch = 0;
  92222. /**
  92223. * Used to make an adjustment to the roll of the bone
  92224. */
  92225. this.adjustRoll = 0;
  92226. /**
  92227. * 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)
  92228. */
  92229. this.slerpAmount = 1;
  92230. this._boneQuat = BABYLON.Quaternion.Identity();
  92231. this._slerping = false;
  92232. this._firstFrameSkipped = false;
  92233. this._fowardAxis = BABYLON.Vector3.Forward();
  92234. this.mesh = mesh;
  92235. this.bone = bone;
  92236. this.target = target;
  92237. if (options) {
  92238. if (options.adjustYaw) {
  92239. this.adjustYaw = options.adjustYaw;
  92240. }
  92241. if (options.adjustPitch) {
  92242. this.adjustPitch = options.adjustPitch;
  92243. }
  92244. if (options.adjustRoll) {
  92245. this.adjustRoll = options.adjustRoll;
  92246. }
  92247. if (options.maxYaw != null) {
  92248. this.maxYaw = options.maxYaw;
  92249. }
  92250. else {
  92251. this.maxYaw = Math.PI;
  92252. }
  92253. if (options.minYaw != null) {
  92254. this.minYaw = options.minYaw;
  92255. }
  92256. else {
  92257. this.minYaw = -Math.PI;
  92258. }
  92259. if (options.maxPitch != null) {
  92260. this.maxPitch = options.maxPitch;
  92261. }
  92262. else {
  92263. this.maxPitch = Math.PI;
  92264. }
  92265. if (options.minPitch != null) {
  92266. this.minPitch = options.minPitch;
  92267. }
  92268. else {
  92269. this.minPitch = -Math.PI;
  92270. }
  92271. if (options.slerpAmount != null) {
  92272. this.slerpAmount = options.slerpAmount;
  92273. }
  92274. if (options.upAxis != null) {
  92275. this.upAxis = options.upAxis;
  92276. }
  92277. if (options.upAxisSpace != null) {
  92278. this.upAxisSpace = options.upAxisSpace;
  92279. }
  92280. if (options.yawAxis != null || options.pitchAxis != null) {
  92281. var newYawAxis = BABYLON.Axis.Y;
  92282. var newPitchAxis = BABYLON.Axis.X;
  92283. if (options.yawAxis != null) {
  92284. newYawAxis = options.yawAxis.clone();
  92285. newYawAxis.normalize();
  92286. }
  92287. if (options.pitchAxis != null) {
  92288. newPitchAxis = options.pitchAxis.clone();
  92289. newPitchAxis.normalize();
  92290. }
  92291. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  92292. this._transformYawPitch = BABYLON.Matrix.Identity();
  92293. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  92294. this._transformYawPitchInv = this._transformYawPitch.clone();
  92295. this._transformYawPitch.invert();
  92296. }
  92297. }
  92298. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  92299. this.upAxisSpace = BABYLON.Space.LOCAL;
  92300. }
  92301. }
  92302. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  92303. /**
  92304. * Gets or sets the minimum yaw angle that the bone can look to
  92305. */
  92306. get: function () {
  92307. return this._minYaw;
  92308. },
  92309. set: function (value) {
  92310. this._minYaw = value;
  92311. this._minYawSin = Math.sin(value);
  92312. this._minYawCos = Math.cos(value);
  92313. if (this._maxYaw != null) {
  92314. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92315. this._yawRange = this._maxYaw - this._minYaw;
  92316. }
  92317. },
  92318. enumerable: true,
  92319. configurable: true
  92320. });
  92321. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  92322. /**
  92323. * Gets or sets the maximum yaw angle that the bone can look to
  92324. */
  92325. get: function () {
  92326. return this._maxYaw;
  92327. },
  92328. set: function (value) {
  92329. this._maxYaw = value;
  92330. this._maxYawSin = Math.sin(value);
  92331. this._maxYawCos = Math.cos(value);
  92332. if (this._minYaw != null) {
  92333. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92334. this._yawRange = this._maxYaw - this._minYaw;
  92335. }
  92336. },
  92337. enumerable: true,
  92338. configurable: true
  92339. });
  92340. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  92341. /**
  92342. * Gets or sets the minimum pitch angle that the bone can look to
  92343. */
  92344. get: function () {
  92345. return this._minPitch;
  92346. },
  92347. set: function (value) {
  92348. this._minPitch = value;
  92349. this._minPitchTan = Math.tan(value);
  92350. },
  92351. enumerable: true,
  92352. configurable: true
  92353. });
  92354. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  92355. /**
  92356. * Gets or sets the maximum pitch angle that the bone can look to
  92357. */
  92358. get: function () {
  92359. return this._maxPitch;
  92360. },
  92361. set: function (value) {
  92362. this._maxPitch = value;
  92363. this._maxPitchTan = Math.tan(value);
  92364. },
  92365. enumerable: true,
  92366. configurable: true
  92367. });
  92368. /**
  92369. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  92370. */
  92371. BoneLookController.prototype.update = function () {
  92372. //skip the first frame when slerping so that the mesh rotation is correct
  92373. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  92374. this._firstFrameSkipped = true;
  92375. return;
  92376. }
  92377. var bone = this.bone;
  92378. var bonePos = BoneLookController._tmpVecs[0];
  92379. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  92380. var target = this.target;
  92381. var _tmpMat1 = BoneLookController._tmpMats[0];
  92382. var _tmpMat2 = BoneLookController._tmpMats[1];
  92383. var mesh = this.mesh;
  92384. var parentBone = bone.getParent();
  92385. var upAxis = BoneLookController._tmpVecs[1];
  92386. upAxis.copyFrom(this.upAxis);
  92387. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  92388. if (this._transformYawPitch) {
  92389. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  92390. }
  92391. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  92392. }
  92393. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  92394. mesh.getDirectionToRef(upAxis, upAxis);
  92395. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  92396. upAxis.normalize();
  92397. }
  92398. }
  92399. var checkYaw = false;
  92400. var checkPitch = false;
  92401. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  92402. checkYaw = true;
  92403. }
  92404. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  92405. checkPitch = true;
  92406. }
  92407. if (checkYaw || checkPitch) {
  92408. var spaceMat = BoneLookController._tmpMats[2];
  92409. var spaceMatInv = BoneLookController._tmpMats[3];
  92410. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  92411. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  92412. }
  92413. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  92414. spaceMat.copyFrom(mesh.getWorldMatrix());
  92415. }
  92416. else {
  92417. var forwardAxis = BoneLookController._tmpVecs[2];
  92418. forwardAxis.copyFrom(this._fowardAxis);
  92419. if (this._transformYawPitch) {
  92420. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  92421. }
  92422. if (parentBone) {
  92423. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  92424. }
  92425. else {
  92426. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  92427. }
  92428. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  92429. rightAxis.normalize();
  92430. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  92431. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  92432. }
  92433. spaceMat.invertToRef(spaceMatInv);
  92434. var xzlen = null;
  92435. if (checkPitch) {
  92436. var localTarget = BoneLookController._tmpVecs[3];
  92437. target.subtractToRef(bonePos, localTarget);
  92438. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92439. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92440. var pitch = Math.atan2(localTarget.y, xzlen);
  92441. var newPitch = pitch;
  92442. if (pitch > this._maxPitch) {
  92443. localTarget.y = this._maxPitchTan * xzlen;
  92444. newPitch = this._maxPitch;
  92445. }
  92446. else if (pitch < this._minPitch) {
  92447. localTarget.y = this._minPitchTan * xzlen;
  92448. newPitch = this._minPitch;
  92449. }
  92450. if (pitch != newPitch) {
  92451. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92452. localTarget.addInPlace(bonePos);
  92453. target = localTarget;
  92454. }
  92455. }
  92456. if (checkYaw) {
  92457. var localTarget = BoneLookController._tmpVecs[4];
  92458. target.subtractToRef(bonePos, localTarget);
  92459. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92460. var yaw = Math.atan2(localTarget.x, localTarget.z);
  92461. var newYaw = yaw;
  92462. if (yaw > this._maxYaw || yaw < this._minYaw) {
  92463. if (xzlen == null) {
  92464. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92465. }
  92466. if (this._yawRange > Math.PI) {
  92467. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  92468. localTarget.z = this._maxYawCos * xzlen;
  92469. localTarget.x = this._maxYawSin * xzlen;
  92470. newYaw = this._maxYaw;
  92471. }
  92472. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  92473. localTarget.z = this._minYawCos * xzlen;
  92474. localTarget.x = this._minYawSin * xzlen;
  92475. newYaw = this._minYaw;
  92476. }
  92477. }
  92478. else {
  92479. if (yaw > this._maxYaw) {
  92480. localTarget.z = this._maxYawCos * xzlen;
  92481. localTarget.x = this._maxYawSin * xzlen;
  92482. newYaw = this._maxYaw;
  92483. }
  92484. else if (yaw < this._minYaw) {
  92485. localTarget.z = this._minYawCos * xzlen;
  92486. localTarget.x = this._minYawSin * xzlen;
  92487. newYaw = this._minYaw;
  92488. }
  92489. }
  92490. }
  92491. if (this._slerping && this._yawRange > Math.PI) {
  92492. //are we going to be crossing into the min/max region?
  92493. var boneFwd = BoneLookController._tmpVecs[8];
  92494. boneFwd.copyFrom(BABYLON.Axis.Z);
  92495. if (this._transformYawPitch) {
  92496. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  92497. }
  92498. var boneRotMat = BoneLookController._tmpMats[4];
  92499. this._boneQuat.toRotationMatrix(boneRotMat);
  92500. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  92501. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  92502. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  92503. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  92504. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  92505. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  92506. if (angBtwTar > angBtwMidYaw) {
  92507. if (xzlen == null) {
  92508. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92509. }
  92510. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  92511. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  92512. if (angBtwMin < angBtwMax) {
  92513. newYaw = boneYaw + Math.PI * .75;
  92514. localTarget.z = Math.cos(newYaw) * xzlen;
  92515. localTarget.x = Math.sin(newYaw) * xzlen;
  92516. }
  92517. else {
  92518. newYaw = boneYaw - Math.PI * .75;
  92519. localTarget.z = Math.cos(newYaw) * xzlen;
  92520. localTarget.x = Math.sin(newYaw) * xzlen;
  92521. }
  92522. }
  92523. }
  92524. if (yaw != newYaw) {
  92525. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92526. localTarget.addInPlace(bonePos);
  92527. target = localTarget;
  92528. }
  92529. }
  92530. }
  92531. var zaxis = BoneLookController._tmpVecs[5];
  92532. var xaxis = BoneLookController._tmpVecs[6];
  92533. var yaxis = BoneLookController._tmpVecs[7];
  92534. var _tmpQuat = BoneLookController._tmpQuat;
  92535. target.subtractToRef(bonePos, zaxis);
  92536. zaxis.normalize();
  92537. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  92538. xaxis.normalize();
  92539. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  92540. yaxis.normalize();
  92541. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  92542. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  92543. return;
  92544. }
  92545. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  92546. return;
  92547. }
  92548. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  92549. return;
  92550. }
  92551. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  92552. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  92553. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  92554. }
  92555. if (this.slerpAmount < 1) {
  92556. if (!this._slerping) {
  92557. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  92558. }
  92559. if (this._transformYawPitch) {
  92560. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92561. }
  92562. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  92563. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  92564. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  92565. this._slerping = true;
  92566. }
  92567. else {
  92568. if (this._transformYawPitch) {
  92569. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92570. }
  92571. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  92572. this._slerping = false;
  92573. }
  92574. };
  92575. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  92576. var angDiff = ang2 - ang1;
  92577. angDiff %= Math.PI * 2;
  92578. if (angDiff > Math.PI) {
  92579. angDiff -= Math.PI * 2;
  92580. }
  92581. else if (angDiff < -Math.PI) {
  92582. angDiff += Math.PI * 2;
  92583. }
  92584. return angDiff;
  92585. };
  92586. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  92587. ang1 %= (2 * Math.PI);
  92588. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  92589. ang2 %= (2 * Math.PI);
  92590. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  92591. var ab = 0;
  92592. if (ang1 < ang2) {
  92593. ab = ang2 - ang1;
  92594. }
  92595. else {
  92596. ab = ang1 - ang2;
  92597. }
  92598. if (ab > Math.PI) {
  92599. ab = Math.PI * 2 - ab;
  92600. }
  92601. return ab;
  92602. };
  92603. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  92604. ang %= (2 * Math.PI);
  92605. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  92606. ang1 %= (2 * Math.PI);
  92607. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  92608. ang2 %= (2 * Math.PI);
  92609. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  92610. if (ang1 < ang2) {
  92611. if (ang > ang1 && ang < ang2) {
  92612. return true;
  92613. }
  92614. }
  92615. else {
  92616. if (ang > ang2 && ang < ang1) {
  92617. return true;
  92618. }
  92619. }
  92620. return false;
  92621. };
  92622. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  92623. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  92624. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92625. return BoneLookController;
  92626. }());
  92627. BABYLON.BoneLookController = BoneLookController;
  92628. })(BABYLON || (BABYLON = {}));
  92629. //# sourceMappingURL=babylon.boneLookController.js.map
  92630. var BABYLON;
  92631. (function (BABYLON) {
  92632. /**
  92633. * Class used to handle skinning animations
  92634. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92635. */
  92636. var Skeleton = /** @class */ (function () {
  92637. /**
  92638. * Creates a new skeleton
  92639. * @param name defines the skeleton name
  92640. * @param id defines the skeleton Id
  92641. * @param scene defines the hosting scene
  92642. */
  92643. function Skeleton(
  92644. /** defines the skeleton name */
  92645. name,
  92646. /** defines the skeleton Id */
  92647. id, scene) {
  92648. this.name = name;
  92649. this.id = id;
  92650. /**
  92651. * Gets the list of child bones
  92652. */
  92653. this.bones = new Array();
  92654. /**
  92655. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  92656. */
  92657. this.needInitialSkinMatrix = false;
  92658. this._isDirty = true;
  92659. this._meshesWithPoseMatrix = new Array();
  92660. this._identity = BABYLON.Matrix.Identity();
  92661. this._ranges = {};
  92662. this._lastAbsoluteTransformsUpdateId = -1;
  92663. /**
  92664. * Specifies if the skeleton should be serialized
  92665. */
  92666. this.doNotSerialize = false;
  92667. this._animationPropertiesOverride = null;
  92668. // Events
  92669. /**
  92670. * An observable triggered before computing the skeleton's matrices
  92671. */
  92672. this.onBeforeComputeObservable = new BABYLON.Observable();
  92673. this.bones = [];
  92674. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  92675. scene.skeletons.push(this);
  92676. //make sure it will recalculate the matrix next time prepare is called.
  92677. this._isDirty = true;
  92678. }
  92679. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  92680. /**
  92681. * Gets or sets the animation properties override
  92682. */
  92683. get: function () {
  92684. if (!this._animationPropertiesOverride) {
  92685. return this._scene.animationPropertiesOverride;
  92686. }
  92687. return this._animationPropertiesOverride;
  92688. },
  92689. set: function (value) {
  92690. this._animationPropertiesOverride = value;
  92691. },
  92692. enumerable: true,
  92693. configurable: true
  92694. });
  92695. // Members
  92696. /**
  92697. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  92698. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  92699. * @returns a Float32Array containing matrices data
  92700. */
  92701. Skeleton.prototype.getTransformMatrices = function (mesh) {
  92702. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  92703. return mesh._bonesTransformMatrices;
  92704. }
  92705. if (!this._transformMatrices) {
  92706. this.prepare();
  92707. }
  92708. return this._transformMatrices;
  92709. };
  92710. /**
  92711. * Gets the current hosting scene
  92712. * @returns a scene object
  92713. */
  92714. Skeleton.prototype.getScene = function () {
  92715. return this._scene;
  92716. };
  92717. // Methods
  92718. /**
  92719. * Gets a string representing the current skeleton data
  92720. * @param fullDetails defines a boolean indicating if we want a verbose version
  92721. * @returns a string representing the current skeleton data
  92722. */
  92723. Skeleton.prototype.toString = function (fullDetails) {
  92724. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  92725. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  92726. if (fullDetails) {
  92727. ret += ", Ranges: {";
  92728. var first = true;
  92729. for (var name_1 in this._ranges) {
  92730. if (first) {
  92731. ret += ", ";
  92732. first = false;
  92733. }
  92734. ret += name_1;
  92735. }
  92736. ret += "}";
  92737. }
  92738. return ret;
  92739. };
  92740. /**
  92741. * Get bone's index searching by name
  92742. * @param name defines bone's name to search for
  92743. * @return the indice of the bone. Returns -1 if not found
  92744. */
  92745. Skeleton.prototype.getBoneIndexByName = function (name) {
  92746. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  92747. if (this.bones[boneIndex].name === name) {
  92748. return boneIndex;
  92749. }
  92750. }
  92751. return -1;
  92752. };
  92753. /**
  92754. * Creater a new animation range
  92755. * @param name defines the name of the range
  92756. * @param from defines the start key
  92757. * @param to defines the end key
  92758. */
  92759. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  92760. // check name not already in use
  92761. if (!this._ranges[name]) {
  92762. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  92763. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  92764. if (this.bones[i].animations[0]) {
  92765. this.bones[i].animations[0].createRange(name, from, to);
  92766. }
  92767. }
  92768. }
  92769. };
  92770. /**
  92771. * Delete a specific animation range
  92772. * @param name defines the name of the range
  92773. * @param deleteFrames defines if frames must be removed as well
  92774. */
  92775. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  92776. if (deleteFrames === void 0) { deleteFrames = true; }
  92777. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  92778. if (this.bones[i].animations[0]) {
  92779. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  92780. }
  92781. }
  92782. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  92783. };
  92784. /**
  92785. * Gets a specific animation range
  92786. * @param name defines the name of the range to look for
  92787. * @returns the requested animation range or null if not found
  92788. */
  92789. Skeleton.prototype.getAnimationRange = function (name) {
  92790. return this._ranges[name];
  92791. };
  92792. /**
  92793. * Gets the list of all animation ranges defined on this skeleton
  92794. * @returns an array
  92795. */
  92796. Skeleton.prototype.getAnimationRanges = function () {
  92797. var animationRanges = [];
  92798. var name;
  92799. var i = 0;
  92800. for (name in this._ranges) {
  92801. animationRanges[i] = this._ranges[name];
  92802. i++;
  92803. }
  92804. return animationRanges;
  92805. };
  92806. /**
  92807. * Copy animation range from a source skeleton.
  92808. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  92809. * @param source defines the source skeleton
  92810. * @param name defines the name of the range to copy
  92811. * @param rescaleAsRequired defines if rescaling must be applied if required
  92812. * @returns true if operation was successful
  92813. */
  92814. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  92815. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92816. if (this._ranges[name] || !source.getAnimationRange(name)) {
  92817. return false;
  92818. }
  92819. var ret = true;
  92820. var frameOffset = this._getHighestAnimationFrame() + 1;
  92821. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  92822. var boneDict = {};
  92823. var sourceBones = source.bones;
  92824. var nBones;
  92825. var i;
  92826. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  92827. boneDict[sourceBones[i].name] = sourceBones[i];
  92828. }
  92829. if (this.bones.length !== sourceBones.length) {
  92830. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  92831. ret = false;
  92832. }
  92833. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  92834. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  92835. var boneName = this.bones[i].name;
  92836. var sourceBone = boneDict[boneName];
  92837. if (sourceBone) {
  92838. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  92839. }
  92840. else {
  92841. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  92842. ret = false;
  92843. }
  92844. }
  92845. // do not call createAnimationRange(), since it also is done to bones, which was already done
  92846. var range = source.getAnimationRange(name);
  92847. if (range) {
  92848. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  92849. }
  92850. return ret;
  92851. };
  92852. /**
  92853. * Forces the skeleton to go to rest pose
  92854. */
  92855. Skeleton.prototype.returnToRest = function () {
  92856. for (var index = 0; index < this.bones.length; index++) {
  92857. this.bones[index].returnToRest();
  92858. }
  92859. };
  92860. Skeleton.prototype._getHighestAnimationFrame = function () {
  92861. var ret = 0;
  92862. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  92863. if (this.bones[i].animations[0]) {
  92864. var highest = this.bones[i].animations[0].getHighestFrame();
  92865. if (ret < highest) {
  92866. ret = highest;
  92867. }
  92868. }
  92869. }
  92870. return ret;
  92871. };
  92872. /**
  92873. * Begin a specific animation range
  92874. * @param name defines the name of the range to start
  92875. * @param loop defines if looping must be turned on (false by default)
  92876. * @param speedRatio defines the speed ratio to apply (1 by default)
  92877. * @param onAnimationEnd defines a callback which will be called when animation will end
  92878. * @returns a new animatable
  92879. */
  92880. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  92881. var range = this.getAnimationRange(name);
  92882. if (!range) {
  92883. return null;
  92884. }
  92885. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  92886. };
  92887. /** @hidden */
  92888. Skeleton.prototype._markAsDirty = function () {
  92889. this._isDirty = true;
  92890. };
  92891. /** @hidden */
  92892. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  92893. this._meshesWithPoseMatrix.push(mesh);
  92894. };
  92895. /** @hidden */
  92896. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  92897. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  92898. if (index > -1) {
  92899. this._meshesWithPoseMatrix.splice(index, 1);
  92900. }
  92901. };
  92902. /** @hidden */
  92903. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  92904. this.onBeforeComputeObservable.notifyObservers(this);
  92905. for (var index = 0; index < this.bones.length; index++) {
  92906. var bone = this.bones[index];
  92907. var parentBone = bone.getParent();
  92908. if (parentBone) {
  92909. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  92910. }
  92911. else {
  92912. if (initialSkinMatrix) {
  92913. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  92914. }
  92915. else {
  92916. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  92917. }
  92918. }
  92919. if (bone._index !== -1) {
  92920. var mappedIndex = bone._index === null ? index : bone._index;
  92921. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  92922. }
  92923. }
  92924. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  92925. };
  92926. /**
  92927. * Build all resources required to render a skeleton
  92928. */
  92929. Skeleton.prototype.prepare = function () {
  92930. if (!this._isDirty) {
  92931. return;
  92932. }
  92933. if (this.needInitialSkinMatrix) {
  92934. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  92935. var mesh = this._meshesWithPoseMatrix[index];
  92936. var poseMatrix = mesh.getPoseMatrix();
  92937. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  92938. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  92939. }
  92940. if (this._synchronizedWithMesh !== mesh) {
  92941. this._synchronizedWithMesh = mesh;
  92942. // Prepare bones
  92943. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  92944. var bone = this.bones[boneIndex];
  92945. if (!bone.getParent()) {
  92946. var matrix = bone.getBaseMatrix();
  92947. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  92948. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  92949. }
  92950. }
  92951. }
  92952. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  92953. }
  92954. }
  92955. else {
  92956. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  92957. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  92958. }
  92959. this._computeTransformMatrices(this._transformMatrices, null);
  92960. }
  92961. this._isDirty = false;
  92962. this._scene._activeBones.addCount(this.bones.length, false);
  92963. };
  92964. /**
  92965. * Gets the list of animatables currently running for this skeleton
  92966. * @returns an array of animatables
  92967. */
  92968. Skeleton.prototype.getAnimatables = function () {
  92969. if (!this._animatables || this._animatables.length !== this.bones.length) {
  92970. this._animatables = [];
  92971. for (var index = 0; index < this.bones.length; index++) {
  92972. this._animatables.push(this.bones[index]);
  92973. }
  92974. }
  92975. return this._animatables;
  92976. };
  92977. /**
  92978. * Clone the current skeleton
  92979. * @param name defines the name of the new skeleton
  92980. * @param id defines the id of the enw skeleton
  92981. * @returns the new skeleton
  92982. */
  92983. Skeleton.prototype.clone = function (name, id) {
  92984. var result = new Skeleton(name, id || name, this._scene);
  92985. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  92986. for (var index = 0; index < this.bones.length; index++) {
  92987. var source = this.bones[index];
  92988. var parentBone = null;
  92989. var parent_1 = source.getParent();
  92990. if (parent_1) {
  92991. var parentIndex = this.bones.indexOf(parent_1);
  92992. parentBone = result.bones[parentIndex];
  92993. }
  92994. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  92995. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  92996. }
  92997. if (this._ranges) {
  92998. result._ranges = {};
  92999. for (var rangeName in this._ranges) {
  93000. var range = this._ranges[rangeName];
  93001. if (range) {
  93002. result._ranges[rangeName] = range.clone();
  93003. }
  93004. }
  93005. }
  93006. this._isDirty = true;
  93007. return result;
  93008. };
  93009. /**
  93010. * Enable animation blending for this skeleton
  93011. * @param blendingSpeed defines the blending speed to apply
  93012. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93013. */
  93014. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93015. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93016. this.bones.forEach(function (bone) {
  93017. bone.animations.forEach(function (animation) {
  93018. animation.enableBlending = true;
  93019. animation.blendingSpeed = blendingSpeed;
  93020. });
  93021. });
  93022. };
  93023. /**
  93024. * Releases all resources associated with the current skeleton
  93025. */
  93026. Skeleton.prototype.dispose = function () {
  93027. this._meshesWithPoseMatrix = [];
  93028. // Animations
  93029. this.getScene().stopAnimation(this);
  93030. // Remove from scene
  93031. this.getScene().removeSkeleton(this);
  93032. };
  93033. /**
  93034. * Serialize the skeleton in a JSON object
  93035. * @returns a JSON object
  93036. */
  93037. Skeleton.prototype.serialize = function () {
  93038. var serializationObject = {};
  93039. serializationObject.name = this.name;
  93040. serializationObject.id = this.id;
  93041. if (this.dimensionsAtRest) {
  93042. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93043. }
  93044. serializationObject.bones = [];
  93045. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93046. for (var index = 0; index < this.bones.length; index++) {
  93047. var bone = this.bones[index];
  93048. var parent_2 = bone.getParent();
  93049. var serializedBone = {
  93050. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93051. name: bone.name,
  93052. matrix: bone.getBaseMatrix().toArray(),
  93053. rest: bone.getRestPose().toArray()
  93054. };
  93055. serializationObject.bones.push(serializedBone);
  93056. if (bone.length) {
  93057. serializedBone.length = bone.length;
  93058. }
  93059. if (bone.metadata) {
  93060. serializedBone.metadata = bone.metadata;
  93061. }
  93062. if (bone.animations && bone.animations.length > 0) {
  93063. serializedBone.animation = bone.animations[0].serialize();
  93064. }
  93065. serializationObject.ranges = [];
  93066. for (var name in this._ranges) {
  93067. var source = this._ranges[name];
  93068. if (!source) {
  93069. continue;
  93070. }
  93071. var range = {};
  93072. range.name = name;
  93073. range.from = source.from;
  93074. range.to = source.to;
  93075. serializationObject.ranges.push(range);
  93076. }
  93077. }
  93078. return serializationObject;
  93079. };
  93080. /**
  93081. * Creates a new skeleton from serialized data
  93082. * @param parsedSkeleton defines the serialized data
  93083. * @param scene defines the hosting scene
  93084. * @returns a new skeleton
  93085. */
  93086. Skeleton.Parse = function (parsedSkeleton, scene) {
  93087. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  93088. if (parsedSkeleton.dimensionsAtRest) {
  93089. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  93090. }
  93091. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  93092. var index;
  93093. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  93094. var parsedBone = parsedSkeleton.bones[index];
  93095. var parentBone = null;
  93096. if (parsedBone.parentBoneIndex > -1) {
  93097. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  93098. }
  93099. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  93100. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  93101. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  93102. bone.id = parsedBone.id;
  93103. }
  93104. if (parsedBone.length) {
  93105. bone.length = parsedBone.length;
  93106. }
  93107. if (parsedBone.metadata) {
  93108. bone.metadata = parsedBone.metadata;
  93109. }
  93110. if (parsedBone.animation) {
  93111. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  93112. }
  93113. }
  93114. // placed after bones, so createAnimationRange can cascade down
  93115. if (parsedSkeleton.ranges) {
  93116. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  93117. var data = parsedSkeleton.ranges[index];
  93118. skeleton.createAnimationRange(data.name, data.from, data.to);
  93119. }
  93120. }
  93121. return skeleton;
  93122. };
  93123. /**
  93124. * Compute all node absolute transforms
  93125. * @param forceUpdate defines if computation must be done even if cache is up to date
  93126. */
  93127. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  93128. if (forceUpdate === void 0) { forceUpdate = false; }
  93129. var renderId = this._scene.getRenderId();
  93130. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  93131. this.bones[0].computeAbsoluteTransforms();
  93132. this._lastAbsoluteTransformsUpdateId = renderId;
  93133. }
  93134. };
  93135. /**
  93136. * Gets the root pose matrix
  93137. * @returns a matrix
  93138. */
  93139. Skeleton.prototype.getPoseMatrix = function () {
  93140. var poseMatrix = null;
  93141. if (this._meshesWithPoseMatrix.length > 0) {
  93142. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  93143. }
  93144. return poseMatrix;
  93145. };
  93146. /**
  93147. * Sorts bones per internal index
  93148. */
  93149. Skeleton.prototype.sortBones = function () {
  93150. var bones = new Array();
  93151. var visited = new Array(this.bones.length);
  93152. for (var index = 0; index < this.bones.length; index++) {
  93153. this._sortBones(index, bones, visited);
  93154. }
  93155. this.bones = bones;
  93156. };
  93157. Skeleton.prototype._sortBones = function (index, bones, visited) {
  93158. if (visited[index]) {
  93159. return;
  93160. }
  93161. visited[index] = true;
  93162. var bone = this.bones[index];
  93163. if (bone._index === undefined) {
  93164. bone._index = index;
  93165. }
  93166. var parentBone = bone.getParent();
  93167. if (parentBone) {
  93168. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  93169. }
  93170. bones.push(bone);
  93171. };
  93172. return Skeleton;
  93173. }());
  93174. BABYLON.Skeleton = Skeleton;
  93175. })(BABYLON || (BABYLON = {}));
  93176. //# sourceMappingURL=babylon.skeleton.js.map
  93177. var BABYLON;
  93178. (function (BABYLON) {
  93179. /**
  93180. * This groups tools to convert HDR texture to native colors array.
  93181. */
  93182. var HDRTools = /** @class */ (function () {
  93183. function HDRTools() {
  93184. }
  93185. HDRTools.Ldexp = function (mantissa, exponent) {
  93186. if (exponent > 1023) {
  93187. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  93188. }
  93189. if (exponent < -1074) {
  93190. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  93191. }
  93192. return mantissa * Math.pow(2, exponent);
  93193. };
  93194. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  93195. if (exponent > 0) { /*nonzero pixel*/
  93196. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  93197. float32array[index + 0] = red * exponent;
  93198. float32array[index + 1] = green * exponent;
  93199. float32array[index + 2] = blue * exponent;
  93200. }
  93201. else {
  93202. float32array[index + 0] = 0;
  93203. float32array[index + 1] = 0;
  93204. float32array[index + 2] = 0;
  93205. }
  93206. };
  93207. HDRTools.readStringLine = function (uint8array, startIndex) {
  93208. var line = "";
  93209. var character = "";
  93210. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  93211. character = String.fromCharCode(uint8array[i]);
  93212. if (character == "\n") {
  93213. break;
  93214. }
  93215. line += character;
  93216. }
  93217. return line;
  93218. };
  93219. /**
  93220. * Reads header information from an RGBE texture stored in a native array.
  93221. * More information on this format are available here:
  93222. * https://en.wikipedia.org/wiki/RGBE_image_format
  93223. *
  93224. * @param uint8array The binary file stored in native array.
  93225. * @return The header information.
  93226. */
  93227. HDRTools.RGBE_ReadHeader = function (uint8array) {
  93228. var height = 0;
  93229. var width = 0;
  93230. var line = this.readStringLine(uint8array, 0);
  93231. if (line[0] != '#' || line[1] != '?') {
  93232. throw "Bad HDR Format.";
  93233. }
  93234. var endOfHeader = false;
  93235. var findFormat = false;
  93236. var lineIndex = 0;
  93237. do {
  93238. lineIndex += (line.length + 1);
  93239. line = this.readStringLine(uint8array, lineIndex);
  93240. if (line == "FORMAT=32-bit_rle_rgbe") {
  93241. findFormat = true;
  93242. }
  93243. else if (line.length == 0) {
  93244. endOfHeader = true;
  93245. }
  93246. } while (!endOfHeader);
  93247. if (!findFormat) {
  93248. throw "HDR Bad header format, unsupported FORMAT";
  93249. }
  93250. lineIndex += (line.length + 1);
  93251. line = this.readStringLine(uint8array, lineIndex);
  93252. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  93253. var match = sizeRegexp.exec(line);
  93254. // TODO. Support +Y and -X if needed.
  93255. if (!match || match.length < 3) {
  93256. throw "HDR Bad header format, no size";
  93257. }
  93258. width = parseInt(match[2]);
  93259. height = parseInt(match[1]);
  93260. if (width < 8 || width > 0x7fff) {
  93261. throw "HDR Bad header format, unsupported size";
  93262. }
  93263. lineIndex += (line.length + 1);
  93264. return {
  93265. height: height,
  93266. width: width,
  93267. dataPosition: lineIndex
  93268. };
  93269. };
  93270. /**
  93271. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  93272. * This RGBE texture needs to store the information as a panorama.
  93273. *
  93274. * More information on this format are available here:
  93275. * https://en.wikipedia.org/wiki/RGBE_image_format
  93276. *
  93277. * @param buffer The binary file stored in an array buffer.
  93278. * @param size The expected size of the extracted cubemap.
  93279. * @return The Cube Map information.
  93280. */
  93281. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  93282. var uint8array = new Uint8Array(buffer);
  93283. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  93284. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93285. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  93286. return cubeMapData;
  93287. };
  93288. /**
  93289. * Returns the pixels data extracted from an RGBE texture.
  93290. * This pixels will be stored left to right up to down in the R G B order in one array.
  93291. *
  93292. * More information on this format are available here:
  93293. * https://en.wikipedia.org/wiki/RGBE_image_format
  93294. *
  93295. * @param uint8array The binary file stored in an array buffer.
  93296. * @param hdrInfo The header information of the file.
  93297. * @return The pixels data in RGB right to left up to down order.
  93298. */
  93299. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  93300. // Keep for multi format supports.
  93301. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93302. };
  93303. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  93304. var num_scanlines = hdrInfo.height;
  93305. var scanline_width = hdrInfo.width;
  93306. var a, b, c, d, count;
  93307. var dataIndex = hdrInfo.dataPosition;
  93308. var index = 0, endIndex = 0, i = 0;
  93309. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  93310. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  93311. // 3 channels of 4 bytes per pixel in float.
  93312. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  93313. var resultArray = new Float32Array(resultBuffer);
  93314. // read in each successive scanline
  93315. while (num_scanlines > 0) {
  93316. a = uint8array[dataIndex++];
  93317. b = uint8array[dataIndex++];
  93318. c = uint8array[dataIndex++];
  93319. d = uint8array[dataIndex++];
  93320. if (a != 2 || b != 2 || (c & 0x80)) {
  93321. // this file is not run length encoded
  93322. throw "HDR Bad header format, not RLE";
  93323. }
  93324. if (((c << 8) | d) != scanline_width) {
  93325. throw "HDR Bad header format, wrong scan line width";
  93326. }
  93327. index = 0;
  93328. // read each of the four channels for the scanline into the buffer
  93329. for (i = 0; i < 4; i++) {
  93330. endIndex = (i + 1) * scanline_width;
  93331. while (index < endIndex) {
  93332. a = uint8array[dataIndex++];
  93333. b = uint8array[dataIndex++];
  93334. if (a > 128) {
  93335. // a run of the same value
  93336. count = a - 128;
  93337. if ((count == 0) || (count > endIndex - index)) {
  93338. throw "HDR Bad Format, bad scanline data (run)";
  93339. }
  93340. while (count-- > 0) {
  93341. scanLineArray[index++] = b;
  93342. }
  93343. }
  93344. else {
  93345. // a non-run
  93346. count = a;
  93347. if ((count == 0) || (count > endIndex - index)) {
  93348. throw "HDR Bad Format, bad scanline data (non-run)";
  93349. }
  93350. scanLineArray[index++] = b;
  93351. if (--count > 0) {
  93352. for (var j = 0; j < count; j++) {
  93353. scanLineArray[index++] = uint8array[dataIndex++];
  93354. }
  93355. }
  93356. }
  93357. }
  93358. }
  93359. // now convert data from buffer into floats
  93360. for (i = 0; i < scanline_width; i++) {
  93361. a = scanLineArray[i];
  93362. b = scanLineArray[i + scanline_width];
  93363. c = scanLineArray[i + 2 * scanline_width];
  93364. d = scanLineArray[i + 3 * scanline_width];
  93365. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  93366. }
  93367. num_scanlines--;
  93368. }
  93369. return resultArray;
  93370. };
  93371. return HDRTools;
  93372. }());
  93373. BABYLON.HDRTools = HDRTools;
  93374. })(BABYLON || (BABYLON = {}));
  93375. //# sourceMappingURL=babylon.hdr.js.map
  93376. var BABYLON;
  93377. (function (BABYLON) {
  93378. /**
  93379. * This represents a texture coming from an HDR input.
  93380. *
  93381. * The only supported format is currently panorama picture stored in RGBE format.
  93382. * Example of such files can be found on HDRLib: http://hdrlib.com/
  93383. */
  93384. var HDRCubeTexture = /** @class */ (function (_super) {
  93385. __extends(HDRCubeTexture, _super);
  93386. /**
  93387. * Instantiates an HDRTexture from the following parameters.
  93388. *
  93389. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  93390. * @param scene The scene the texture will be used in
  93391. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  93392. * @param noMipmap Forces to not generate the mipmap if true
  93393. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  93394. * @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)
  93395. * @param reserved Reserved flag for internal use.
  93396. */
  93397. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  93398. if (noMipmap === void 0) { noMipmap = false; }
  93399. if (generateHarmonics === void 0) { generateHarmonics = true; }
  93400. if (gammaSpace === void 0) { gammaSpace = false; }
  93401. if (reserved === void 0) { reserved = false; }
  93402. if (onLoad === void 0) { onLoad = null; }
  93403. if (onError === void 0) { onError = null; }
  93404. var _this = _super.call(this, scene) || this;
  93405. _this._generateHarmonics = true;
  93406. _this._onLoad = null;
  93407. _this._onError = null;
  93408. /**
  93409. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  93410. */
  93411. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  93412. _this._isBlocking = true;
  93413. _this._rotationY = 0;
  93414. /**
  93415. * Gets or sets the center of the bounding box associated with the cube texture
  93416. * It must define where the camera used to render the texture was set
  93417. */
  93418. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  93419. if (!url) {
  93420. return _this;
  93421. }
  93422. _this.name = url;
  93423. _this.url = url;
  93424. _this.hasAlpha = false;
  93425. _this.isCube = true;
  93426. _this._textureMatrix = BABYLON.Matrix.Identity();
  93427. _this._onLoad = onLoad;
  93428. _this._onError = onError;
  93429. _this.gammaSpace = gammaSpace;
  93430. _this._noMipmap = noMipmap;
  93431. _this._size = size;
  93432. _this._texture = _this._getFromCache(url, _this._noMipmap);
  93433. if (!_this._texture) {
  93434. if (!scene.useDelayedTextureLoading) {
  93435. _this.loadTexture();
  93436. }
  93437. else {
  93438. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  93439. }
  93440. }
  93441. return _this;
  93442. }
  93443. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  93444. /**
  93445. * Gets wether or not the texture is blocking during loading.
  93446. */
  93447. get: function () {
  93448. return this._isBlocking;
  93449. },
  93450. /**
  93451. * Sets wether or not the texture is blocking during loading.
  93452. */
  93453. set: function (value) {
  93454. this._isBlocking = value;
  93455. },
  93456. enumerable: true,
  93457. configurable: true
  93458. });
  93459. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  93460. /**
  93461. * Gets texture matrix rotation angle around Y axis radians.
  93462. */
  93463. get: function () {
  93464. return this._rotationY;
  93465. },
  93466. /**
  93467. * Sets texture matrix rotation angle around Y axis in radians.
  93468. */
  93469. set: function (value) {
  93470. this._rotationY = value;
  93471. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  93472. },
  93473. enumerable: true,
  93474. configurable: true
  93475. });
  93476. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  93477. get: function () {
  93478. return this._boundingBoxSize;
  93479. },
  93480. /**
  93481. * Gets or sets the size of the bounding box associated with the cube texture
  93482. * When defined, the cubemap will switch to local mode
  93483. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  93484. * @example https://www.babylonjs-playground.com/#RNASML
  93485. */
  93486. set: function (value) {
  93487. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  93488. return;
  93489. }
  93490. this._boundingBoxSize = value;
  93491. var scene = this.getScene();
  93492. if (scene) {
  93493. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  93494. }
  93495. },
  93496. enumerable: true,
  93497. configurable: true
  93498. });
  93499. /**
  93500. * Occurs when the file is raw .hdr file.
  93501. */
  93502. HDRCubeTexture.prototype.loadTexture = function () {
  93503. var _this = this;
  93504. var callback = function (buffer) {
  93505. _this.lodGenerationOffset = 0.0;
  93506. _this.lodGenerationScale = 0.8;
  93507. var scene = _this.getScene();
  93508. if (!scene) {
  93509. return null;
  93510. }
  93511. // Extract the raw linear data.
  93512. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  93513. // Generate harmonics if needed.
  93514. if (_this._generateHarmonics) {
  93515. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  93516. _this.sphericalPolynomial = sphericalPolynomial;
  93517. }
  93518. var results = [];
  93519. var byteArray = null;
  93520. // Push each faces.
  93521. for (var j = 0; j < 6; j++) {
  93522. // Create uintarray fallback.
  93523. if (!scene.getEngine().getCaps().textureFloat) {
  93524. // 3 channels of 1 bytes per pixel in bytes.
  93525. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  93526. byteArray = new Uint8Array(byteBuffer);
  93527. }
  93528. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  93529. // If special cases.
  93530. if (_this.gammaSpace || byteArray) {
  93531. for (var i = 0; i < _this._size * _this._size; i++) {
  93532. // Put in gamma space if requested.
  93533. if (_this.gammaSpace) {
  93534. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  93535. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  93536. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  93537. }
  93538. // Convert to int texture for fallback.
  93539. if (byteArray) {
  93540. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  93541. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  93542. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  93543. // May use luminance instead if the result is not accurate.
  93544. var max = Math.max(Math.max(r, g), b);
  93545. if (max > 255) {
  93546. var scale = 255 / max;
  93547. r *= scale;
  93548. g *= scale;
  93549. b *= scale;
  93550. }
  93551. byteArray[(i * 3) + 0] = r;
  93552. byteArray[(i * 3) + 1] = g;
  93553. byteArray[(i * 3) + 2] = b;
  93554. }
  93555. }
  93556. }
  93557. if (byteArray) {
  93558. results.push(byteArray);
  93559. }
  93560. else {
  93561. results.push(dataFace);
  93562. }
  93563. }
  93564. return results;
  93565. };
  93566. var scene = this.getScene();
  93567. if (scene) {
  93568. 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);
  93569. }
  93570. };
  93571. HDRCubeTexture.prototype.clone = function () {
  93572. var scene = this.getScene();
  93573. if (!scene) {
  93574. return this;
  93575. }
  93576. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  93577. // Base texture
  93578. newTexture.level = this.level;
  93579. newTexture.wrapU = this.wrapU;
  93580. newTexture.wrapV = this.wrapV;
  93581. newTexture.coordinatesIndex = this.coordinatesIndex;
  93582. newTexture.coordinatesMode = this.coordinatesMode;
  93583. return newTexture;
  93584. };
  93585. // Methods
  93586. HDRCubeTexture.prototype.delayLoad = function () {
  93587. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  93588. return;
  93589. }
  93590. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  93591. this._texture = this._getFromCache(this.url, this._noMipmap);
  93592. if (!this._texture) {
  93593. this.loadTexture();
  93594. }
  93595. };
  93596. /**
  93597. * Get the texture reflection matrix used to rotate/transform the reflection.
  93598. * @returns the reflection matrix
  93599. */
  93600. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  93601. return this._textureMatrix;
  93602. };
  93603. /**
  93604. * Set the texture reflection matrix used to rotate/transform the reflection.
  93605. * @param value Define the reflection matrix to set
  93606. */
  93607. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  93608. this._textureMatrix = value;
  93609. };
  93610. /**
  93611. * Parses a JSON representation of an HDR Texture in order to create the texture
  93612. * @param parsedTexture Define the JSON representation
  93613. * @param scene Define the scene the texture should be created in
  93614. * @param rootUrl Define the root url in case we need to load relative dependencies
  93615. * @returns the newly created texture after parsing
  93616. */
  93617. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  93618. var texture = null;
  93619. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  93620. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  93621. texture.name = parsedTexture.name;
  93622. texture.hasAlpha = parsedTexture.hasAlpha;
  93623. texture.level = parsedTexture.level;
  93624. texture.coordinatesMode = parsedTexture.coordinatesMode;
  93625. texture.isBlocking = parsedTexture.isBlocking;
  93626. }
  93627. if (texture) {
  93628. if (parsedTexture.boundingBoxPosition) {
  93629. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  93630. }
  93631. if (parsedTexture.boundingBoxSize) {
  93632. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  93633. }
  93634. if (parsedTexture.rotationY) {
  93635. texture.rotationY = parsedTexture.rotationY;
  93636. }
  93637. }
  93638. return texture;
  93639. };
  93640. HDRCubeTexture.prototype.serialize = function () {
  93641. if (!this.name) {
  93642. return null;
  93643. }
  93644. var serializationObject = {};
  93645. serializationObject.name = this.name;
  93646. serializationObject.hasAlpha = this.hasAlpha;
  93647. serializationObject.isCube = true;
  93648. serializationObject.level = this.level;
  93649. serializationObject.size = this._size;
  93650. serializationObject.coordinatesMode = this.coordinatesMode;
  93651. serializationObject.useInGammaSpace = this.gammaSpace;
  93652. serializationObject.generateHarmonics = this._generateHarmonics;
  93653. serializationObject.customType = "BABYLON.HDRCubeTexture";
  93654. serializationObject.noMipmap = this._noMipmap;
  93655. serializationObject.isBlocking = this._isBlocking;
  93656. serializationObject.rotationY = this._rotationY;
  93657. return serializationObject;
  93658. };
  93659. HDRCubeTexture._facesMapping = [
  93660. "right",
  93661. "left",
  93662. "up",
  93663. "down",
  93664. "front",
  93665. "back"
  93666. ];
  93667. return HDRCubeTexture;
  93668. }(BABYLON.BaseTexture));
  93669. BABYLON.HDRCubeTexture = HDRCubeTexture;
  93670. })(BABYLON || (BABYLON = {}));
  93671. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  93672. var BABYLON;
  93673. (function (BABYLON) {
  93674. /**
  93675. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  93676. */
  93677. var PanoramaToCubeMapTools = /** @class */ (function () {
  93678. function PanoramaToCubeMapTools() {
  93679. }
  93680. /**
  93681. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93682. *
  93683. * @param float32Array The source data.
  93684. * @param inputWidth The width of the input panorama.
  93685. * @param inputHeight The height of the input panorama.
  93686. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93687. * @return The cubemap data
  93688. */
  93689. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  93690. if (!float32Array) {
  93691. throw "ConvertPanoramaToCubemap: input cannot be null";
  93692. }
  93693. if (float32Array.length != inputWidth * inputHeight * 3) {
  93694. throw "ConvertPanoramaToCubemap: input size is wrong";
  93695. }
  93696. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  93697. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  93698. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  93699. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  93700. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  93701. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  93702. return {
  93703. front: textureFront,
  93704. back: textureBack,
  93705. left: textureLeft,
  93706. right: textureRight,
  93707. up: textureUp,
  93708. down: textureDown,
  93709. size: size,
  93710. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  93711. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  93712. gammaSpace: false,
  93713. };
  93714. };
  93715. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  93716. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  93717. var textureArray = new Float32Array(buffer);
  93718. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  93719. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  93720. var dy = 1 / texSize;
  93721. var fy = 0;
  93722. for (var y = 0; y < texSize; y++) {
  93723. var xv1 = faceData[0];
  93724. var xv2 = faceData[2];
  93725. for (var x = 0; x < texSize; x++) {
  93726. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  93727. v.normalize();
  93728. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  93729. // 3 channels per pixels
  93730. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  93731. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  93732. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  93733. xv1 = xv1.add(rotDX1);
  93734. xv2 = xv2.add(rotDX2);
  93735. }
  93736. fy += dy;
  93737. }
  93738. return textureArray;
  93739. };
  93740. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  93741. var theta = Math.atan2(vDir.z, vDir.x);
  93742. var phi = Math.acos(vDir.y);
  93743. while (theta < -Math.PI) {
  93744. theta += 2 * Math.PI;
  93745. }
  93746. while (theta > Math.PI) {
  93747. theta -= 2 * Math.PI;
  93748. }
  93749. var dx = theta / Math.PI;
  93750. var dy = phi / Math.PI;
  93751. // recenter.
  93752. dx = dx * 0.5 + 0.5;
  93753. var px = Math.round(dx * inputWidth);
  93754. if (px < 0) {
  93755. px = 0;
  93756. }
  93757. else if (px >= inputWidth) {
  93758. px = inputWidth - 1;
  93759. }
  93760. var py = Math.round(dy * inputHeight);
  93761. if (py < 0) {
  93762. py = 0;
  93763. }
  93764. else if (py >= inputHeight) {
  93765. py = inputHeight - 1;
  93766. }
  93767. var inputY = (inputHeight - py - 1);
  93768. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  93769. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  93770. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  93771. return {
  93772. r: r,
  93773. g: g,
  93774. b: b
  93775. };
  93776. };
  93777. PanoramaToCubeMapTools.FACE_FRONT = [
  93778. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  93779. new BABYLON.Vector3(1.0, -1.0, -1.0),
  93780. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  93781. new BABYLON.Vector3(1.0, 1.0, -1.0)
  93782. ];
  93783. PanoramaToCubeMapTools.FACE_BACK = [
  93784. new BABYLON.Vector3(1.0, -1.0, 1.0),
  93785. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  93786. new BABYLON.Vector3(1.0, 1.0, 1.0),
  93787. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  93788. ];
  93789. PanoramaToCubeMapTools.FACE_RIGHT = [
  93790. new BABYLON.Vector3(1.0, -1.0, -1.0),
  93791. new BABYLON.Vector3(1.0, -1.0, 1.0),
  93792. new BABYLON.Vector3(1.0, 1.0, -1.0),
  93793. new BABYLON.Vector3(1.0, 1.0, 1.0)
  93794. ];
  93795. PanoramaToCubeMapTools.FACE_LEFT = [
  93796. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  93797. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  93798. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  93799. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  93800. ];
  93801. PanoramaToCubeMapTools.FACE_DOWN = [
  93802. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  93803. new BABYLON.Vector3(1.0, 1.0, -1.0),
  93804. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  93805. new BABYLON.Vector3(1.0, 1.0, 1.0)
  93806. ];
  93807. PanoramaToCubeMapTools.FACE_UP = [
  93808. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  93809. new BABYLON.Vector3(1.0, -1.0, 1.0),
  93810. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  93811. new BABYLON.Vector3(1.0, -1.0, -1.0)
  93812. ];
  93813. return PanoramaToCubeMapTools;
  93814. }());
  93815. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  93816. })(BABYLON || (BABYLON = {}));
  93817. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  93818. var BABYLON;
  93819. (function (BABYLON) {
  93820. /**
  93821. * Vector2 wth index property
  93822. */
  93823. var IndexedVector2 = /** @class */ (function (_super) {
  93824. __extends(IndexedVector2, _super);
  93825. function IndexedVector2(original,
  93826. /** Index of the vector2 */
  93827. index) {
  93828. var _this = _super.call(this, original.x, original.y) || this;
  93829. _this.index = index;
  93830. return _this;
  93831. }
  93832. return IndexedVector2;
  93833. }(BABYLON.Vector2));
  93834. /**
  93835. * Defines points to create a polygon
  93836. */
  93837. var PolygonPoints = /** @class */ (function () {
  93838. function PolygonPoints() {
  93839. this.elements = new Array();
  93840. }
  93841. PolygonPoints.prototype.add = function (originalPoints) {
  93842. var _this = this;
  93843. var result = new Array();
  93844. originalPoints.forEach(function (point) {
  93845. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  93846. var newPoint = new IndexedVector2(point, _this.elements.length);
  93847. result.push(newPoint);
  93848. _this.elements.push(newPoint);
  93849. }
  93850. });
  93851. return result;
  93852. };
  93853. PolygonPoints.prototype.computeBounds = function () {
  93854. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  93855. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  93856. this.elements.forEach(function (point) {
  93857. // x
  93858. if (point.x < lmin.x) {
  93859. lmin.x = point.x;
  93860. }
  93861. else if (point.x > lmax.x) {
  93862. lmax.x = point.x;
  93863. }
  93864. // y
  93865. if (point.y < lmin.y) {
  93866. lmin.y = point.y;
  93867. }
  93868. else if (point.y > lmax.y) {
  93869. lmax.y = point.y;
  93870. }
  93871. });
  93872. return {
  93873. min: lmin,
  93874. max: lmax,
  93875. width: lmax.x - lmin.x,
  93876. height: lmax.y - lmin.y
  93877. };
  93878. };
  93879. return PolygonPoints;
  93880. }());
  93881. /**
  93882. * Polygon
  93883. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  93884. */
  93885. var Polygon = /** @class */ (function () {
  93886. function Polygon() {
  93887. }
  93888. /**
  93889. * Creates a rectangle
  93890. * @param xmin bottom X coord
  93891. * @param ymin bottom Y coord
  93892. * @param xmax top X coord
  93893. * @param ymax top Y coord
  93894. * @returns points that make the resulting rectation
  93895. */
  93896. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  93897. return [
  93898. new BABYLON.Vector2(xmin, ymin),
  93899. new BABYLON.Vector2(xmax, ymin),
  93900. new BABYLON.Vector2(xmax, ymax),
  93901. new BABYLON.Vector2(xmin, ymax)
  93902. ];
  93903. };
  93904. /**
  93905. * Creates a circle
  93906. * @param radius radius of circle
  93907. * @param cx scale in x
  93908. * @param cy scale in y
  93909. * @param numberOfSides number of sides that make up the circle
  93910. * @returns points that make the resulting circle
  93911. */
  93912. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  93913. if (cx === void 0) { cx = 0; }
  93914. if (cy === void 0) { cy = 0; }
  93915. if (numberOfSides === void 0) { numberOfSides = 32; }
  93916. var result = new Array();
  93917. var angle = 0;
  93918. var increment = (Math.PI * 2) / numberOfSides;
  93919. for (var i = 0; i < numberOfSides; i++) {
  93920. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  93921. angle -= increment;
  93922. }
  93923. return result;
  93924. };
  93925. /**
  93926. * Creates a polygon from input string
  93927. * @param input Input polygon data
  93928. * @returns the parsed points
  93929. */
  93930. Polygon.Parse = function (input) {
  93931. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  93932. var i, result = [];
  93933. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  93934. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  93935. }
  93936. return result;
  93937. };
  93938. /**
  93939. * Starts building a polygon from x and y coordinates
  93940. * @param x x coordinate
  93941. * @param y y coordinate
  93942. * @returns the started path2
  93943. */
  93944. Polygon.StartingAt = function (x, y) {
  93945. return BABYLON.Path2.StartingAt(x, y);
  93946. };
  93947. return Polygon;
  93948. }());
  93949. BABYLON.Polygon = Polygon;
  93950. /**
  93951. * Builds a polygon
  93952. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  93953. */
  93954. var PolygonMeshBuilder = /** @class */ (function () {
  93955. /**
  93956. * Creates a PolygonMeshBuilder
  93957. * @param name name of the builder
  93958. * @param contours Path of the polygon
  93959. * @param scene scene to add to
  93960. */
  93961. function PolygonMeshBuilder(name, contours, scene) {
  93962. this._points = new PolygonPoints();
  93963. this._outlinepoints = new PolygonPoints();
  93964. this._holes = new Array();
  93965. this._epoints = new Array();
  93966. this._eholes = new Array();
  93967. this._name = name;
  93968. this._scene = scene;
  93969. var points;
  93970. if (contours instanceof BABYLON.Path2) {
  93971. points = contours.getPoints();
  93972. }
  93973. else {
  93974. points = contours;
  93975. }
  93976. this._addToepoint(points);
  93977. this._points.add(points);
  93978. this._outlinepoints.add(points);
  93979. if (typeof earcut === 'undefined') {
  93980. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  93981. }
  93982. }
  93983. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  93984. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  93985. var p = points_1[_i];
  93986. this._epoints.push(p.x, p.y);
  93987. }
  93988. };
  93989. /**
  93990. * Adds a whole within the polygon
  93991. * @param hole Array of points defining the hole
  93992. * @returns this
  93993. */
  93994. PolygonMeshBuilder.prototype.addHole = function (hole) {
  93995. this._points.add(hole);
  93996. var holepoints = new PolygonPoints();
  93997. holepoints.add(hole);
  93998. this._holes.push(holepoints);
  93999. this._eholes.push(this._epoints.length / 2);
  94000. this._addToepoint(hole);
  94001. return this;
  94002. };
  94003. /**
  94004. * Creates the polygon
  94005. * @param updatable If the mesh should be updatable
  94006. * @param depth The depth of the mesh created
  94007. * @returns the created mesh
  94008. */
  94009. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94010. var _this = this;
  94011. if (updatable === void 0) { updatable = false; }
  94012. if (depth === void 0) { depth = 0; }
  94013. var result = new BABYLON.Mesh(this._name, this._scene);
  94014. var normals = new Array();
  94015. var positions = new Array();
  94016. var uvs = new Array();
  94017. var bounds = this._points.computeBounds();
  94018. this._points.elements.forEach(function (p) {
  94019. normals.push(0, 1.0, 0);
  94020. positions.push(p.x, 0, p.y);
  94021. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94022. });
  94023. var indices = new Array();
  94024. var res = earcut(this._epoints, this._eholes, 2);
  94025. for (var i = 0; i < res.length; i++) {
  94026. indices.push(res[i]);
  94027. }
  94028. if (depth > 0) {
  94029. var positionscount = (positions.length / 3); //get the current pointcount
  94030. this._points.elements.forEach(function (p) {
  94031. normals.push(0, -1.0, 0);
  94032. positions.push(p.x, -depth, p.y);
  94033. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94034. });
  94035. var totalCount = indices.length;
  94036. for (var i = 0; i < totalCount; i += 3) {
  94037. var i0 = indices[i + 0];
  94038. var i1 = indices[i + 1];
  94039. var i2 = indices[i + 2];
  94040. indices.push(i2 + positionscount);
  94041. indices.push(i1 + positionscount);
  94042. indices.push(i0 + positionscount);
  94043. }
  94044. //Add the sides
  94045. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94046. this._holes.forEach(function (hole) {
  94047. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94048. });
  94049. }
  94050. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94051. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94052. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94053. result.setIndices(indices);
  94054. return result;
  94055. };
  94056. /**
  94057. * Adds a side to the polygon
  94058. * @param positions points that make the polygon
  94059. * @param normals normals of the polygon
  94060. * @param uvs uvs of the polygon
  94061. * @param indices indices of the polygon
  94062. * @param bounds bounds of the polygon
  94063. * @param points points of the polygon
  94064. * @param depth depth of the polygon
  94065. * @param flip flip of the polygon
  94066. */
  94067. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  94068. var StartIndex = positions.length / 3;
  94069. var ulength = 0;
  94070. for (var i = 0; i < points.elements.length; i++) {
  94071. var p = points.elements[i];
  94072. var p1;
  94073. if ((i + 1) > points.elements.length - 1) {
  94074. p1 = points.elements[0];
  94075. }
  94076. else {
  94077. p1 = points.elements[i + 1];
  94078. }
  94079. positions.push(p.x, 0, p.y);
  94080. positions.push(p.x, -depth, p.y);
  94081. positions.push(p1.x, 0, p1.y);
  94082. positions.push(p1.x, -depth, p1.y);
  94083. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  94084. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  94085. var v3 = v2.subtract(v1);
  94086. var v4 = new BABYLON.Vector3(0, 1, 0);
  94087. var vn = BABYLON.Vector3.Cross(v3, v4);
  94088. vn = vn.normalize();
  94089. uvs.push(ulength / bounds.width, 0);
  94090. uvs.push(ulength / bounds.width, 1);
  94091. ulength += v3.length();
  94092. uvs.push((ulength / bounds.width), 0);
  94093. uvs.push((ulength / bounds.width), 1);
  94094. if (!flip) {
  94095. normals.push(-vn.x, -vn.y, -vn.z);
  94096. normals.push(-vn.x, -vn.y, -vn.z);
  94097. normals.push(-vn.x, -vn.y, -vn.z);
  94098. normals.push(-vn.x, -vn.y, -vn.z);
  94099. indices.push(StartIndex);
  94100. indices.push(StartIndex + 1);
  94101. indices.push(StartIndex + 2);
  94102. indices.push(StartIndex + 1);
  94103. indices.push(StartIndex + 3);
  94104. indices.push(StartIndex + 2);
  94105. }
  94106. else {
  94107. normals.push(vn.x, vn.y, vn.z);
  94108. normals.push(vn.x, vn.y, vn.z);
  94109. normals.push(vn.x, vn.y, vn.z);
  94110. normals.push(vn.x, vn.y, vn.z);
  94111. indices.push(StartIndex);
  94112. indices.push(StartIndex + 2);
  94113. indices.push(StartIndex + 1);
  94114. indices.push(StartIndex + 1);
  94115. indices.push(StartIndex + 2);
  94116. indices.push(StartIndex + 3);
  94117. }
  94118. StartIndex += 4;
  94119. }
  94120. };
  94121. return PolygonMeshBuilder;
  94122. }());
  94123. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  94124. })(BABYLON || (BABYLON = {}));
  94125. //# sourceMappingURL=babylon.polygonMesh.js.map
  94126. var BABYLON;
  94127. (function (BABYLON) {
  94128. /**
  94129. * Unique ID when we import meshes from Babylon to CSG
  94130. */
  94131. var currentCSGMeshId = 0;
  94132. /**
  94133. * Represents a vertex of a polygon. Use your own vertex class instead of this
  94134. * one to provide additional features like texture coordinates and vertex
  94135. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  94136. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  94137. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  94138. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  94139. * is not used anywhere else.
  94140. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  94141. */
  94142. var Vertex = /** @class */ (function () {
  94143. /**
  94144. * Initializes the vertex
  94145. * @param pos The position of the vertex
  94146. * @param normal The normal of the vertex
  94147. * @param uv The texture coordinate of the vertex
  94148. */
  94149. function Vertex(
  94150. /**
  94151. * The position of the vertex
  94152. */
  94153. pos,
  94154. /**
  94155. * The normal of the vertex
  94156. */
  94157. normal,
  94158. /**
  94159. * The texture coordinate of the vertex
  94160. */
  94161. uv) {
  94162. this.pos = pos;
  94163. this.normal = normal;
  94164. this.uv = uv;
  94165. }
  94166. /**
  94167. * Make a clone, or deep copy, of the vertex
  94168. * @returns A new Vertex
  94169. */
  94170. Vertex.prototype.clone = function () {
  94171. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  94172. };
  94173. /**
  94174. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  94175. * orientation of a polygon is flipped.
  94176. */
  94177. Vertex.prototype.flip = function () {
  94178. this.normal = this.normal.scale(-1);
  94179. };
  94180. /**
  94181. * Create a new vertex between this vertex and `other` by linearly
  94182. * interpolating all properties using a parameter of `t`. Subclasses should
  94183. * override this to interpolate additional properties.
  94184. * @param other the vertex to interpolate against
  94185. * @param t The factor used to linearly interpolate between the vertices
  94186. */
  94187. Vertex.prototype.interpolate = function (other, t) {
  94188. 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));
  94189. };
  94190. return Vertex;
  94191. }());
  94192. /**
  94193. * Represents a plane in 3D space.
  94194. */
  94195. var Plane = /** @class */ (function () {
  94196. /**
  94197. * Initializes the plane
  94198. * @param normal The normal for the plane
  94199. * @param w
  94200. */
  94201. function Plane(normal, w) {
  94202. this.normal = normal;
  94203. this.w = w;
  94204. }
  94205. /**
  94206. * Construct a plane from three points
  94207. * @param a Point a
  94208. * @param b Point b
  94209. * @param c Point c
  94210. */
  94211. Plane.FromPoints = function (a, b, c) {
  94212. var v0 = c.subtract(a);
  94213. var v1 = b.subtract(a);
  94214. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  94215. return null;
  94216. }
  94217. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  94218. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  94219. };
  94220. /**
  94221. * Clone, or make a deep copy of the plane
  94222. * @returns a new Plane
  94223. */
  94224. Plane.prototype.clone = function () {
  94225. return new Plane(this.normal.clone(), this.w);
  94226. };
  94227. /**
  94228. * Flip the face of the plane
  94229. */
  94230. Plane.prototype.flip = function () {
  94231. this.normal.scaleInPlace(-1);
  94232. this.w = -this.w;
  94233. };
  94234. /**
  94235. * Split `polygon` by this plane if needed, then put the polygon or polygon
  94236. * fragments in the appropriate lists. Coplanar polygons go into either
  94237. `* coplanarFront` or `coplanarBack` depending on their orientation with
  94238. * respect to this plane. Polygons in front or in back of this plane go into
  94239. * either `front` or `back`
  94240. * @param polygon The polygon to be split
  94241. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  94242. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  94243. * @param front Will contain the polygons in front of the plane
  94244. * @param back Will contain the polygons begind the plane
  94245. */
  94246. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  94247. var COPLANAR = 0;
  94248. var FRONT = 1;
  94249. var BACK = 2;
  94250. var SPANNING = 3;
  94251. // Classify each point as well as the entire polygon into one of the above
  94252. // four classes.
  94253. var polygonType = 0;
  94254. var types = [];
  94255. var i;
  94256. var t;
  94257. for (i = 0; i < polygon.vertices.length; i++) {
  94258. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  94259. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  94260. polygonType |= type;
  94261. types.push(type);
  94262. }
  94263. // Put the polygon in the correct list, splitting it when necessary
  94264. switch (polygonType) {
  94265. case COPLANAR:
  94266. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  94267. break;
  94268. case FRONT:
  94269. front.push(polygon);
  94270. break;
  94271. case BACK:
  94272. back.push(polygon);
  94273. break;
  94274. case SPANNING:
  94275. var f = [], b = [];
  94276. for (i = 0; i < polygon.vertices.length; i++) {
  94277. var j = (i + 1) % polygon.vertices.length;
  94278. var ti = types[i], tj = types[j];
  94279. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  94280. if (ti !== BACK) {
  94281. f.push(vi);
  94282. }
  94283. if (ti !== FRONT) {
  94284. b.push(ti !== BACK ? vi.clone() : vi);
  94285. }
  94286. if ((ti | tj) === SPANNING) {
  94287. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  94288. var v = vi.interpolate(vj, t);
  94289. f.push(v);
  94290. b.push(v.clone());
  94291. }
  94292. }
  94293. var poly;
  94294. if (f.length >= 3) {
  94295. poly = new Polygon(f, polygon.shared);
  94296. if (poly.plane) {
  94297. front.push(poly);
  94298. }
  94299. }
  94300. if (b.length >= 3) {
  94301. poly = new Polygon(b, polygon.shared);
  94302. if (poly.plane) {
  94303. back.push(poly);
  94304. }
  94305. }
  94306. break;
  94307. }
  94308. };
  94309. /**
  94310. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  94311. * point is on the plane
  94312. */
  94313. Plane.EPSILON = 1e-5;
  94314. return Plane;
  94315. }());
  94316. /**
  94317. * Represents a convex polygon. The vertices used to initialize a polygon must
  94318. * be coplanar and form a convex loop.
  94319. *
  94320. * Each convex polygon has a `shared` property, which is shared between all
  94321. * polygons that are clones of each other or were split from the same polygon.
  94322. * This can be used to define per-polygon properties (such as surface color)
  94323. */
  94324. var Polygon = /** @class */ (function () {
  94325. /**
  94326. * Initializes the polygon
  94327. * @param vertices The vertices of the polygon
  94328. * @param shared The properties shared across all polygons
  94329. */
  94330. function Polygon(vertices, shared) {
  94331. this.vertices = vertices;
  94332. this.shared = shared;
  94333. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  94334. }
  94335. /**
  94336. * Clones, or makes a deep copy, or the polygon
  94337. */
  94338. Polygon.prototype.clone = function () {
  94339. var vertices = this.vertices.map(function (v) { return v.clone(); });
  94340. return new Polygon(vertices, this.shared);
  94341. };
  94342. /**
  94343. * Flips the faces of the polygon
  94344. */
  94345. Polygon.prototype.flip = function () {
  94346. this.vertices.reverse().map(function (v) { v.flip(); });
  94347. this.plane.flip();
  94348. };
  94349. return Polygon;
  94350. }());
  94351. /**
  94352. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  94353. * by picking a polygon to split along. That polygon (and all other coplanar
  94354. * polygons) are added directly to that node and the other polygons are added to
  94355. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  94356. * no distinction between internal and leaf nodes
  94357. */
  94358. var Node = /** @class */ (function () {
  94359. /**
  94360. * Initializes the node
  94361. * @param polygons A collection of polygons held in the node
  94362. */
  94363. function Node(polygons) {
  94364. this.plane = null;
  94365. this.front = null;
  94366. this.back = null;
  94367. this.polygons = new Array();
  94368. if (polygons) {
  94369. this.build(polygons);
  94370. }
  94371. }
  94372. /**
  94373. * Clones, or makes a deep copy, of the node
  94374. * @returns The cloned node
  94375. */
  94376. Node.prototype.clone = function () {
  94377. var node = new Node();
  94378. node.plane = this.plane && this.plane.clone();
  94379. node.front = this.front && this.front.clone();
  94380. node.back = this.back && this.back.clone();
  94381. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  94382. return node;
  94383. };
  94384. /**
  94385. * Convert solid space to empty space and empty space to solid space
  94386. */
  94387. Node.prototype.invert = function () {
  94388. for (var i = 0; i < this.polygons.length; i++) {
  94389. this.polygons[i].flip();
  94390. }
  94391. if (this.plane) {
  94392. this.plane.flip();
  94393. }
  94394. if (this.front) {
  94395. this.front.invert();
  94396. }
  94397. if (this.back) {
  94398. this.back.invert();
  94399. }
  94400. var temp = this.front;
  94401. this.front = this.back;
  94402. this.back = temp;
  94403. };
  94404. /**
  94405. * Recursively remove all polygons in `polygons` that are inside this BSP
  94406. * tree.
  94407. * @param polygons Polygons to remove from the BSP
  94408. * @returns Polygons clipped from the BSP
  94409. */
  94410. Node.prototype.clipPolygons = function (polygons) {
  94411. if (!this.plane) {
  94412. return polygons.slice();
  94413. }
  94414. var front = new Array(), back = new Array();
  94415. for (var i = 0; i < polygons.length; i++) {
  94416. this.plane.splitPolygon(polygons[i], front, back, front, back);
  94417. }
  94418. if (this.front) {
  94419. front = this.front.clipPolygons(front);
  94420. }
  94421. if (this.back) {
  94422. back = this.back.clipPolygons(back);
  94423. }
  94424. else {
  94425. back = [];
  94426. }
  94427. return front.concat(back);
  94428. };
  94429. /**
  94430. * Remove all polygons in this BSP tree that are inside the other BSP tree
  94431. * `bsp`.
  94432. * @param bsp BSP containing polygons to remove from this BSP
  94433. */
  94434. Node.prototype.clipTo = function (bsp) {
  94435. this.polygons = bsp.clipPolygons(this.polygons);
  94436. if (this.front) {
  94437. this.front.clipTo(bsp);
  94438. }
  94439. if (this.back) {
  94440. this.back.clipTo(bsp);
  94441. }
  94442. };
  94443. /**
  94444. * Return a list of all polygons in this BSP tree
  94445. * @returns List of all polygons in this BSP tree
  94446. */
  94447. Node.prototype.allPolygons = function () {
  94448. var polygons = this.polygons.slice();
  94449. if (this.front) {
  94450. polygons = polygons.concat(this.front.allPolygons());
  94451. }
  94452. if (this.back) {
  94453. polygons = polygons.concat(this.back.allPolygons());
  94454. }
  94455. return polygons;
  94456. };
  94457. /**
  94458. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  94459. * new polygons are filtered down to the bottom of the tree and become new
  94460. * nodes there. Each set of polygons is partitioned using the first polygon
  94461. * (no heuristic is used to pick a good split)
  94462. * @param polygons Polygons used to construct the BSP tree
  94463. */
  94464. Node.prototype.build = function (polygons) {
  94465. if (!polygons.length) {
  94466. return;
  94467. }
  94468. if (!this.plane) {
  94469. this.plane = polygons[0].plane.clone();
  94470. }
  94471. var front = new Array(), back = new Array();
  94472. for (var i = 0; i < polygons.length; i++) {
  94473. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  94474. }
  94475. if (front.length) {
  94476. if (!this.front) {
  94477. this.front = new Node();
  94478. }
  94479. this.front.build(front);
  94480. }
  94481. if (back.length) {
  94482. if (!this.back) {
  94483. this.back = new Node();
  94484. }
  94485. this.back.build(back);
  94486. }
  94487. };
  94488. return Node;
  94489. }());
  94490. /**
  94491. * Class for building Constructive Solid Geometry
  94492. */
  94493. var CSG = /** @class */ (function () {
  94494. function CSG() {
  94495. this.polygons = new Array();
  94496. }
  94497. /**
  94498. * Convert the BABYLON.Mesh to BABYLON.CSG
  94499. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  94500. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  94501. */
  94502. CSG.FromMesh = function (mesh) {
  94503. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  94504. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  94505. if (mesh instanceof BABYLON.Mesh) {
  94506. mesh.computeWorldMatrix(true);
  94507. matrix = mesh.getWorldMatrix();
  94508. meshPosition = mesh.position.clone();
  94509. meshRotation = mesh.rotation.clone();
  94510. if (mesh.rotationQuaternion) {
  94511. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  94512. }
  94513. meshScaling = mesh.scaling.clone();
  94514. }
  94515. else {
  94516. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  94517. }
  94518. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  94519. var subMeshes = mesh.subMeshes;
  94520. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  94521. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  94522. vertices = [];
  94523. for (var j = 0; j < 3; j++) {
  94524. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  94525. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  94526. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  94527. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  94528. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  94529. vertex = new Vertex(position, normal, uv);
  94530. vertices.push(vertex);
  94531. }
  94532. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  94533. // To handle the case of degenerated triangle
  94534. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  94535. if (polygon.plane) {
  94536. polygons.push(polygon);
  94537. }
  94538. }
  94539. }
  94540. var csg = CSG.FromPolygons(polygons);
  94541. csg.matrix = matrix;
  94542. csg.position = meshPosition;
  94543. csg.rotation = meshRotation;
  94544. csg.scaling = meshScaling;
  94545. csg.rotationQuaternion = meshRotationQuaternion;
  94546. currentCSGMeshId++;
  94547. return csg;
  94548. };
  94549. /**
  94550. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  94551. * @param polygons Polygons used to construct a BABYLON.CSG solid
  94552. */
  94553. CSG.FromPolygons = function (polygons) {
  94554. var csg = new CSG();
  94555. csg.polygons = polygons;
  94556. return csg;
  94557. };
  94558. /**
  94559. * Clones, or makes a deep copy, of the BABYLON.CSG
  94560. * @returns A new BABYLON.CSG
  94561. */
  94562. CSG.prototype.clone = function () {
  94563. var csg = new CSG();
  94564. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  94565. csg.copyTransformAttributes(this);
  94566. return csg;
  94567. };
  94568. /**
  94569. * Unions this CSG with another CSG
  94570. * @param csg The CSG to union against this CSG
  94571. * @returns The unioned CSG
  94572. */
  94573. CSG.prototype.union = function (csg) {
  94574. var a = new Node(this.clone().polygons);
  94575. var b = new Node(csg.clone().polygons);
  94576. a.clipTo(b);
  94577. b.clipTo(a);
  94578. b.invert();
  94579. b.clipTo(a);
  94580. b.invert();
  94581. a.build(b.allPolygons());
  94582. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94583. };
  94584. /**
  94585. * Unions this CSG with another CSG in place
  94586. * @param csg The CSG to union against this CSG
  94587. */
  94588. CSG.prototype.unionInPlace = function (csg) {
  94589. var a = new Node(this.polygons);
  94590. var b = new Node(csg.polygons);
  94591. a.clipTo(b);
  94592. b.clipTo(a);
  94593. b.invert();
  94594. b.clipTo(a);
  94595. b.invert();
  94596. a.build(b.allPolygons());
  94597. this.polygons = a.allPolygons();
  94598. };
  94599. /**
  94600. * Subtracts this CSG with another CSG
  94601. * @param csg The CSG to subtract against this CSG
  94602. * @returns A new BABYLON.CSG
  94603. */
  94604. CSG.prototype.subtract = function (csg) {
  94605. var a = new Node(this.clone().polygons);
  94606. var b = new Node(csg.clone().polygons);
  94607. a.invert();
  94608. a.clipTo(b);
  94609. b.clipTo(a);
  94610. b.invert();
  94611. b.clipTo(a);
  94612. b.invert();
  94613. a.build(b.allPolygons());
  94614. a.invert();
  94615. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94616. };
  94617. /**
  94618. * Subtracts this CSG with another CSG in place
  94619. * @param csg The CSG to subtact against this CSG
  94620. */
  94621. CSG.prototype.subtractInPlace = function (csg) {
  94622. var a = new Node(this.polygons);
  94623. var b = new Node(csg.polygons);
  94624. a.invert();
  94625. a.clipTo(b);
  94626. b.clipTo(a);
  94627. b.invert();
  94628. b.clipTo(a);
  94629. b.invert();
  94630. a.build(b.allPolygons());
  94631. a.invert();
  94632. this.polygons = a.allPolygons();
  94633. };
  94634. /**
  94635. * Intersect this CSG with another CSG
  94636. * @param csg The CSG to intersect against this CSG
  94637. * @returns A new BABYLON.CSG
  94638. */
  94639. CSG.prototype.intersect = function (csg) {
  94640. var a = new Node(this.clone().polygons);
  94641. var b = new Node(csg.clone().polygons);
  94642. a.invert();
  94643. b.clipTo(a);
  94644. b.invert();
  94645. a.clipTo(b);
  94646. b.clipTo(a);
  94647. a.build(b.allPolygons());
  94648. a.invert();
  94649. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94650. };
  94651. /**
  94652. * Intersects this CSG with another CSG in place
  94653. * @param csg The CSG to intersect against this CSG
  94654. */
  94655. CSG.prototype.intersectInPlace = function (csg) {
  94656. var a = new Node(this.polygons);
  94657. var b = new Node(csg.polygons);
  94658. a.invert();
  94659. b.clipTo(a);
  94660. b.invert();
  94661. a.clipTo(b);
  94662. b.clipTo(a);
  94663. a.build(b.allPolygons());
  94664. a.invert();
  94665. this.polygons = a.allPolygons();
  94666. };
  94667. /**
  94668. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  94669. * not modified.
  94670. * @returns A new BABYLON.CSG solid with solid and empty space switched
  94671. */
  94672. CSG.prototype.inverse = function () {
  94673. var csg = this.clone();
  94674. csg.inverseInPlace();
  94675. return csg;
  94676. };
  94677. /**
  94678. * Inverses the BABYLON.CSG in place
  94679. */
  94680. CSG.prototype.inverseInPlace = function () {
  94681. this.polygons.map(function (p) { p.flip(); });
  94682. };
  94683. /**
  94684. * This is used to keep meshes transformations so they can be restored
  94685. * when we build back a Babylon Mesh
  94686. * NB : All CSG operations are performed in world coordinates
  94687. * @param csg The BABYLON.CSG to copy the transform attributes from
  94688. * @returns This BABYLON.CSG
  94689. */
  94690. CSG.prototype.copyTransformAttributes = function (csg) {
  94691. this.matrix = csg.matrix;
  94692. this.position = csg.position;
  94693. this.rotation = csg.rotation;
  94694. this.scaling = csg.scaling;
  94695. this.rotationQuaternion = csg.rotationQuaternion;
  94696. return this;
  94697. };
  94698. /**
  94699. * Build Raw mesh from CSG
  94700. * Coordinates here are in world space
  94701. * @param name The name of the mesh geometry
  94702. * @param scene The BABYLON.Scene
  94703. * @param keepSubMeshes Specifies if the submeshes should be kept
  94704. * @returns A new BABYLON.Mesh
  94705. */
  94706. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  94707. var matrix = this.matrix.clone();
  94708. matrix.invert();
  94709. 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;
  94710. if (keepSubMeshes) {
  94711. // Sort Polygons, since subMeshes are indices range
  94712. polygons.sort(function (a, b) {
  94713. if (a.shared.meshId === b.shared.meshId) {
  94714. return a.shared.subMeshId - b.shared.subMeshId;
  94715. }
  94716. else {
  94717. return a.shared.meshId - b.shared.meshId;
  94718. }
  94719. });
  94720. }
  94721. for (var i = 0, il = polygons.length; i < il; i++) {
  94722. polygon = polygons[i];
  94723. // Building SubMeshes
  94724. if (!subMesh_dict[polygon.shared.meshId]) {
  94725. subMesh_dict[polygon.shared.meshId] = {};
  94726. }
  94727. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  94728. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  94729. indexStart: +Infinity,
  94730. indexEnd: -Infinity,
  94731. materialIndex: polygon.shared.materialIndex
  94732. };
  94733. }
  94734. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  94735. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  94736. polygonIndices[0] = 0;
  94737. polygonIndices[1] = j - 1;
  94738. polygonIndices[2] = j;
  94739. for (var k = 0; k < 3; k++) {
  94740. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  94741. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  94742. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  94743. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  94744. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  94745. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  94746. // Check if 2 points can be merged
  94747. if (!(typeof vertex_idx !== 'undefined' &&
  94748. normals[vertex_idx * 3] === localNormal.x &&
  94749. normals[vertex_idx * 3 + 1] === localNormal.y &&
  94750. normals[vertex_idx * 3 + 2] === localNormal.z &&
  94751. uvs[vertex_idx * 2] === uv.x &&
  94752. uvs[vertex_idx * 2 + 1] === uv.y)) {
  94753. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  94754. uvs.push(uv.x, uv.y);
  94755. normals.push(normal.x, normal.y, normal.z);
  94756. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  94757. }
  94758. indices.push(vertex_idx);
  94759. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  94760. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  94761. currentIndex++;
  94762. }
  94763. }
  94764. }
  94765. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  94766. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  94767. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  94768. mesh.setIndices(indices, null);
  94769. if (keepSubMeshes) {
  94770. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  94771. var materialIndexOffset = 0, materialMaxIndex;
  94772. mesh.subMeshes = new Array();
  94773. for (var m in subMesh_dict) {
  94774. materialMaxIndex = -1;
  94775. for (var sm in subMesh_dict[m]) {
  94776. subMesh_obj = subMesh_dict[m][sm];
  94777. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  94778. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  94779. }
  94780. materialIndexOffset += ++materialMaxIndex;
  94781. }
  94782. }
  94783. return mesh;
  94784. };
  94785. /**
  94786. * Build Mesh from CSG taking material and transforms into account
  94787. * @param name The name of the BABYLON.Mesh
  94788. * @param material The material of the BABYLON.Mesh
  94789. * @param scene The BABYLON.Scene
  94790. * @param keepSubMeshes Specifies if submeshes should be kept
  94791. * @returns The new BABYLON.Mesh
  94792. */
  94793. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  94794. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  94795. mesh.material = material;
  94796. mesh.position.copyFrom(this.position);
  94797. mesh.rotation.copyFrom(this.rotation);
  94798. if (this.rotationQuaternion) {
  94799. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  94800. }
  94801. mesh.scaling.copyFrom(this.scaling);
  94802. mesh.computeWorldMatrix(true);
  94803. return mesh;
  94804. };
  94805. return CSG;
  94806. }());
  94807. BABYLON.CSG = CSG;
  94808. })(BABYLON || (BABYLON = {}));
  94809. //# sourceMappingURL=babylon.csg.js.map
  94810. var BABYLON;
  94811. (function (BABYLON) {
  94812. /**
  94813. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  94814. * It controls one of the indiviual texture used in the effect.
  94815. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94816. */
  94817. var LensFlare = /** @class */ (function () {
  94818. /**
  94819. * Instantiates a new Lens Flare.
  94820. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  94821. * It controls one of the indiviual texture used in the effect.
  94822. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94823. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  94824. * @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.
  94825. * @param color Define the lens color
  94826. * @param imgUrl Define the lens texture url
  94827. * @param system Define the `lensFlareSystem` this flare is part of
  94828. */
  94829. function LensFlare(
  94830. /**
  94831. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  94832. */
  94833. size,
  94834. /**
  94835. * 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.
  94836. */
  94837. position, color, imgUrl, system) {
  94838. this.size = size;
  94839. this.position = position;
  94840. /**
  94841. * Define the alpha mode to render this particular lens.
  94842. */
  94843. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  94844. this.color = color || new BABYLON.Color3(1, 1, 1);
  94845. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  94846. this._system = system;
  94847. system.lensFlares.push(this);
  94848. }
  94849. /**
  94850. * Creates a new Lens Flare.
  94851. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  94852. * It controls one of the indiviual texture used in the effect.
  94853. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94854. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  94855. * @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.
  94856. * @param color Define the lens color
  94857. * @param imgUrl Define the lens texture url
  94858. * @param system Define the `lensFlareSystem` this flare is part of
  94859. * @returns The newly created Lens Flare
  94860. */
  94861. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  94862. return new LensFlare(size, position, color, imgUrl, system);
  94863. };
  94864. /**
  94865. * Dispose and release the lens flare with its associated resources.
  94866. */
  94867. LensFlare.prototype.dispose = function () {
  94868. if (this.texture) {
  94869. this.texture.dispose();
  94870. }
  94871. // Remove from scene
  94872. var index = this._system.lensFlares.indexOf(this);
  94873. this._system.lensFlares.splice(index, 1);
  94874. };
  94875. return LensFlare;
  94876. }());
  94877. BABYLON.LensFlare = LensFlare;
  94878. })(BABYLON || (BABYLON = {}));
  94879. //# sourceMappingURL=babylon.lensFlare.js.map
  94880. var BABYLON;
  94881. (function (BABYLON) {
  94882. // Adds the parser to the scene parsers.
  94883. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  94884. // Lens flares
  94885. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  94886. if (!container.lensFlareSystems) {
  94887. container.lensFlareSystems = new Array();
  94888. }
  94889. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  94890. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  94891. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  94892. container.lensFlareSystems.push(lf);
  94893. }
  94894. }
  94895. });
  94896. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  94897. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  94898. if (this.lensFlareSystems[index].name === name) {
  94899. return this.lensFlareSystems[index];
  94900. }
  94901. }
  94902. return null;
  94903. };
  94904. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  94905. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  94906. if (this.lensFlareSystems[index].id === id) {
  94907. return this.lensFlareSystems[index];
  94908. }
  94909. }
  94910. return null;
  94911. };
  94912. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  94913. var index = this.lensFlareSystems.indexOf(toRemove);
  94914. if (index !== -1) {
  94915. this.lensFlareSystems.splice(index, 1);
  94916. }
  94917. return index;
  94918. };
  94919. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  94920. this.lensFlareSystems.push(newLensFlareSystem);
  94921. };
  94922. /**
  94923. * Defines the lens flare scene component responsible to manage any lens flares
  94924. * in a given scene.
  94925. */
  94926. var LensFlareSystemSceneComponent = /** @class */ (function () {
  94927. /**
  94928. * Creates a new instance of the component for the given scene
  94929. * @param scene Defines the scene to register the component in
  94930. */
  94931. function LensFlareSystemSceneComponent(scene) {
  94932. /**
  94933. * The component name helpfull to identify the component in the list of scene components.
  94934. */
  94935. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  94936. this.scene = scene;
  94937. scene.lensFlareSystems = new Array();
  94938. }
  94939. /**
  94940. * Registers the component in a given scene
  94941. */
  94942. LensFlareSystemSceneComponent.prototype.register = function () {
  94943. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  94944. };
  94945. /**
  94946. * Rebuilds the elements related to this component in case of
  94947. * context lost for instance.
  94948. */
  94949. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  94950. // Nothing to do for lens flare
  94951. };
  94952. /**
  94953. * Adds all the element from the container to the scene
  94954. * @param container the container holding the elements
  94955. */
  94956. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  94957. var _this = this;
  94958. if (!container.lensFlareSystems) {
  94959. return;
  94960. }
  94961. container.lensFlareSystems.forEach(function (o) {
  94962. _this.scene.addLensFlareSystem(o);
  94963. });
  94964. };
  94965. /**
  94966. * Removes all the elements in the container from the scene
  94967. * @param container contains the elements to remove
  94968. */
  94969. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  94970. var _this = this;
  94971. if (!container.lensFlareSystems) {
  94972. return;
  94973. }
  94974. container.lensFlareSystems.forEach(function (o) {
  94975. _this.scene.removeLensFlareSystem(o);
  94976. });
  94977. };
  94978. /**
  94979. * Serializes the component data to the specified json object
  94980. * @param serializationObject The object to serialize to
  94981. */
  94982. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  94983. // Lens flares
  94984. serializationObject.lensFlareSystems = [];
  94985. var lensFlareSystems = this.scene.lensFlareSystems;
  94986. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  94987. var lensFlareSystem = lensFlareSystems_1[_i];
  94988. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  94989. }
  94990. };
  94991. /**
  94992. * Disposes the component and the associated ressources.
  94993. */
  94994. LensFlareSystemSceneComponent.prototype.dispose = function () {
  94995. var lensFlareSystems = this.scene.lensFlareSystems;
  94996. while (lensFlareSystems.length) {
  94997. lensFlareSystems[0].dispose();
  94998. }
  94999. };
  95000. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95001. // Lens flares
  95002. if (this.scene.lensFlaresEnabled) {
  95003. var lensFlareSystems = this.scene.lensFlareSystems;
  95004. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95005. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95006. var lensFlareSystem = lensFlareSystems_2[_i];
  95007. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95008. lensFlareSystem.render();
  95009. }
  95010. }
  95011. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95012. }
  95013. };
  95014. return LensFlareSystemSceneComponent;
  95015. }());
  95016. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95017. })(BABYLON || (BABYLON = {}));
  95018. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  95019. var BABYLON;
  95020. (function (BABYLON) {
  95021. /**
  95022. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95023. * It is usually composed of several `BABYLON.lensFlare`.
  95024. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95025. */
  95026. var LensFlareSystem = /** @class */ (function () {
  95027. /**
  95028. * Instantiates a lens flare system.
  95029. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95030. * It is usually composed of several `BABYLON.lensFlare`.
  95031. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95032. * @param name Define the name of the lens flare system in the scene
  95033. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95034. * @param scene Define the scene the lens flare system belongs to
  95035. */
  95036. function LensFlareSystem(
  95037. /**
  95038. * Define the name of the lens flare system
  95039. */
  95040. name, emitter, scene) {
  95041. this.name = name;
  95042. /**
  95043. * List of lens flares used in this system.
  95044. */
  95045. this.lensFlares = new Array();
  95046. /**
  95047. * Define a limit from the border the lens flare can be visible.
  95048. */
  95049. this.borderLimit = 300;
  95050. /**
  95051. * Define a viewport border we do not want to see the lens flare in.
  95052. */
  95053. this.viewportBorder = 0;
  95054. /**
  95055. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95056. */
  95057. this.layerMask = 0x0FFFFFFF;
  95058. this._vertexBuffers = {};
  95059. this._isEnabled = true;
  95060. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95061. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95062. if (!component) {
  95063. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  95064. scene._addComponent(component);
  95065. }
  95066. this._emitter = emitter;
  95067. this.id = name;
  95068. scene.lensFlareSystems.push(this);
  95069. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  95070. var engine = scene.getEngine();
  95071. // VBO
  95072. var vertices = [];
  95073. vertices.push(1, 1);
  95074. vertices.push(-1, 1);
  95075. vertices.push(-1, -1);
  95076. vertices.push(1, -1);
  95077. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  95078. // Indices
  95079. var indices = [];
  95080. indices.push(0);
  95081. indices.push(1);
  95082. indices.push(2);
  95083. indices.push(0);
  95084. indices.push(2);
  95085. indices.push(3);
  95086. this._indexBuffer = engine.createIndexBuffer(indices);
  95087. // Effects
  95088. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  95089. }
  95090. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  95091. /**
  95092. * Define if the lens flare system is enabled.
  95093. */
  95094. get: function () {
  95095. return this._isEnabled;
  95096. },
  95097. set: function (value) {
  95098. this._isEnabled = value;
  95099. },
  95100. enumerable: true,
  95101. configurable: true
  95102. });
  95103. /**
  95104. * Get the scene the effects belongs to.
  95105. * @returns the scene holding the lens flare system
  95106. */
  95107. LensFlareSystem.prototype.getScene = function () {
  95108. return this._scene;
  95109. };
  95110. /**
  95111. * Get the emitter of the lens flare system.
  95112. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95113. * @returns the emitter of the lens flare system
  95114. */
  95115. LensFlareSystem.prototype.getEmitter = function () {
  95116. return this._emitter;
  95117. };
  95118. /**
  95119. * Set the emitter of the lens flare system.
  95120. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95121. * @param newEmitter Define the new emitter of the system
  95122. */
  95123. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  95124. this._emitter = newEmitter;
  95125. };
  95126. /**
  95127. * Get the lens flare system emitter position.
  95128. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  95129. * @returns the position
  95130. */
  95131. LensFlareSystem.prototype.getEmitterPosition = function () {
  95132. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  95133. };
  95134. /**
  95135. * @hidden
  95136. */
  95137. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  95138. var position = this.getEmitterPosition();
  95139. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  95140. this._positionX = position.x;
  95141. this._positionY = position.y;
  95142. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  95143. if (this.viewportBorder > 0) {
  95144. globalViewport.x -= this.viewportBorder;
  95145. globalViewport.y -= this.viewportBorder;
  95146. globalViewport.width += this.viewportBorder * 2;
  95147. globalViewport.height += this.viewportBorder * 2;
  95148. position.x += this.viewportBorder;
  95149. position.y += this.viewportBorder;
  95150. this._positionX += this.viewportBorder;
  95151. this._positionY += this.viewportBorder;
  95152. }
  95153. if (position.z > 0) {
  95154. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  95155. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  95156. return true;
  95157. }
  95158. }
  95159. return true;
  95160. }
  95161. return false;
  95162. };
  95163. /** @hidden */
  95164. LensFlareSystem.prototype._isVisible = function () {
  95165. if (!this._isEnabled || !this._scene.activeCamera) {
  95166. return false;
  95167. }
  95168. var emitterPosition = this.getEmitterPosition();
  95169. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  95170. var distance = direction.length();
  95171. direction.normalize();
  95172. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  95173. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  95174. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  95175. };
  95176. /**
  95177. * @hidden
  95178. */
  95179. LensFlareSystem.prototype.render = function () {
  95180. if (!this._effect.isReady() || !this._scene.activeCamera) {
  95181. return false;
  95182. }
  95183. var engine = this._scene.getEngine();
  95184. var viewport = this._scene.activeCamera.viewport;
  95185. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95186. // Position
  95187. if (!this.computeEffectivePosition(globalViewport)) {
  95188. return false;
  95189. }
  95190. // Visibility
  95191. if (!this._isVisible()) {
  95192. return false;
  95193. }
  95194. // Intensity
  95195. var awayX;
  95196. var awayY;
  95197. if (this._positionX < this.borderLimit + globalViewport.x) {
  95198. awayX = this.borderLimit + globalViewport.x - this._positionX;
  95199. }
  95200. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  95201. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  95202. }
  95203. else {
  95204. awayX = 0;
  95205. }
  95206. if (this._positionY < this.borderLimit + globalViewport.y) {
  95207. awayY = this.borderLimit + globalViewport.y - this._positionY;
  95208. }
  95209. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  95210. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  95211. }
  95212. else {
  95213. awayY = 0;
  95214. }
  95215. var away = (awayX > awayY) ? awayX : awayY;
  95216. away -= this.viewportBorder;
  95217. if (away > this.borderLimit) {
  95218. away = this.borderLimit;
  95219. }
  95220. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  95221. if (intensity < 0) {
  95222. return false;
  95223. }
  95224. if (intensity > 1.0) {
  95225. intensity = 1.0;
  95226. }
  95227. if (this.viewportBorder > 0) {
  95228. globalViewport.x += this.viewportBorder;
  95229. globalViewport.y += this.viewportBorder;
  95230. globalViewport.width -= this.viewportBorder * 2;
  95231. globalViewport.height -= this.viewportBorder * 2;
  95232. this._positionX -= this.viewportBorder;
  95233. this._positionY -= this.viewportBorder;
  95234. }
  95235. // Position
  95236. var centerX = globalViewport.x + globalViewport.width / 2;
  95237. var centerY = globalViewport.y + globalViewport.height / 2;
  95238. var distX = centerX - this._positionX;
  95239. var distY = centerY - this._positionY;
  95240. // Effects
  95241. engine.enableEffect(this._effect);
  95242. engine.setState(false);
  95243. engine.setDepthBuffer(false);
  95244. // VBOs
  95245. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  95246. // Flares
  95247. for (var index = 0; index < this.lensFlares.length; index++) {
  95248. var flare = this.lensFlares[index];
  95249. engine.setAlphaMode(flare.alphaMode);
  95250. var x = centerX - (distX * flare.position);
  95251. var y = centerY - (distY * flare.position);
  95252. var cw = flare.size;
  95253. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  95254. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  95255. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  95256. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  95257. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  95258. // Texture
  95259. this._effect.setTexture("textureSampler", flare.texture);
  95260. // Color
  95261. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  95262. // Draw order
  95263. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  95264. }
  95265. engine.setDepthBuffer(true);
  95266. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  95267. return true;
  95268. };
  95269. /**
  95270. * Dispose and release the lens flare with its associated resources.
  95271. */
  95272. LensFlareSystem.prototype.dispose = function () {
  95273. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  95274. if (vertexBuffer) {
  95275. vertexBuffer.dispose();
  95276. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  95277. }
  95278. if (this._indexBuffer) {
  95279. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  95280. this._indexBuffer = null;
  95281. }
  95282. while (this.lensFlares.length) {
  95283. this.lensFlares[0].dispose();
  95284. }
  95285. // Remove from scene
  95286. var index = this._scene.lensFlareSystems.indexOf(this);
  95287. this._scene.lensFlareSystems.splice(index, 1);
  95288. };
  95289. /**
  95290. * Parse a lens flare system from a JSON repressentation
  95291. * @param parsedLensFlareSystem Define the JSON to parse
  95292. * @param scene Define the scene the parsed system should be instantiated in
  95293. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  95294. * @returns the parsed system
  95295. */
  95296. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  95297. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  95298. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  95299. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  95300. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  95301. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  95302. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  95303. var parsedFlare = parsedLensFlareSystem.flares[index];
  95304. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  95305. }
  95306. return lensFlareSystem;
  95307. };
  95308. /**
  95309. * Serialize the current Lens Flare System into a JSON representation.
  95310. * @returns the serialized JSON
  95311. */
  95312. LensFlareSystem.prototype.serialize = function () {
  95313. var serializationObject = {};
  95314. serializationObject.id = this.id;
  95315. serializationObject.name = this.name;
  95316. serializationObject.emitterId = this.getEmitter().id;
  95317. serializationObject.borderLimit = this.borderLimit;
  95318. serializationObject.flares = [];
  95319. for (var index = 0; index < this.lensFlares.length; index++) {
  95320. var flare = this.lensFlares[index];
  95321. serializationObject.flares.push({
  95322. size: flare.size,
  95323. position: flare.position,
  95324. color: flare.color.asArray(),
  95325. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  95326. });
  95327. }
  95328. return serializationObject;
  95329. };
  95330. return LensFlareSystem;
  95331. }());
  95332. BABYLON.LensFlareSystem = LensFlareSystem;
  95333. })(BABYLON || (BABYLON = {}));
  95334. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  95335. var BABYLON;
  95336. (function (BABYLON) {
  95337. /**
  95338. * This is a holder class for the physics joint created by the physics plugin
  95339. * It holds a set of functions to control the underlying joint
  95340. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95341. */
  95342. var PhysicsJoint = /** @class */ (function () {
  95343. /**
  95344. * Initializes the physics joint
  95345. * @param type The type of the physics joint
  95346. * @param jointData The data for the physics joint
  95347. */
  95348. function PhysicsJoint(
  95349. /**
  95350. * The type of the physics joint
  95351. */
  95352. type,
  95353. /**
  95354. * The data for the physics joint
  95355. */
  95356. jointData) {
  95357. this.type = type;
  95358. this.jointData = jointData;
  95359. jointData.nativeParams = jointData.nativeParams || {};
  95360. }
  95361. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  95362. /**
  95363. * Gets the physics joint
  95364. */
  95365. get: function () {
  95366. return this._physicsJoint;
  95367. },
  95368. /**
  95369. * Sets the physics joint
  95370. */
  95371. set: function (newJoint) {
  95372. if (this._physicsJoint) {
  95373. //remove from the wolrd
  95374. }
  95375. this._physicsJoint = newJoint;
  95376. },
  95377. enumerable: true,
  95378. configurable: true
  95379. });
  95380. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  95381. /**
  95382. * Sets the physics plugin
  95383. */
  95384. set: function (physicsPlugin) {
  95385. this._physicsPlugin = physicsPlugin;
  95386. },
  95387. enumerable: true,
  95388. configurable: true
  95389. });
  95390. /**
  95391. * Execute a function that is physics-plugin specific.
  95392. * @param {Function} func the function that will be executed.
  95393. * It accepts two parameters: the physics world and the physics joint
  95394. */
  95395. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  95396. func(this._physicsPlugin.world, this._physicsJoint);
  95397. };
  95398. //TODO check if the native joints are the same
  95399. //Joint Types
  95400. /**
  95401. * Distance-Joint type
  95402. */
  95403. PhysicsJoint.DistanceJoint = 0;
  95404. /**
  95405. * Hinge-Joint type
  95406. */
  95407. PhysicsJoint.HingeJoint = 1;
  95408. /**
  95409. * Ball-and-Socket joint type
  95410. */
  95411. PhysicsJoint.BallAndSocketJoint = 2;
  95412. /**
  95413. * Wheel-Joint type
  95414. */
  95415. PhysicsJoint.WheelJoint = 3;
  95416. /**
  95417. * Slider-Joint type
  95418. */
  95419. PhysicsJoint.SliderJoint = 4;
  95420. //OIMO
  95421. /**
  95422. * Prismatic-Joint type
  95423. */
  95424. PhysicsJoint.PrismaticJoint = 5;
  95425. //
  95426. /**
  95427. * Universal-Joint type
  95428. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  95429. */
  95430. PhysicsJoint.UniversalJoint = 6;
  95431. /**
  95432. * Hinge-Joint 2 type
  95433. */
  95434. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  95435. //Cannon
  95436. /**
  95437. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  95438. */
  95439. PhysicsJoint.PointToPointJoint = 8;
  95440. //Cannon only at the moment
  95441. /**
  95442. * Spring-Joint type
  95443. */
  95444. PhysicsJoint.SpringJoint = 9;
  95445. /**
  95446. * Lock-Joint type
  95447. */
  95448. PhysicsJoint.LockJoint = 10;
  95449. return PhysicsJoint;
  95450. }());
  95451. BABYLON.PhysicsJoint = PhysicsJoint;
  95452. /**
  95453. * A class representing a physics distance joint
  95454. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95455. */
  95456. var DistanceJoint = /** @class */ (function (_super) {
  95457. __extends(DistanceJoint, _super);
  95458. /**
  95459. *
  95460. * @param jointData The data for the Distance-Joint
  95461. */
  95462. function DistanceJoint(jointData) {
  95463. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  95464. }
  95465. /**
  95466. * Update the predefined distance.
  95467. * @param maxDistance The maximum preferred distance
  95468. * @param minDistance The minimum preferred distance
  95469. */
  95470. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  95471. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  95472. };
  95473. return DistanceJoint;
  95474. }(PhysicsJoint));
  95475. BABYLON.DistanceJoint = DistanceJoint;
  95476. /**
  95477. * Represents a Motor-Enabled Joint
  95478. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95479. */
  95480. var MotorEnabledJoint = /** @class */ (function (_super) {
  95481. __extends(MotorEnabledJoint, _super);
  95482. /**
  95483. * Initializes the Motor-Enabled Joint
  95484. * @param type The type of the joint
  95485. * @param jointData The physica joint data for the joint
  95486. */
  95487. function MotorEnabledJoint(type, jointData) {
  95488. return _super.call(this, type, jointData) || this;
  95489. }
  95490. /**
  95491. * Set the motor values.
  95492. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95493. * @param force the force to apply
  95494. * @param maxForce max force for this motor.
  95495. */
  95496. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  95497. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95498. };
  95499. /**
  95500. * Set the motor's limits.
  95501. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95502. * @param upperLimit The upper limit of the motor
  95503. * @param lowerLimit The lower limit of the motor
  95504. */
  95505. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95506. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95507. };
  95508. return MotorEnabledJoint;
  95509. }(PhysicsJoint));
  95510. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  95511. /**
  95512. * This class represents a single physics Hinge-Joint
  95513. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95514. */
  95515. var HingeJoint = /** @class */ (function (_super) {
  95516. __extends(HingeJoint, _super);
  95517. /**
  95518. * Initializes the Hinge-Joint
  95519. * @param jointData The joint data for the Hinge-Joint
  95520. */
  95521. function HingeJoint(jointData) {
  95522. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  95523. }
  95524. /**
  95525. * Set the motor values.
  95526. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95527. * @param {number} force the force to apply
  95528. * @param {number} maxForce max force for this motor.
  95529. */
  95530. HingeJoint.prototype.setMotor = function (force, maxForce) {
  95531. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95532. };
  95533. /**
  95534. * Set the motor's limits.
  95535. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95536. * @param upperLimit The upper limit of the motor
  95537. * @param lowerLimit The lower limit of the motor
  95538. */
  95539. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95540. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95541. };
  95542. return HingeJoint;
  95543. }(MotorEnabledJoint));
  95544. BABYLON.HingeJoint = HingeJoint;
  95545. /**
  95546. * This class represents a dual hinge physics joint (same as wheel joint)
  95547. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95548. */
  95549. var Hinge2Joint = /** @class */ (function (_super) {
  95550. __extends(Hinge2Joint, _super);
  95551. /**
  95552. * Initializes the Hinge2-Joint
  95553. * @param jointData The joint data for the Hinge2-Joint
  95554. */
  95555. function Hinge2Joint(jointData) {
  95556. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  95557. }
  95558. /**
  95559. * Set the motor values.
  95560. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95561. * @param {number} force the force to apply
  95562. * @param {number} maxForce max force for this motor.
  95563. * @param {motorIndex} the motor's index, 0 or 1.
  95564. */
  95565. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  95566. if (motorIndex === void 0) { motorIndex = 0; }
  95567. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  95568. };
  95569. /**
  95570. * Set the motor limits.
  95571. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95572. * @param {number} upperLimit the upper limit
  95573. * @param {number} lowerLimit lower limit
  95574. * @param {motorIndex} the motor's index, 0 or 1.
  95575. */
  95576. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  95577. if (motorIndex === void 0) { motorIndex = 0; }
  95578. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  95579. };
  95580. return Hinge2Joint;
  95581. }(MotorEnabledJoint));
  95582. BABYLON.Hinge2Joint = Hinge2Joint;
  95583. })(BABYLON || (BABYLON = {}));
  95584. //# sourceMappingURL=babylon.physicsJoint.js.map
  95585. var BABYLON;
  95586. (function (BABYLON) {
  95587. /**
  95588. * Represents a physics imposter
  95589. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95590. */
  95591. var PhysicsImpostor = /** @class */ (function () {
  95592. /**
  95593. * Initializes the physics imposter
  95594. * @param object The physics-enabled object used as the physics imposter
  95595. * @param type The type of the physics imposter
  95596. * @param _options The options for the physics imposter
  95597. * @param _scene The Babylon scene
  95598. */
  95599. function PhysicsImpostor(
  95600. /**
  95601. * The physics-enabled object used as the physics imposter
  95602. */
  95603. object,
  95604. /**
  95605. * The type of the physics imposter
  95606. */
  95607. type, _options, _scene) {
  95608. if (_options === void 0) { _options = { mass: 0 }; }
  95609. var _this = this;
  95610. this.object = object;
  95611. this.type = type;
  95612. this._options = _options;
  95613. this._scene = _scene;
  95614. this._bodyUpdateRequired = false;
  95615. this._onBeforePhysicsStepCallbacks = new Array();
  95616. this._onAfterPhysicsStepCallbacks = new Array();
  95617. this._onPhysicsCollideCallbacks = [];
  95618. this._deltaPosition = BABYLON.Vector3.Zero();
  95619. this._isDisposed = false;
  95620. //temp variables for parent rotation calculations
  95621. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  95622. this._tmpQuat = new BABYLON.Quaternion();
  95623. this._tmpQuat2 = new BABYLON.Quaternion();
  95624. /**
  95625. * this function is executed by the physics engine.
  95626. */
  95627. this.beforeStep = function () {
  95628. if (!_this._physicsEngine) {
  95629. return;
  95630. }
  95631. _this.object.translate(_this._deltaPosition, -1);
  95632. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  95633. _this.object.computeWorldMatrix(false);
  95634. if (_this.object.parent && _this.object.rotationQuaternion) {
  95635. _this.getParentsRotation();
  95636. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  95637. }
  95638. else {
  95639. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  95640. }
  95641. if (!_this._options.disableBidirectionalTransformation) {
  95642. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  95643. }
  95644. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  95645. func(_this);
  95646. });
  95647. };
  95648. /**
  95649. * this function is executed by the physics engine
  95650. */
  95651. this.afterStep = function () {
  95652. if (!_this._physicsEngine) {
  95653. return;
  95654. }
  95655. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  95656. func(_this);
  95657. });
  95658. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  95659. // object has now its world rotation. needs to be converted to local.
  95660. if (_this.object.parent && _this.object.rotationQuaternion) {
  95661. _this.getParentsRotation();
  95662. _this._tmpQuat.conjugateInPlace();
  95663. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  95664. }
  95665. // take the position set and make it the absolute position of this object.
  95666. _this.object.setAbsolutePosition(_this.object.position);
  95667. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  95668. _this.object.translate(_this._deltaPosition, 1);
  95669. };
  95670. /**
  95671. * Legacy collision detection event support
  95672. */
  95673. this.onCollideEvent = null;
  95674. /**
  95675. * event and body object due to cannon's event-based architecture.
  95676. */
  95677. this.onCollide = function (e) {
  95678. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  95679. return;
  95680. }
  95681. if (!_this._physicsEngine) {
  95682. return;
  95683. }
  95684. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  95685. if (otherImpostor) {
  95686. // Legacy collision detection event support
  95687. if (_this.onCollideEvent) {
  95688. _this.onCollideEvent(_this, otherImpostor);
  95689. }
  95690. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  95691. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  95692. }).forEach(function (obj) {
  95693. obj.callback(_this, otherImpostor);
  95694. });
  95695. }
  95696. };
  95697. //sanity check!
  95698. if (!this.object) {
  95699. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  95700. return;
  95701. }
  95702. //legacy support for old syntax.
  95703. if (!this._scene && object.getScene) {
  95704. this._scene = object.getScene();
  95705. }
  95706. if (!this._scene) {
  95707. return;
  95708. }
  95709. this._physicsEngine = this._scene.getPhysicsEngine();
  95710. if (!this._physicsEngine) {
  95711. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  95712. }
  95713. else {
  95714. //set the object's quaternion, if not set
  95715. if (!this.object.rotationQuaternion) {
  95716. if (this.object.rotation) {
  95717. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  95718. }
  95719. else {
  95720. this.object.rotationQuaternion = new BABYLON.Quaternion();
  95721. }
  95722. }
  95723. //default options params
  95724. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  95725. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  95726. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  95727. this._joints = [];
  95728. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  95729. if (!this.object.parent || this._options.ignoreParent) {
  95730. this._init();
  95731. }
  95732. else if (this.object.parent.physicsImpostor) {
  95733. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  95734. }
  95735. }
  95736. }
  95737. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  95738. /**
  95739. * Specifies if the physics imposter is disposed
  95740. */
  95741. get: function () {
  95742. return this._isDisposed;
  95743. },
  95744. enumerable: true,
  95745. configurable: true
  95746. });
  95747. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  95748. /**
  95749. * Gets the mass of the physics imposter
  95750. */
  95751. get: function () {
  95752. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  95753. },
  95754. set: function (value) {
  95755. this.setMass(value);
  95756. },
  95757. enumerable: true,
  95758. configurable: true
  95759. });
  95760. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  95761. /**
  95762. * Gets the coefficient of friction
  95763. */
  95764. get: function () {
  95765. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  95766. },
  95767. /**
  95768. * Sets the coefficient of friction
  95769. */
  95770. set: function (value) {
  95771. if (!this._physicsEngine) {
  95772. return;
  95773. }
  95774. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  95775. },
  95776. enumerable: true,
  95777. configurable: true
  95778. });
  95779. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  95780. /**
  95781. * Gets the coefficient of restitution
  95782. */
  95783. get: function () {
  95784. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  95785. },
  95786. /**
  95787. * Sets the coefficient of restitution
  95788. */
  95789. set: function (value) {
  95790. if (!this._physicsEngine) {
  95791. return;
  95792. }
  95793. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  95794. },
  95795. enumerable: true,
  95796. configurable: true
  95797. });
  95798. /**
  95799. * This function will completly initialize this impostor.
  95800. * It will create a new body - but only if this mesh has no parent.
  95801. * If it has, this impostor will not be used other than to define the impostor
  95802. * of the child mesh.
  95803. * @hidden
  95804. */
  95805. PhysicsImpostor.prototype._init = function () {
  95806. if (!this._physicsEngine) {
  95807. return;
  95808. }
  95809. this._physicsEngine.removeImpostor(this);
  95810. this.physicsBody = null;
  95811. this._parent = this._parent || this._getPhysicsParent();
  95812. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  95813. this._physicsEngine.addImpostor(this);
  95814. }
  95815. };
  95816. PhysicsImpostor.prototype._getPhysicsParent = function () {
  95817. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  95818. var parentMesh = this.object.parent;
  95819. return parentMesh.physicsImpostor;
  95820. }
  95821. return null;
  95822. };
  95823. /**
  95824. * Should a new body be generated.
  95825. * @returns boolean specifying if body initialization is required
  95826. */
  95827. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  95828. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  95829. };
  95830. /**
  95831. * Sets the updated scaling
  95832. * @param updated Specifies if the scaling is updated
  95833. */
  95834. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  95835. this.forceUpdate();
  95836. };
  95837. /**
  95838. * Force a regeneration of this or the parent's impostor's body.
  95839. * Use under cautious - This will remove all joints already implemented.
  95840. */
  95841. PhysicsImpostor.prototype.forceUpdate = function () {
  95842. this._init();
  95843. if (this.parent && !this._options.ignoreParent) {
  95844. this.parent.forceUpdate();
  95845. }
  95846. };
  95847. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  95848. /*public get mesh(): AbstractMesh {
  95849. return this._mesh;
  95850. }*/
  95851. /**
  95852. * Gets the body that holds this impostor. Either its own, or its parent.
  95853. */
  95854. get: function () {
  95855. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  95856. },
  95857. /**
  95858. * Set the physics body. Used mainly by the physics engine/plugin
  95859. */
  95860. set: function (physicsBody) {
  95861. if (this._physicsBody && this._physicsEngine) {
  95862. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  95863. }
  95864. this._physicsBody = physicsBody;
  95865. this.resetUpdateFlags();
  95866. },
  95867. enumerable: true,
  95868. configurable: true
  95869. });
  95870. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  95871. /**
  95872. * Get the parent of the physics imposter
  95873. * @returns Physics imposter or null
  95874. */
  95875. get: function () {
  95876. return !this._options.ignoreParent && this._parent ? this._parent : null;
  95877. },
  95878. /**
  95879. * Sets the parent of the physics imposter
  95880. */
  95881. set: function (value) {
  95882. this._parent = value;
  95883. },
  95884. enumerable: true,
  95885. configurable: true
  95886. });
  95887. /**
  95888. * Resets the update flags
  95889. */
  95890. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  95891. this._bodyUpdateRequired = false;
  95892. };
  95893. /**
  95894. * Gets the object extend size
  95895. * @returns the object extend size
  95896. */
  95897. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  95898. if (this.object.getBoundingInfo) {
  95899. var q = this.object.rotationQuaternion;
  95900. //reset rotation
  95901. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  95902. //calculate the world matrix with no rotation
  95903. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  95904. var boundingInfo = this.object.getBoundingInfo();
  95905. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  95906. //bring back the rotation
  95907. this.object.rotationQuaternion = q;
  95908. //calculate the world matrix with the new rotation
  95909. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  95910. return size;
  95911. }
  95912. else {
  95913. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  95914. }
  95915. };
  95916. /**
  95917. * Gets the object center
  95918. * @returns The object center
  95919. */
  95920. PhysicsImpostor.prototype.getObjectCenter = function () {
  95921. if (this.object.getBoundingInfo) {
  95922. var boundingInfo = this.object.getBoundingInfo();
  95923. return boundingInfo.boundingBox.centerWorld;
  95924. }
  95925. else {
  95926. return this.object.position;
  95927. }
  95928. };
  95929. /**
  95930. * Get a specific parametes from the options parameter
  95931. * @param paramName The object parameter name
  95932. * @returns The object parameter
  95933. */
  95934. PhysicsImpostor.prototype.getParam = function (paramName) {
  95935. return this._options[paramName];
  95936. };
  95937. /**
  95938. * Sets a specific parameter in the options given to the physics plugin
  95939. * @param paramName The parameter name
  95940. * @param value The value of the parameter
  95941. */
  95942. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  95943. this._options[paramName] = value;
  95944. this._bodyUpdateRequired = true;
  95945. };
  95946. /**
  95947. * Specifically change the body's mass option. Won't recreate the physics body object
  95948. * @param mass The mass of the physics imposter
  95949. */
  95950. PhysicsImpostor.prototype.setMass = function (mass) {
  95951. if (this.getParam("mass") !== mass) {
  95952. this.setParam("mass", mass);
  95953. }
  95954. if (this._physicsEngine) {
  95955. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  95956. }
  95957. };
  95958. /**
  95959. * Gets the linear velocity
  95960. * @returns linear velocity or null
  95961. */
  95962. PhysicsImpostor.prototype.getLinearVelocity = function () {
  95963. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  95964. };
  95965. /**
  95966. * Sets the linear velocity
  95967. * @param velocity linear velocity or null
  95968. */
  95969. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  95970. if (this._physicsEngine) {
  95971. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  95972. }
  95973. };
  95974. /**
  95975. * Gets the angular velocity
  95976. * @returns angular velocity or null
  95977. */
  95978. PhysicsImpostor.prototype.getAngularVelocity = function () {
  95979. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  95980. };
  95981. /**
  95982. * Sets the angular velocity
  95983. * @param velocity The velocity or null
  95984. */
  95985. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  95986. if (this._physicsEngine) {
  95987. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  95988. }
  95989. };
  95990. /**
  95991. * Execute a function with the physics plugin native code
  95992. * Provide a function the will have two variables - the world object and the physics body object
  95993. * @param func The function to execute with the physics plugin native code
  95994. */
  95995. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  95996. if (this._physicsEngine) {
  95997. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  95998. }
  95999. };
  96000. /**
  96001. * Register a function that will be executed before the physics world is stepping forward
  96002. * @param func The function to execute before the physics world is stepped forward
  96003. */
  96004. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96005. this._onBeforePhysicsStepCallbacks.push(func);
  96006. };
  96007. /**
  96008. * Unregister a function that will be executed before the physics world is stepping forward
  96009. * @param func The function to execute before the physics world is stepped forward
  96010. */
  96011. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96012. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96013. if (index > -1) {
  96014. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96015. }
  96016. else {
  96017. BABYLON.Tools.Warn("Function to remove was not found");
  96018. }
  96019. };
  96020. /**
  96021. * Register a function that will be executed after the physics step
  96022. * @param func The function to execute after physics step
  96023. */
  96024. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96025. this._onAfterPhysicsStepCallbacks.push(func);
  96026. };
  96027. /**
  96028. * Unregisters a function that will be executed after the physics step
  96029. * @param func The function to execute after physics step
  96030. */
  96031. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96032. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96033. if (index > -1) {
  96034. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96035. }
  96036. else {
  96037. BABYLON.Tools.Warn("Function to remove was not found");
  96038. }
  96039. };
  96040. /**
  96041. * register a function that will be executed when this impostor collides against a different body
  96042. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96043. * @param func Callback that is executed on collision
  96044. */
  96045. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96046. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96047. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96048. };
  96049. /**
  96050. * Unregisters the physics imposter on contact
  96051. * @param collideAgainst The physics object to collide against
  96052. * @param func Callback to execute on collision
  96053. */
  96054. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96055. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96056. var index = -1;
  96057. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96058. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96059. // chcek the arrays match
  96060. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96061. return collidedAgainstList.indexOf(impostor) > -1;
  96062. });
  96063. if (sameList) {
  96064. index = idx;
  96065. }
  96066. return sameList;
  96067. }
  96068. return false;
  96069. });
  96070. if (found) {
  96071. this._onPhysicsCollideCallbacks.splice(index, 1);
  96072. }
  96073. else {
  96074. BABYLON.Tools.Warn("Function to remove was not found");
  96075. }
  96076. };
  96077. /**
  96078. * Get the parent rotation
  96079. * @returns The parent rotation
  96080. */
  96081. PhysicsImpostor.prototype.getParentsRotation = function () {
  96082. var parent = this.object.parent;
  96083. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  96084. while (parent) {
  96085. if (parent.rotationQuaternion) {
  96086. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  96087. }
  96088. else {
  96089. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  96090. }
  96091. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  96092. parent = parent.parent;
  96093. }
  96094. return this._tmpQuat;
  96095. };
  96096. /**
  96097. * Apply a force
  96098. * @param force The force to apply
  96099. * @param contactPoint The contact point for the force
  96100. * @returns The physics imposter
  96101. */
  96102. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  96103. if (this._physicsEngine) {
  96104. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  96105. }
  96106. return this;
  96107. };
  96108. /**
  96109. * Apply an impulse
  96110. * @param force The impulse force
  96111. * @param contactPoint The contact point for the impulse force
  96112. * @returns The physics imposter
  96113. */
  96114. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  96115. if (this._physicsEngine) {
  96116. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  96117. }
  96118. return this;
  96119. };
  96120. /**
  96121. * A help function to create a joint
  96122. * @param otherImpostor A physics imposter used to create a joint
  96123. * @param jointType The type of joint
  96124. * @param jointData The data for the joint
  96125. * @returns The physics imposter
  96126. */
  96127. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  96128. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  96129. this.addJoint(otherImpostor, joint);
  96130. return this;
  96131. };
  96132. /**
  96133. * Add a joint to this impostor with a different impostor
  96134. * @param otherImpostor A physics imposter used to add a joint
  96135. * @param joint The joint to add
  96136. * @returns The physics imposter
  96137. */
  96138. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  96139. this._joints.push({
  96140. otherImpostor: otherImpostor,
  96141. joint: joint
  96142. });
  96143. if (this._physicsEngine) {
  96144. this._physicsEngine.addJoint(this, otherImpostor, joint);
  96145. }
  96146. return this;
  96147. };
  96148. /**
  96149. * Will keep this body still, in a sleep mode.
  96150. * @returns the physics imposter
  96151. */
  96152. PhysicsImpostor.prototype.sleep = function () {
  96153. if (this._physicsEngine) {
  96154. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  96155. }
  96156. return this;
  96157. };
  96158. /**
  96159. * Wake the body up.
  96160. * @returns The physics imposter
  96161. */
  96162. PhysicsImpostor.prototype.wakeUp = function () {
  96163. if (this._physicsEngine) {
  96164. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  96165. }
  96166. return this;
  96167. };
  96168. /**
  96169. * Clones the physics imposter
  96170. * @param newObject The physics imposter clones to this physics-enabled object
  96171. * @returns A nullable physics imposter
  96172. */
  96173. PhysicsImpostor.prototype.clone = function (newObject) {
  96174. if (!newObject) {
  96175. return null;
  96176. }
  96177. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  96178. };
  96179. /**
  96180. * Disposes the physics imposter
  96181. */
  96182. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  96183. var _this = this;
  96184. //no dispose if no physics engine is available.
  96185. if (!this._physicsEngine) {
  96186. return;
  96187. }
  96188. this._joints.forEach(function (j) {
  96189. if (_this._physicsEngine) {
  96190. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  96191. }
  96192. });
  96193. //dispose the physics body
  96194. this._physicsEngine.removeImpostor(this);
  96195. if (this.parent) {
  96196. this.parent.forceUpdate();
  96197. }
  96198. else {
  96199. /*this._object.getChildMeshes().forEach(function(mesh) {
  96200. if (mesh.physicsImpostor) {
  96201. if (disposeChildren) {
  96202. mesh.physicsImpostor.dispose();
  96203. mesh.physicsImpostor = null;
  96204. }
  96205. }
  96206. })*/
  96207. }
  96208. this._isDisposed = true;
  96209. };
  96210. /**
  96211. * Sets the delta position
  96212. * @param position The delta position amount
  96213. */
  96214. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  96215. this._deltaPosition.copyFrom(position);
  96216. };
  96217. /**
  96218. * Sets the delta rotation
  96219. * @param rotation The delta rotation amount
  96220. */
  96221. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  96222. if (!this._deltaRotation) {
  96223. this._deltaRotation = new BABYLON.Quaternion();
  96224. }
  96225. this._deltaRotation.copyFrom(rotation);
  96226. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  96227. };
  96228. /**
  96229. * Gets the box size of the physics imposter and stores the result in the input parameter
  96230. * @param result Stores the box size
  96231. * @returns The physics imposter
  96232. */
  96233. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  96234. if (this._physicsEngine) {
  96235. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  96236. }
  96237. return this;
  96238. };
  96239. /**
  96240. * Gets the radius of the physics imposter
  96241. * @returns Radius of the physics imposter
  96242. */
  96243. PhysicsImpostor.prototype.getRadius = function () {
  96244. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  96245. };
  96246. /**
  96247. * Sync a bone with this impostor
  96248. * @param bone The bone to sync to the impostor.
  96249. * @param boneMesh The mesh that the bone is influencing.
  96250. * @param jointPivot The pivot of the joint / bone in local space.
  96251. * @param distToJoint Optional distance from the impostor to the joint.
  96252. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96253. */
  96254. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  96255. var tempVec = PhysicsImpostor._tmpVecs[0];
  96256. var mesh = this.object;
  96257. if (mesh.rotationQuaternion) {
  96258. if (adjustRotation) {
  96259. var tempQuat = PhysicsImpostor._tmpQuat;
  96260. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  96261. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  96262. }
  96263. else {
  96264. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  96265. }
  96266. }
  96267. tempVec.x = 0;
  96268. tempVec.y = 0;
  96269. tempVec.z = 0;
  96270. if (jointPivot) {
  96271. tempVec.x = jointPivot.x;
  96272. tempVec.y = jointPivot.y;
  96273. tempVec.z = jointPivot.z;
  96274. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  96275. if (distToJoint === undefined || distToJoint === null) {
  96276. distToJoint = jointPivot.length();
  96277. }
  96278. tempVec.x *= distToJoint;
  96279. tempVec.y *= distToJoint;
  96280. tempVec.z *= distToJoint;
  96281. }
  96282. if (bone.getParent()) {
  96283. tempVec.addInPlace(mesh.getAbsolutePosition());
  96284. bone.setAbsolutePosition(tempVec, boneMesh);
  96285. }
  96286. else {
  96287. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  96288. boneMesh.position.x -= tempVec.x;
  96289. boneMesh.position.y -= tempVec.y;
  96290. boneMesh.position.z -= tempVec.z;
  96291. }
  96292. };
  96293. /**
  96294. * Sync impostor to a bone
  96295. * @param bone The bone that the impostor will be synced to.
  96296. * @param boneMesh The mesh that the bone is influencing.
  96297. * @param jointPivot The pivot of the joint / bone in local space.
  96298. * @param distToJoint Optional distance from the impostor to the joint.
  96299. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96300. * @param boneAxis Optional vector3 axis the bone is aligned with
  96301. */
  96302. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  96303. var mesh = this.object;
  96304. if (mesh.rotationQuaternion) {
  96305. if (adjustRotation) {
  96306. var tempQuat = PhysicsImpostor._tmpQuat;
  96307. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  96308. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  96309. }
  96310. else {
  96311. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  96312. }
  96313. }
  96314. var pos = PhysicsImpostor._tmpVecs[0];
  96315. var boneDir = PhysicsImpostor._tmpVecs[1];
  96316. if (!boneAxis) {
  96317. boneAxis = PhysicsImpostor._tmpVecs[2];
  96318. boneAxis.x = 0;
  96319. boneAxis.y = 1;
  96320. boneAxis.z = 0;
  96321. }
  96322. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  96323. bone.getAbsolutePositionToRef(boneMesh, pos);
  96324. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  96325. distToJoint = jointPivot.length();
  96326. }
  96327. if (distToJoint !== undefined && distToJoint !== null) {
  96328. pos.x += boneDir.x * distToJoint;
  96329. pos.y += boneDir.y * distToJoint;
  96330. pos.z += boneDir.z * distToJoint;
  96331. }
  96332. mesh.setAbsolutePosition(pos);
  96333. };
  96334. /**
  96335. * The default object size of the imposter
  96336. */
  96337. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  96338. /**
  96339. * The identity quaternion of the imposter
  96340. */
  96341. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  96342. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  96343. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  96344. //Impostor types
  96345. /**
  96346. * No-Imposter type
  96347. */
  96348. PhysicsImpostor.NoImpostor = 0;
  96349. /**
  96350. * Sphere-Imposter type
  96351. */
  96352. PhysicsImpostor.SphereImpostor = 1;
  96353. /**
  96354. * Box-Imposter type
  96355. */
  96356. PhysicsImpostor.BoxImpostor = 2;
  96357. /**
  96358. * Plane-Imposter type
  96359. */
  96360. PhysicsImpostor.PlaneImpostor = 3;
  96361. /**
  96362. * Mesh-imposter type
  96363. */
  96364. PhysicsImpostor.MeshImpostor = 4;
  96365. /**
  96366. * Cylinder-Imposter type
  96367. */
  96368. PhysicsImpostor.CylinderImpostor = 7;
  96369. /**
  96370. * Particle-Imposter type
  96371. */
  96372. PhysicsImpostor.ParticleImpostor = 8;
  96373. /**
  96374. * Heightmap-Imposter type
  96375. */
  96376. PhysicsImpostor.HeightmapImpostor = 9;
  96377. return PhysicsImpostor;
  96378. }());
  96379. BABYLON.PhysicsImpostor = PhysicsImpostor;
  96380. })(BABYLON || (BABYLON = {}));
  96381. //# sourceMappingURL=babylon.physicsImpostor.js.map
  96382. var BABYLON;
  96383. (function (BABYLON) {
  96384. /**
  96385. * Class used to control physics engine
  96386. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  96387. */
  96388. var PhysicsEngine = /** @class */ (function () {
  96389. /**
  96390. * Creates a new Physics Engine
  96391. * @param gravity defines the gravity vector used by the simulation
  96392. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  96393. */
  96394. function PhysicsEngine(gravity, _physicsPlugin) {
  96395. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  96396. this._physicsPlugin = _physicsPlugin;
  96397. this._impostors = [];
  96398. this._joints = [];
  96399. if (!this._physicsPlugin.isSupported()) {
  96400. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  96401. + "Please make sure it is included.");
  96402. }
  96403. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  96404. this.setGravity(gravity);
  96405. this.setTimeStep();
  96406. }
  96407. /**
  96408. * Sets the gravity vector used by the simulation
  96409. * @param gravity defines the gravity vector to use
  96410. */
  96411. PhysicsEngine.prototype.setGravity = function (gravity) {
  96412. this.gravity = gravity;
  96413. this._physicsPlugin.setGravity(this.gravity);
  96414. };
  96415. /**
  96416. * Set the time step of the physics engine.
  96417. * Default is 1/60.
  96418. * To slow it down, enter 1/600 for example.
  96419. * To speed it up, 1/30
  96420. * @param newTimeStep defines the new timestep to apply to this world.
  96421. */
  96422. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  96423. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  96424. this._physicsPlugin.setTimeStep(newTimeStep);
  96425. };
  96426. /**
  96427. * Get the time step of the physics engine.
  96428. * @returns the current time step
  96429. */
  96430. PhysicsEngine.prototype.getTimeStep = function () {
  96431. return this._physicsPlugin.getTimeStep();
  96432. };
  96433. /**
  96434. * Release all resources
  96435. */
  96436. PhysicsEngine.prototype.dispose = function () {
  96437. this._impostors.forEach(function (impostor) {
  96438. impostor.dispose();
  96439. });
  96440. this._physicsPlugin.dispose();
  96441. };
  96442. /**
  96443. * Gets the name of the current physics plugin
  96444. * @returns the name of the plugin
  96445. */
  96446. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  96447. return this._physicsPlugin.name;
  96448. };
  96449. /**
  96450. * Adding a new impostor for the impostor tracking.
  96451. * This will be done by the impostor itself.
  96452. * @param impostor the impostor to add
  96453. */
  96454. PhysicsEngine.prototype.addImpostor = function (impostor) {
  96455. impostor.uniqueId = this._impostors.push(impostor);
  96456. //if no parent, generate the body
  96457. if (!impostor.parent) {
  96458. this._physicsPlugin.generatePhysicsBody(impostor);
  96459. }
  96460. };
  96461. /**
  96462. * Remove an impostor from the engine.
  96463. * This impostor and its mesh will not longer be updated by the physics engine.
  96464. * @param impostor the impostor to remove
  96465. */
  96466. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  96467. var index = this._impostors.indexOf(impostor);
  96468. if (index > -1) {
  96469. var removed = this._impostors.splice(index, 1);
  96470. //Is it needed?
  96471. if (removed.length) {
  96472. //this will also remove it from the world.
  96473. removed[0].physicsBody = null;
  96474. }
  96475. }
  96476. };
  96477. /**
  96478. * Add a joint to the physics engine
  96479. * @param mainImpostor defines the main impostor to which the joint is added.
  96480. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  96481. * @param joint defines the joint that will connect both impostors.
  96482. */
  96483. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  96484. var impostorJoint = {
  96485. mainImpostor: mainImpostor,
  96486. connectedImpostor: connectedImpostor,
  96487. joint: joint
  96488. };
  96489. joint.physicsPlugin = this._physicsPlugin;
  96490. this._joints.push(impostorJoint);
  96491. this._physicsPlugin.generateJoint(impostorJoint);
  96492. };
  96493. /**
  96494. * Removes a joint from the simulation
  96495. * @param mainImpostor defines the impostor used with the joint
  96496. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  96497. * @param joint defines the joint to remove
  96498. */
  96499. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  96500. var matchingJoints = this._joints.filter(function (impostorJoint) {
  96501. return (impostorJoint.connectedImpostor === connectedImpostor
  96502. && impostorJoint.joint === joint
  96503. && impostorJoint.mainImpostor === mainImpostor);
  96504. });
  96505. if (matchingJoints.length) {
  96506. this._physicsPlugin.removeJoint(matchingJoints[0]);
  96507. //TODO remove it from the list as well
  96508. }
  96509. };
  96510. /**
  96511. * Called by the scene. No need to call it.
  96512. * @param delta defines the timespam between frames
  96513. */
  96514. PhysicsEngine.prototype._step = function (delta) {
  96515. var _this = this;
  96516. //check if any mesh has no body / requires an update
  96517. this._impostors.forEach(function (impostor) {
  96518. if (impostor.isBodyInitRequired()) {
  96519. _this._physicsPlugin.generatePhysicsBody(impostor);
  96520. }
  96521. });
  96522. if (delta > 0.1) {
  96523. delta = 0.1;
  96524. }
  96525. else if (delta <= 0) {
  96526. delta = 1.0 / 60.0;
  96527. }
  96528. this._physicsPlugin.executeStep(delta, this._impostors);
  96529. };
  96530. /**
  96531. * Gets the current plugin used to run the simulation
  96532. * @returns current plugin
  96533. */
  96534. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  96535. return this._physicsPlugin;
  96536. };
  96537. /**
  96538. * Gets the list of physic impostors
  96539. * @returns an array of PhysicsImpostor
  96540. */
  96541. PhysicsEngine.prototype.getImpostors = function () {
  96542. return this._impostors;
  96543. };
  96544. /**
  96545. * Gets the impostor for a physics enabled object
  96546. * @param object defines the object impersonated by the impostor
  96547. * @returns the PhysicsImpostor or null if not found
  96548. */
  96549. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  96550. for (var i = 0; i < this._impostors.length; ++i) {
  96551. if (this._impostors[i].object === object) {
  96552. return this._impostors[i];
  96553. }
  96554. }
  96555. return null;
  96556. };
  96557. /**
  96558. * Gets the impostor for a physics body object
  96559. * @param body defines physics body used by the impostor
  96560. * @returns the PhysicsImpostor or null if not found
  96561. */
  96562. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  96563. for (var i = 0; i < this._impostors.length; ++i) {
  96564. if (this._impostors[i].physicsBody === body) {
  96565. return this._impostors[i];
  96566. }
  96567. }
  96568. return null;
  96569. };
  96570. /**
  96571. * Global value used to control the smallest number supported by the simulation
  96572. */
  96573. PhysicsEngine.Epsilon = 0.001;
  96574. return PhysicsEngine;
  96575. }());
  96576. BABYLON.PhysicsEngine = PhysicsEngine;
  96577. })(BABYLON || (BABYLON = {}));
  96578. //# sourceMappingURL=babylon.physicsEngine.js.map
  96579. var BABYLON;
  96580. (function (BABYLON) {
  96581. /**
  96582. * A helper for physics simulations
  96583. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96584. */
  96585. var PhysicsHelper = /** @class */ (function () {
  96586. /**
  96587. * Initializes the Physics helper
  96588. * @param scene Babylon.js scene
  96589. */
  96590. function PhysicsHelper(scene) {
  96591. this._scene = scene;
  96592. this._physicsEngine = this._scene.getPhysicsEngine();
  96593. if (!this._physicsEngine) {
  96594. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  96595. }
  96596. }
  96597. /**
  96598. * Applies a radial explosion impulse
  96599. * @param origin the origin of the explosion
  96600. * @param radius the explosion radius
  96601. * @param strength the explosion strength
  96602. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96603. * @returns A physics radial explosion event, or null
  96604. */
  96605. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  96606. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96607. if (!this._physicsEngine) {
  96608. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  96609. return null;
  96610. }
  96611. var impostors = this._physicsEngine.getImpostors();
  96612. if (impostors.length === 0) {
  96613. return null;
  96614. }
  96615. var event = new PhysicsRadialExplosionEvent(this._scene);
  96616. impostors.forEach(function (impostor) {
  96617. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  96618. if (!impostorForceAndContactPoint) {
  96619. return;
  96620. }
  96621. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  96622. });
  96623. event.dispose(false);
  96624. return event;
  96625. };
  96626. /**
  96627. * Applies a radial explosion force
  96628. * @param origin the origin of the explosion
  96629. * @param radius the explosion radius
  96630. * @param strength the explosion strength
  96631. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96632. * @returns A physics radial explosion event, or null
  96633. */
  96634. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  96635. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96636. if (!this._physicsEngine) {
  96637. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96638. return null;
  96639. }
  96640. var impostors = this._physicsEngine.getImpostors();
  96641. if (impostors.length === 0) {
  96642. return null;
  96643. }
  96644. var event = new PhysicsRadialExplosionEvent(this._scene);
  96645. impostors.forEach(function (impostor) {
  96646. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  96647. if (!impostorForceAndContactPoint) {
  96648. return;
  96649. }
  96650. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  96651. });
  96652. event.dispose(false);
  96653. return event;
  96654. };
  96655. /**
  96656. * Creates a gravitational field
  96657. * @param origin the origin of the explosion
  96658. * @param radius the explosion radius
  96659. * @param strength the explosion strength
  96660. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96661. * @returns A physics gravitational field event, or null
  96662. */
  96663. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  96664. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96665. if (!this._physicsEngine) {
  96666. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96667. return null;
  96668. }
  96669. var impostors = this._physicsEngine.getImpostors();
  96670. if (impostors.length === 0) {
  96671. return null;
  96672. }
  96673. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  96674. event.dispose(false);
  96675. return event;
  96676. };
  96677. /**
  96678. * Creates a physics updraft event
  96679. * @param origin the origin of the updraft
  96680. * @param radius the radius of the updraft
  96681. * @param strength the strength of the updraft
  96682. * @param height the height of the updraft
  96683. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  96684. * @returns A physics updraft event, or null
  96685. */
  96686. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  96687. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  96688. if (!this._physicsEngine) {
  96689. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96690. return null;
  96691. }
  96692. if (this._physicsEngine.getImpostors().length === 0) {
  96693. return null;
  96694. }
  96695. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  96696. event.dispose(false);
  96697. return event;
  96698. };
  96699. /**
  96700. * Creates a physics vortex event
  96701. * @param origin the of the vortex
  96702. * @param radius the radius of the vortex
  96703. * @param strength the strength of the vortex
  96704. * @param height the height of the vortex
  96705. * @returns a Physics vortex event, or null
  96706. * A physics vortex event or null
  96707. */
  96708. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  96709. if (!this._physicsEngine) {
  96710. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96711. return null;
  96712. }
  96713. if (this._physicsEngine.getImpostors().length === 0) {
  96714. return null;
  96715. }
  96716. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  96717. event.dispose(false);
  96718. return event;
  96719. };
  96720. return PhysicsHelper;
  96721. }());
  96722. BABYLON.PhysicsHelper = PhysicsHelper;
  96723. /**
  96724. * Represents a physics radial explosion event
  96725. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96726. */
  96727. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  96728. /**
  96729. * Initializes a radial explosioin event
  96730. * @param scene BabylonJS scene
  96731. */
  96732. function PhysicsRadialExplosionEvent(scene) {
  96733. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  96734. this._rays = [];
  96735. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  96736. this._scene = scene;
  96737. }
  96738. /**
  96739. * Returns the data related to the radial explosion event (sphere & rays).
  96740. * @returns The radial explosion event data
  96741. */
  96742. PhysicsRadialExplosionEvent.prototype.getData = function () {
  96743. this._dataFetched = true;
  96744. return {
  96745. sphere: this._sphere,
  96746. rays: this._rays,
  96747. };
  96748. };
  96749. /**
  96750. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  96751. * @param impostor A physics imposter
  96752. * @param origin the origin of the explosion
  96753. * @param radius the explosion radius
  96754. * @param strength the explosion strength
  96755. * @param falloff possible options: Constant & Linear
  96756. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  96757. */
  96758. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  96759. if (impostor.mass === 0) {
  96760. return null;
  96761. }
  96762. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  96763. return null;
  96764. }
  96765. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  96766. return null;
  96767. }
  96768. var impostorObjectCenter = impostor.getObjectCenter();
  96769. var direction = impostorObjectCenter.subtract(origin);
  96770. var ray = new BABYLON.Ray(origin, direction, radius);
  96771. this._rays.push(ray);
  96772. var hit = ray.intersectsMesh(impostor.object);
  96773. var contactPoint = hit.pickedPoint;
  96774. if (!contactPoint) {
  96775. return null;
  96776. }
  96777. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  96778. if (distanceFromOrigin > radius) {
  96779. return null;
  96780. }
  96781. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  96782. ? strength
  96783. : strength * (1 - (distanceFromOrigin / radius));
  96784. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  96785. return { force: force, contactPoint: contactPoint };
  96786. };
  96787. /**
  96788. * Disposes the sphere.
  96789. * @param force Specifies if the sphere should be disposed by force
  96790. */
  96791. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  96792. var _this = this;
  96793. if (force === void 0) { force = true; }
  96794. if (force) {
  96795. this._sphere.dispose();
  96796. }
  96797. else {
  96798. setTimeout(function () {
  96799. if (!_this._dataFetched) {
  96800. _this._sphere.dispose();
  96801. }
  96802. }, 0);
  96803. }
  96804. };
  96805. /*** Helpers ***/
  96806. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  96807. if (!this._sphere) {
  96808. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  96809. this._sphere.isVisible = false;
  96810. }
  96811. };
  96812. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  96813. var impostorObject = impostor.object;
  96814. this._prepareSphere();
  96815. this._sphere.position = origin;
  96816. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  96817. this._sphere._updateBoundingInfo();
  96818. this._sphere.computeWorldMatrix(true);
  96819. return this._sphere.intersectsMesh(impostorObject, true);
  96820. };
  96821. return PhysicsRadialExplosionEvent;
  96822. }());
  96823. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  96824. /**
  96825. * Represents a gravitational field event
  96826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96827. */
  96828. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  96829. /**
  96830. * Initializes the physics gravitational field event
  96831. * @param physicsHelper A physics helper
  96832. * @param scene BabylonJS scene
  96833. * @param origin The origin position of the gravitational field event
  96834. * @param radius The radius of the gravitational field event
  96835. * @param strength The strength of the gravitational field event
  96836. * @param falloff The falloff for the gravitational field event
  96837. */
  96838. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  96839. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96840. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  96841. this._physicsHelper = physicsHelper;
  96842. this._scene = scene;
  96843. this._origin = origin;
  96844. this._radius = radius;
  96845. this._strength = strength;
  96846. this._falloff = falloff;
  96847. this._tickCallback = this._tick.bind(this);
  96848. }
  96849. /**
  96850. * Returns the data related to the gravitational field event (sphere).
  96851. * @returns A gravitational field event
  96852. */
  96853. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  96854. this._dataFetched = true;
  96855. return {
  96856. sphere: this._sphere,
  96857. };
  96858. };
  96859. /**
  96860. * Enables the gravitational field.
  96861. */
  96862. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  96863. this._tickCallback.call(this);
  96864. this._scene.registerBeforeRender(this._tickCallback);
  96865. };
  96866. /**
  96867. * Disables the gravitational field.
  96868. */
  96869. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  96870. this._scene.unregisterBeforeRender(this._tickCallback);
  96871. };
  96872. /**
  96873. * Disposes the sphere.
  96874. * @param force The force to dispose from the gravitational field event
  96875. */
  96876. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  96877. var _this = this;
  96878. if (force === void 0) { force = true; }
  96879. if (force) {
  96880. this._sphere.dispose();
  96881. }
  96882. else {
  96883. setTimeout(function () {
  96884. if (!_this._dataFetched) {
  96885. _this._sphere.dispose();
  96886. }
  96887. }, 0);
  96888. }
  96889. };
  96890. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  96891. // Since the params won't change, we fetch the event only once
  96892. if (this._sphere) {
  96893. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  96894. }
  96895. else {
  96896. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  96897. if (radialExplosionEvent) {
  96898. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  96899. }
  96900. }
  96901. };
  96902. return PhysicsGravitationalFieldEvent;
  96903. }());
  96904. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  96905. /**
  96906. * Represents a physics updraft event
  96907. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96908. */
  96909. var PhysicsUpdraftEvent = /** @class */ (function () {
  96910. /**
  96911. * Initializes the physics updraft event
  96912. * @param _scene BabylonJS scene
  96913. * @param _origin The origin position of the updraft
  96914. * @param _radius The radius of the updraft
  96915. * @param _strength The strength of the updraft
  96916. * @param _height The height of the updraft
  96917. * @param _updraftMode The mode of the updraft
  96918. */
  96919. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  96920. this._scene = _scene;
  96921. this._origin = _origin;
  96922. this._radius = _radius;
  96923. this._strength = _strength;
  96924. this._height = _height;
  96925. this._updraftMode = _updraftMode;
  96926. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  96927. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  96928. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  96929. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  96930. this._physicsEngine = this._scene.getPhysicsEngine();
  96931. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  96932. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  96933. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  96934. this._originDirection = this._origin.subtract(this._originTop).normalize();
  96935. }
  96936. this._tickCallback = this._tick.bind(this);
  96937. }
  96938. /**
  96939. * Returns the data related to the updraft event (cylinder).
  96940. * @returns A physics updraft event
  96941. */
  96942. PhysicsUpdraftEvent.prototype.getData = function () {
  96943. this._dataFetched = true;
  96944. return {
  96945. cylinder: this._cylinder,
  96946. };
  96947. };
  96948. /**
  96949. * Enables the updraft.
  96950. */
  96951. PhysicsUpdraftEvent.prototype.enable = function () {
  96952. this._tickCallback.call(this);
  96953. this._scene.registerBeforeRender(this._tickCallback);
  96954. };
  96955. /**
  96956. * Disables the cortex.
  96957. */
  96958. PhysicsUpdraftEvent.prototype.disable = function () {
  96959. this._scene.unregisterBeforeRender(this._tickCallback);
  96960. };
  96961. /**
  96962. * Disposes the sphere.
  96963. * @param force Specifies if the updraft should be disposed by force
  96964. */
  96965. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  96966. var _this = this;
  96967. if (force === void 0) { force = true; }
  96968. if (force) {
  96969. this._cylinder.dispose();
  96970. }
  96971. else {
  96972. setTimeout(function () {
  96973. if (!_this._dataFetched) {
  96974. _this._cylinder.dispose();
  96975. }
  96976. }, 0);
  96977. }
  96978. };
  96979. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  96980. if (impostor.mass === 0) {
  96981. return null;
  96982. }
  96983. if (!this._intersectsWithCylinder(impostor)) {
  96984. return null;
  96985. }
  96986. var impostorObjectCenter = impostor.getObjectCenter();
  96987. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  96988. var direction = this._originDirection;
  96989. }
  96990. else {
  96991. var direction = impostorObjectCenter.subtract(this._originTop);
  96992. }
  96993. var multiplier = this._strength * -1;
  96994. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  96995. return { force: force, contactPoint: impostorObjectCenter };
  96996. };
  96997. PhysicsUpdraftEvent.prototype._tick = function () {
  96998. var _this = this;
  96999. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97000. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97001. if (!impostorForceAndContactPoint) {
  97002. return;
  97003. }
  97004. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97005. });
  97006. };
  97007. /*** Helpers ***/
  97008. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97009. if (!this._cylinder) {
  97010. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97011. height: this._height,
  97012. diameter: this._radius * 2,
  97013. }, this._scene);
  97014. this._cylinder.isVisible = false;
  97015. }
  97016. };
  97017. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97018. var impostorObject = impostor.object;
  97019. this._prepareCylinder();
  97020. this._cylinder.position = this._cylinderPosition;
  97021. return this._cylinder.intersectsMesh(impostorObject, true);
  97022. };
  97023. return PhysicsUpdraftEvent;
  97024. }());
  97025. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97026. /**
  97027. * Represents a physics vortex event
  97028. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97029. */
  97030. var PhysicsVortexEvent = /** @class */ (function () {
  97031. /**
  97032. * Initializes the physics vortex event
  97033. * @param _scene The BabylonJS scene
  97034. * @param _origin The origin position of the vortex
  97035. * @param _radius The radius of the vortex
  97036. * @param _strength The strength of the vortex
  97037. * @param _height The height of the vortex
  97038. */
  97039. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97040. this._scene = _scene;
  97041. this._origin = _origin;
  97042. this._radius = _radius;
  97043. this._strength = _strength;
  97044. this._height = _height;
  97045. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97046. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97047. this._updraftMultiplier = 0.02;
  97048. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97049. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97050. this._physicsEngine = this._scene.getPhysicsEngine();
  97051. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97052. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97053. this._tickCallback = this._tick.bind(this);
  97054. }
  97055. /**
  97056. * Returns the data related to the vortex event (cylinder).
  97057. * @returns The physics vortex event data
  97058. */
  97059. PhysicsVortexEvent.prototype.getData = function () {
  97060. this._dataFetched = true;
  97061. return {
  97062. cylinder: this._cylinder,
  97063. };
  97064. };
  97065. /**
  97066. * Enables the vortex.
  97067. */
  97068. PhysicsVortexEvent.prototype.enable = function () {
  97069. this._tickCallback.call(this);
  97070. this._scene.registerBeforeRender(this._tickCallback);
  97071. };
  97072. /**
  97073. * Disables the cortex.
  97074. */
  97075. PhysicsVortexEvent.prototype.disable = function () {
  97076. this._scene.unregisterBeforeRender(this._tickCallback);
  97077. };
  97078. /**
  97079. * Disposes the sphere.
  97080. * @param force
  97081. */
  97082. PhysicsVortexEvent.prototype.dispose = function (force) {
  97083. var _this = this;
  97084. if (force === void 0) { force = true; }
  97085. if (force) {
  97086. this._cylinder.dispose();
  97087. }
  97088. else {
  97089. setTimeout(function () {
  97090. if (!_this._dataFetched) {
  97091. _this._cylinder.dispose();
  97092. }
  97093. }, 0);
  97094. }
  97095. };
  97096. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97097. if (impostor.mass === 0) {
  97098. return null;
  97099. }
  97100. if (!this._intersectsWithCylinder(impostor)) {
  97101. return null;
  97102. }
  97103. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97104. return null;
  97105. }
  97106. var impostorObjectCenter = impostor.getObjectCenter();
  97107. 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)
  97108. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  97109. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  97110. var hit = ray.intersectsMesh(impostor.object);
  97111. var contactPoint = hit.pickedPoint;
  97112. if (!contactPoint) {
  97113. return null;
  97114. }
  97115. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  97116. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  97117. var directionToOrigin = contactPoint.normalize();
  97118. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97119. directionToOrigin = directionToOrigin.negate();
  97120. }
  97121. // TODO: find a more physically based solution
  97122. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97123. var forceX = directionToOrigin.x * this._strength / 8;
  97124. var forceY = directionToOrigin.y * this._updraftMultiplier;
  97125. var forceZ = directionToOrigin.z * this._strength / 8;
  97126. }
  97127. else {
  97128. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  97129. var forceY = this._originTop.y * this._updraftMultiplier;
  97130. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  97131. }
  97132. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  97133. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  97134. return { force: force, contactPoint: impostorObjectCenter };
  97135. };
  97136. PhysicsVortexEvent.prototype._tick = function () {
  97137. var _this = this;
  97138. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97139. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97140. if (!impostorForceAndContactPoint) {
  97141. return;
  97142. }
  97143. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97144. });
  97145. };
  97146. /*** Helpers ***/
  97147. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  97148. if (!this._cylinder) {
  97149. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  97150. height: this._height,
  97151. diameter: this._radius * 2,
  97152. }, this._scene);
  97153. this._cylinder.isVisible = false;
  97154. }
  97155. };
  97156. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  97157. var impostorObject = impostor.object;
  97158. this._prepareCylinder();
  97159. this._cylinder.position = this._cylinderPosition;
  97160. return this._cylinder.intersectsMesh(impostorObject, true);
  97161. };
  97162. return PhysicsVortexEvent;
  97163. }());
  97164. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  97165. /**
  97166. * The strenght of the force in correspondence to the distance of the affected object
  97167. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97168. */
  97169. var PhysicsRadialImpulseFalloff;
  97170. (function (PhysicsRadialImpulseFalloff) {
  97171. /** Defines that impulse is constant in strength across it's whole radius */
  97172. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  97173. /** DEfines that impulse gets weaker if it's further from the origin */
  97174. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  97175. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  97176. /**
  97177. * The strength of the force in correspondence to the distance of the affected object
  97178. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97179. */
  97180. var PhysicsUpdraftMode;
  97181. (function (PhysicsUpdraftMode) {
  97182. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  97183. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  97184. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  97185. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  97186. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  97187. })(BABYLON || (BABYLON = {}));
  97188. //# sourceMappingURL=babylon.physicsHelper.js.map
  97189. var BABYLON;
  97190. (function (BABYLON) {
  97191. /** @hidden */
  97192. var CannonJSPlugin = /** @class */ (function () {
  97193. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  97194. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  97195. if (iterations === void 0) { iterations = 10; }
  97196. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  97197. this.name = "CannonJSPlugin";
  97198. this._physicsMaterials = new Array();
  97199. this._fixedTimeStep = 1 / 60;
  97200. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  97201. this.BJSCANNON = CANNON;
  97202. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  97203. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  97204. this._tmpPosition = BABYLON.Vector3.Zero();
  97205. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  97206. this._tmpUnityRotation = new BABYLON.Quaternion();
  97207. if (!this.isSupported()) {
  97208. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  97209. return;
  97210. }
  97211. this._extendNamespace();
  97212. this.world = new this.BJSCANNON.World();
  97213. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  97214. this.world.solver.iterations = iterations;
  97215. }
  97216. CannonJSPlugin.prototype.setGravity = function (gravity) {
  97217. this.world.gravity.copy(gravity);
  97218. };
  97219. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  97220. this._fixedTimeStep = timeStep;
  97221. };
  97222. CannonJSPlugin.prototype.getTimeStep = function () {
  97223. return this._fixedTimeStep;
  97224. };
  97225. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  97226. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  97227. };
  97228. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97229. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97230. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97231. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  97232. };
  97233. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97234. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97235. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97236. impostor.physicsBody.applyForce(impulse, worldPoint);
  97237. };
  97238. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97239. //parent-child relationship. Does this impostor has a parent impostor?
  97240. if (impostor.parent) {
  97241. if (impostor.physicsBody) {
  97242. this.removePhysicsBody(impostor);
  97243. //TODO is that needed?
  97244. impostor.forceUpdate();
  97245. }
  97246. return;
  97247. }
  97248. //should a new body be created for this impostor?
  97249. if (impostor.isBodyInitRequired()) {
  97250. var shape = this._createShape(impostor);
  97251. //unregister events, if body is being changed
  97252. var oldBody = impostor.physicsBody;
  97253. if (oldBody) {
  97254. this.removePhysicsBody(impostor);
  97255. }
  97256. //create the body and material
  97257. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  97258. var bodyCreationObject = {
  97259. mass: impostor.getParam("mass"),
  97260. material: material
  97261. };
  97262. // A simple extend, in case native options were used.
  97263. var nativeOptions = impostor.getParam("nativeOptions");
  97264. for (var key in nativeOptions) {
  97265. if (nativeOptions.hasOwnProperty(key)) {
  97266. bodyCreationObject[key] = nativeOptions[key];
  97267. }
  97268. }
  97269. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  97270. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  97271. this.world.addEventListener("preStep", impostor.beforeStep);
  97272. this.world.addEventListener("postStep", impostor.afterStep);
  97273. impostor.physicsBody.addShape(shape);
  97274. this.world.add(impostor.physicsBody);
  97275. //try to keep the body moving in the right direction by taking old properties.
  97276. //Should be tested!
  97277. if (oldBody) {
  97278. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  97279. impostor.physicsBody[param].copy(oldBody[param]);
  97280. });
  97281. }
  97282. this._processChildMeshes(impostor);
  97283. }
  97284. //now update the body's transformation
  97285. this._updatePhysicsBodyTransformation(impostor);
  97286. };
  97287. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  97288. var _this = this;
  97289. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  97290. var currentRotation = mainImpostor.object.rotationQuaternion;
  97291. if (meshChildren.length) {
  97292. var processMesh = function (localPosition, mesh) {
  97293. if (!currentRotation || !mesh.rotationQuaternion) {
  97294. return;
  97295. }
  97296. var childImpostor = mesh.getPhysicsImpostor();
  97297. if (childImpostor) {
  97298. var parent = childImpostor.parent;
  97299. if (parent !== mainImpostor) {
  97300. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  97301. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  97302. if (childImpostor.physicsBody) {
  97303. _this.removePhysicsBody(childImpostor);
  97304. childImpostor.physicsBody = null;
  97305. }
  97306. childImpostor.parent = mainImpostor;
  97307. childImpostor.resetUpdateFlags();
  97308. 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));
  97309. //Add the mass of the children.
  97310. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  97311. }
  97312. }
  97313. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  97314. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  97315. };
  97316. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  97317. }
  97318. };
  97319. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  97320. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  97321. this.world.removeEventListener("preStep", impostor.beforeStep);
  97322. this.world.removeEventListener("postStep", impostor.afterStep);
  97323. this.world.remove(impostor.physicsBody);
  97324. };
  97325. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  97326. var mainBody = impostorJoint.mainImpostor.physicsBody;
  97327. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  97328. if (!mainBody || !connectedBody) {
  97329. return;
  97330. }
  97331. var constraint;
  97332. var jointData = impostorJoint.joint.jointData;
  97333. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  97334. var constraintData = {
  97335. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  97336. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  97337. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  97338. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  97339. maxForce: jointData.nativeParams.maxForce,
  97340. collideConnected: !!jointData.collision
  97341. };
  97342. switch (impostorJoint.joint.type) {
  97343. case BABYLON.PhysicsJoint.HingeJoint:
  97344. case BABYLON.PhysicsJoint.Hinge2Joint:
  97345. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  97346. break;
  97347. case BABYLON.PhysicsJoint.DistanceJoint:
  97348. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  97349. break;
  97350. case BABYLON.PhysicsJoint.SpringJoint:
  97351. var springData = jointData;
  97352. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  97353. restLength: springData.length,
  97354. stiffness: springData.stiffness,
  97355. damping: springData.damping,
  97356. localAnchorA: constraintData.pivotA,
  97357. localAnchorB: constraintData.pivotB
  97358. });
  97359. break;
  97360. case BABYLON.PhysicsJoint.LockJoint:
  97361. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  97362. break;
  97363. case BABYLON.PhysicsJoint.PointToPointJoint:
  97364. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  97365. default:
  97366. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  97367. break;
  97368. }
  97369. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  97370. constraint.collideConnected = !!jointData.collision;
  97371. impostorJoint.joint.physicsJoint = constraint;
  97372. //don't add spring as constraint, as it is not one.
  97373. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97374. this.world.addConstraint(constraint);
  97375. }
  97376. else {
  97377. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  97378. constraint.applyForce();
  97379. };
  97380. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97381. }
  97382. };
  97383. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  97384. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97385. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  97386. }
  97387. else {
  97388. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97389. }
  97390. };
  97391. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  97392. var index;
  97393. var mat;
  97394. for (index = 0; index < this._physicsMaterials.length; index++) {
  97395. mat = this._physicsMaterials[index];
  97396. if (mat.friction === friction && mat.restitution === restitution) {
  97397. return mat;
  97398. }
  97399. }
  97400. var currentMat = new this.BJSCANNON.Material(name);
  97401. currentMat.friction = friction;
  97402. currentMat.restitution = restitution;
  97403. this._physicsMaterials.push(currentMat);
  97404. return currentMat;
  97405. };
  97406. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  97407. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  97408. };
  97409. CannonJSPlugin.prototype._createShape = function (impostor) {
  97410. var object = impostor.object;
  97411. var returnValue;
  97412. var extendSize = impostor.getObjectExtendSize();
  97413. switch (impostor.type) {
  97414. case BABYLON.PhysicsImpostor.SphereImpostor:
  97415. var radiusX = extendSize.x;
  97416. var radiusY = extendSize.y;
  97417. var radiusZ = extendSize.z;
  97418. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  97419. break;
  97420. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  97421. case BABYLON.PhysicsImpostor.CylinderImpostor:
  97422. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  97423. break;
  97424. case BABYLON.PhysicsImpostor.BoxImpostor:
  97425. var box = extendSize.scale(0.5);
  97426. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  97427. break;
  97428. case BABYLON.PhysicsImpostor.PlaneImpostor:
  97429. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  97430. returnValue = new this.BJSCANNON.Plane();
  97431. break;
  97432. case BABYLON.PhysicsImpostor.MeshImpostor:
  97433. // should transform the vertex data to world coordinates!!
  97434. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  97435. var rawFaces = object.getIndices ? object.getIndices() : [];
  97436. if (!rawVerts) {
  97437. return;
  97438. }
  97439. // get only scale! so the object could transform correctly.
  97440. var oldPosition = object.position.clone();
  97441. var oldRotation = object.rotation && object.rotation.clone();
  97442. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  97443. object.position.copyFromFloats(0, 0, 0);
  97444. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97445. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97446. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97447. var transform = object.computeWorldMatrix(true);
  97448. // convert rawVerts to object space
  97449. var temp = new Array();
  97450. var index;
  97451. for (index = 0; index < rawVerts.length; index += 3) {
  97452. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  97453. }
  97454. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  97455. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  97456. //now set back the transformation!
  97457. object.position.copyFrom(oldPosition);
  97458. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  97459. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  97460. break;
  97461. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  97462. var oldPosition2 = object.position.clone();
  97463. var oldRotation2 = object.rotation && object.rotation.clone();
  97464. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  97465. object.position.copyFromFloats(0, 0, 0);
  97466. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97467. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97468. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97469. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  97470. returnValue = this._createHeightmap(object);
  97471. object.position.copyFrom(oldPosition2);
  97472. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  97473. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  97474. object.computeWorldMatrix(true);
  97475. break;
  97476. case BABYLON.PhysicsImpostor.ParticleImpostor:
  97477. returnValue = new this.BJSCANNON.Particle();
  97478. break;
  97479. }
  97480. return returnValue;
  97481. };
  97482. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  97483. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  97484. var transform = object.computeWorldMatrix(true);
  97485. // convert rawVerts to object space
  97486. var temp = new Array();
  97487. var index;
  97488. for (index = 0; index < pos.length; index += 3) {
  97489. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  97490. }
  97491. pos = temp;
  97492. var matrix = new Array();
  97493. //For now pointDepth will not be used and will be automatically calculated.
  97494. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  97495. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  97496. var boundingInfo = object.getBoundingInfo();
  97497. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  97498. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  97499. var elementSize = dim * 2 / arraySize;
  97500. for (var i = 0; i < pos.length; i = i + 3) {
  97501. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  97502. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  97503. var y = -pos[i + 2] + minY;
  97504. if (!matrix[x]) {
  97505. matrix[x] = [];
  97506. }
  97507. if (!matrix[x][z]) {
  97508. matrix[x][z] = y;
  97509. }
  97510. matrix[x][z] = Math.max(y, matrix[x][z]);
  97511. }
  97512. for (var x = 0; x <= arraySize; ++x) {
  97513. if (!matrix[x]) {
  97514. var loc = 1;
  97515. while (!matrix[(x + loc) % arraySize]) {
  97516. loc++;
  97517. }
  97518. matrix[x] = matrix[(x + loc) % arraySize].slice();
  97519. //console.log("missing x", x);
  97520. }
  97521. for (var z = 0; z <= arraySize; ++z) {
  97522. if (!matrix[x][z]) {
  97523. var loc = 1;
  97524. var newValue;
  97525. while (newValue === undefined) {
  97526. newValue = matrix[x][(z + loc++) % arraySize];
  97527. }
  97528. matrix[x][z] = newValue;
  97529. }
  97530. }
  97531. }
  97532. var shape = new this.BJSCANNON.Heightfield(matrix, {
  97533. elementSize: elementSize
  97534. });
  97535. //For future reference, needed for body transformation
  97536. shape.minY = minY;
  97537. return shape;
  97538. };
  97539. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  97540. var object = impostor.object;
  97541. //make sure it is updated...
  97542. object.computeWorldMatrix && object.computeWorldMatrix(true);
  97543. // The delta between the mesh position and the mesh bounding box center
  97544. var bInfo = object.getBoundingInfo();
  97545. if (!bInfo) {
  97546. return;
  97547. }
  97548. var center = impostor.getObjectCenter();
  97549. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  97550. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  97551. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  97552. this._tmpPosition.copyFrom(center);
  97553. var quaternion = object.rotationQuaternion;
  97554. if (!quaternion) {
  97555. return;
  97556. }
  97557. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  97558. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  97559. //-90 DEG in X, precalculated
  97560. quaternion = quaternion.multiply(this._minus90X);
  97561. //Invert! (Precalculated, 90 deg in X)
  97562. //No need to clone. this will never change.
  97563. impostor.setDeltaRotation(this._plus90X);
  97564. }
  97565. //If it is a heightfield, if should be centered.
  97566. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  97567. var mesh = object;
  97568. var boundingInfo = mesh.getBoundingInfo();
  97569. //calculate the correct body position:
  97570. var rotationQuaternion = mesh.rotationQuaternion;
  97571. mesh.rotationQuaternion = this._tmpUnityRotation;
  97572. mesh.computeWorldMatrix(true);
  97573. //get original center with no rotation
  97574. var c = center.clone();
  97575. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  97576. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  97577. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  97578. mesh.setPreTransformMatrix(p);
  97579. mesh.computeWorldMatrix(true);
  97580. //calculate the translation
  97581. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  97582. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  97583. //add it inverted to the delta
  97584. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  97585. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  97586. //rotation is back
  97587. mesh.rotationQuaternion = rotationQuaternion;
  97588. mesh.setPreTransformMatrix(oldPivot);
  97589. mesh.computeWorldMatrix(true);
  97590. }
  97591. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  97592. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  97593. //this._tmpPosition.copyFrom(object.position);
  97594. }
  97595. impostor.setDeltaPosition(this._tmpDeltaPosition);
  97596. //Now update the impostor object
  97597. impostor.physicsBody.position.copy(this._tmpPosition);
  97598. impostor.physicsBody.quaternion.copy(quaternion);
  97599. };
  97600. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  97601. impostor.object.position.copyFrom(impostor.physicsBody.position);
  97602. if (impostor.object.rotationQuaternion) {
  97603. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  97604. }
  97605. };
  97606. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  97607. impostor.physicsBody.position.copy(newPosition);
  97608. impostor.physicsBody.quaternion.copy(newRotation);
  97609. };
  97610. CannonJSPlugin.prototype.isSupported = function () {
  97611. return this.BJSCANNON !== undefined;
  97612. };
  97613. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  97614. impostor.physicsBody.velocity.copy(velocity);
  97615. };
  97616. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  97617. impostor.physicsBody.angularVelocity.copy(velocity);
  97618. };
  97619. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  97620. var v = impostor.physicsBody.velocity;
  97621. if (!v) {
  97622. return null;
  97623. }
  97624. return new BABYLON.Vector3(v.x, v.y, v.z);
  97625. };
  97626. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  97627. var v = impostor.physicsBody.angularVelocity;
  97628. if (!v) {
  97629. return null;
  97630. }
  97631. return new BABYLON.Vector3(v.x, v.y, v.z);
  97632. };
  97633. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  97634. impostor.physicsBody.mass = mass;
  97635. impostor.physicsBody.updateMassProperties();
  97636. };
  97637. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  97638. return impostor.physicsBody.mass;
  97639. };
  97640. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  97641. return impostor.physicsBody.material.friction;
  97642. };
  97643. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  97644. impostor.physicsBody.material.friction = friction;
  97645. };
  97646. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  97647. return impostor.physicsBody.material.restitution;
  97648. };
  97649. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  97650. impostor.physicsBody.material.restitution = restitution;
  97651. };
  97652. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  97653. impostor.physicsBody.sleep();
  97654. };
  97655. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  97656. impostor.physicsBody.wakeUp();
  97657. };
  97658. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  97659. joint.physicsJoint.distance = maxDistance;
  97660. };
  97661. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  97662. // if (!motorIndex) {
  97663. // joint.physicsJoint.enableMotor();
  97664. // }
  97665. // }
  97666. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  97667. // if (!motorIndex) {
  97668. // joint.physicsJoint.disableMotor();
  97669. // }
  97670. // }
  97671. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  97672. if (!motorIndex) {
  97673. joint.physicsJoint.enableMotor();
  97674. joint.physicsJoint.setMotorSpeed(speed);
  97675. if (maxForce) {
  97676. this.setLimit(joint, maxForce);
  97677. }
  97678. }
  97679. };
  97680. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  97681. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  97682. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  97683. };
  97684. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  97685. var body = impostor.physicsBody;
  97686. mesh.position.x = body.position.x;
  97687. mesh.position.y = body.position.y;
  97688. mesh.position.z = body.position.z;
  97689. if (mesh.rotationQuaternion) {
  97690. mesh.rotationQuaternion.x = body.quaternion.x;
  97691. mesh.rotationQuaternion.y = body.quaternion.y;
  97692. mesh.rotationQuaternion.z = body.quaternion.z;
  97693. mesh.rotationQuaternion.w = body.quaternion.w;
  97694. }
  97695. };
  97696. CannonJSPlugin.prototype.getRadius = function (impostor) {
  97697. var shape = impostor.physicsBody.shapes[0];
  97698. return shape.boundingSphereRadius;
  97699. };
  97700. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  97701. var shape = impostor.physicsBody.shapes[0];
  97702. result.x = shape.halfExtents.x * 2;
  97703. result.y = shape.halfExtents.y * 2;
  97704. result.z = shape.halfExtents.z * 2;
  97705. };
  97706. CannonJSPlugin.prototype.dispose = function () {
  97707. };
  97708. CannonJSPlugin.prototype._extendNamespace = function () {
  97709. //this will force cannon to execute at least one step when using interpolation
  97710. var step_tmp1 = new this.BJSCANNON.Vec3();
  97711. var Engine = this.BJSCANNON;
  97712. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  97713. maxSubSteps = maxSubSteps || 10;
  97714. timeSinceLastCalled = timeSinceLastCalled || 0;
  97715. if (timeSinceLastCalled === 0) {
  97716. this.internalStep(dt);
  97717. this.time += dt;
  97718. }
  97719. else {
  97720. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  97721. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  97722. var t0 = performance.now();
  97723. for (var i = 0; i !== internalSteps; i++) {
  97724. this.internalStep(dt);
  97725. if (performance.now() - t0 > dt * 1000) {
  97726. break;
  97727. }
  97728. }
  97729. this.time += timeSinceLastCalled;
  97730. var h = this.time % dt;
  97731. var h_div_dt = h / dt;
  97732. var interpvelo = step_tmp1;
  97733. var bodies = this.bodies;
  97734. for (var j = 0; j !== bodies.length; j++) {
  97735. var b = bodies[j];
  97736. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  97737. b.position.vsub(b.previousPosition, interpvelo);
  97738. interpvelo.scale(h_div_dt, interpvelo);
  97739. b.position.vadd(interpvelo, b.interpolatedPosition);
  97740. }
  97741. else {
  97742. b.interpolatedPosition.copy(b.position);
  97743. b.interpolatedQuaternion.copy(b.quaternion);
  97744. }
  97745. }
  97746. }
  97747. };
  97748. };
  97749. return CannonJSPlugin;
  97750. }());
  97751. BABYLON.CannonJSPlugin = CannonJSPlugin;
  97752. })(BABYLON || (BABYLON = {}));
  97753. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  97754. var BABYLON;
  97755. (function (BABYLON) {
  97756. /** @hidden */
  97757. var OimoJSPlugin = /** @class */ (function () {
  97758. function OimoJSPlugin(iterations) {
  97759. this.name = "OimoJSPlugin";
  97760. this._tmpImpostorsArray = [];
  97761. this._tmpPositionVector = BABYLON.Vector3.Zero();
  97762. this.BJSOIMO = OIMO;
  97763. this.world = new this.BJSOIMO.World({
  97764. iterations: iterations
  97765. });
  97766. this.world.clear();
  97767. }
  97768. OimoJSPlugin.prototype.setGravity = function (gravity) {
  97769. this.world.gravity.copy(gravity);
  97770. };
  97771. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  97772. this.world.timeStep = timeStep;
  97773. };
  97774. OimoJSPlugin.prototype.getTimeStep = function () {
  97775. return this.world.timeStep;
  97776. };
  97777. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  97778. var _this = this;
  97779. impostors.forEach(function (impostor) {
  97780. impostor.beforeStep();
  97781. });
  97782. this.world.step();
  97783. impostors.forEach(function (impostor) {
  97784. impostor.afterStep();
  97785. //update the ordered impostors array
  97786. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  97787. });
  97788. //check for collisions
  97789. var contact = this.world.contacts;
  97790. while (contact !== null) {
  97791. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  97792. contact = contact.next;
  97793. continue;
  97794. }
  97795. //is this body colliding with any other? get the impostor
  97796. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  97797. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  97798. if (!mainImpostor || !collidingImpostor) {
  97799. contact = contact.next;
  97800. continue;
  97801. }
  97802. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  97803. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  97804. contact = contact.next;
  97805. }
  97806. };
  97807. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97808. var mass = impostor.physicsBody.mass;
  97809. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  97810. };
  97811. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97812. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  97813. this.applyImpulse(impostor, force, contactPoint);
  97814. };
  97815. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97816. var _this = this;
  97817. //parent-child relationship. Does this impostor has a parent impostor?
  97818. if (impostor.parent) {
  97819. if (impostor.physicsBody) {
  97820. this.removePhysicsBody(impostor);
  97821. //TODO is that needed?
  97822. impostor.forceUpdate();
  97823. }
  97824. return;
  97825. }
  97826. if (impostor.isBodyInitRequired()) {
  97827. var bodyConfig = {
  97828. name: impostor.uniqueId,
  97829. //Oimo must have mass, also for static objects.
  97830. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  97831. size: [],
  97832. type: [],
  97833. pos: [],
  97834. posShape: [],
  97835. rot: [],
  97836. rotShape: [],
  97837. move: impostor.getParam("mass") !== 0,
  97838. density: impostor.getParam("mass"),
  97839. friction: impostor.getParam("friction"),
  97840. restitution: impostor.getParam("restitution"),
  97841. //Supporting older versions of Oimo
  97842. world: this.world
  97843. };
  97844. var impostors = [impostor];
  97845. var addToArray = function (parent) {
  97846. if (!parent.getChildMeshes) {
  97847. return;
  97848. }
  97849. parent.getChildMeshes().forEach(function (m) {
  97850. if (m.physicsImpostor) {
  97851. impostors.push(m.physicsImpostor);
  97852. //m.physicsImpostor._init();
  97853. }
  97854. });
  97855. };
  97856. addToArray(impostor.object);
  97857. var checkWithEpsilon_1 = function (value) {
  97858. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  97859. };
  97860. var globalQuaternion_1 = new BABYLON.Quaternion();
  97861. impostors.forEach(function (i) {
  97862. if (!i.object.rotationQuaternion) {
  97863. return;
  97864. }
  97865. //get the correct bounding box
  97866. var oldQuaternion = i.object.rotationQuaternion;
  97867. globalQuaternion_1 = oldQuaternion.clone();
  97868. var rot = oldQuaternion.toEulerAngles();
  97869. var extendSize = i.getObjectExtendSize();
  97870. var radToDeg = 57.295779513082320876;
  97871. if (i === impostor) {
  97872. var center = impostor.getObjectCenter();
  97873. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  97874. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  97875. //Can also use Array.prototype.push.apply
  97876. bodyConfig.pos.push(center.x);
  97877. bodyConfig.pos.push(center.y);
  97878. bodyConfig.pos.push(center.z);
  97879. bodyConfig.posShape.push(0, 0, 0);
  97880. //tmp solution
  97881. bodyConfig.rot.push(0);
  97882. bodyConfig.rot.push(0);
  97883. bodyConfig.rot.push(0);
  97884. bodyConfig.rotShape.push(0, 0, 0);
  97885. }
  97886. else {
  97887. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  97888. bodyConfig.posShape.push(localPosition.x);
  97889. bodyConfig.posShape.push(localPosition.y);
  97890. bodyConfig.posShape.push(localPosition.z);
  97891. bodyConfig.pos.push(0, 0, 0);
  97892. //tmp solution until https://github.com/lo-th/OIMO.js/pull/37 is merged
  97893. bodyConfig.rot.push(0);
  97894. bodyConfig.rot.push(0);
  97895. bodyConfig.rot.push(0);
  97896. bodyConfig.rotShape.push(rot.x * radToDeg);
  97897. bodyConfig.rotShape.push(rot.y * radToDeg);
  97898. bodyConfig.rotShape.push(rot.z * radToDeg);
  97899. }
  97900. // register mesh
  97901. switch (i.type) {
  97902. case BABYLON.PhysicsImpostor.ParticleImpostor:
  97903. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  97904. case BABYLON.PhysicsImpostor.SphereImpostor:
  97905. var radiusX = extendSize.x;
  97906. var radiusY = extendSize.y;
  97907. var radiusZ = extendSize.z;
  97908. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  97909. bodyConfig.type.push('sphere');
  97910. //due to the way oimo works with compounds, add 3 times
  97911. bodyConfig.size.push(size);
  97912. bodyConfig.size.push(size);
  97913. bodyConfig.size.push(size);
  97914. break;
  97915. case BABYLON.PhysicsImpostor.CylinderImpostor:
  97916. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  97917. var sizeY = checkWithEpsilon_1(extendSize.y);
  97918. bodyConfig.type.push('cylinder');
  97919. bodyConfig.size.push(sizeX);
  97920. bodyConfig.size.push(sizeY);
  97921. //due to the way oimo works with compounds, add one more value.
  97922. bodyConfig.size.push(sizeY);
  97923. break;
  97924. case BABYLON.PhysicsImpostor.PlaneImpostor:
  97925. case BABYLON.PhysicsImpostor.BoxImpostor:
  97926. default:
  97927. var sizeX = checkWithEpsilon_1(extendSize.x);
  97928. var sizeY = checkWithEpsilon_1(extendSize.y);
  97929. var sizeZ = checkWithEpsilon_1(extendSize.z);
  97930. bodyConfig.type.push('box');
  97931. //if (i === impostor) {
  97932. bodyConfig.size.push(sizeX);
  97933. bodyConfig.size.push(sizeY);
  97934. bodyConfig.size.push(sizeZ);
  97935. //} else {
  97936. // bodyConfig.size.push(0,0,0);
  97937. //}
  97938. break;
  97939. }
  97940. //actually not needed, but hey...
  97941. i.object.rotationQuaternion = oldQuaternion;
  97942. });
  97943. impostor.physicsBody = this.world.add(bodyConfig);
  97944. // set the quaternion, ignoring the previously defined (euler) rotation
  97945. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  97946. // update with delta 0, so the body will reveive the new rotation.
  97947. impostor.physicsBody.updatePosition(0);
  97948. }
  97949. else {
  97950. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  97951. }
  97952. impostor.setDeltaPosition(this._tmpPositionVector);
  97953. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  97954. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  97955. };
  97956. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  97957. //impostor.physicsBody.dispose();
  97958. //Same as : (older oimo versions)
  97959. this.world.removeRigidBody(impostor.physicsBody);
  97960. };
  97961. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  97962. var mainBody = impostorJoint.mainImpostor.physicsBody;
  97963. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  97964. if (!mainBody || !connectedBody) {
  97965. return;
  97966. }
  97967. var jointData = impostorJoint.joint.jointData;
  97968. var options = jointData.nativeParams || {};
  97969. var type;
  97970. var nativeJointData = {
  97971. body1: mainBody,
  97972. body2: connectedBody,
  97973. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  97974. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  97975. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  97976. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  97977. min: options.min,
  97978. max: options.max,
  97979. collision: options.collision || jointData.collision,
  97980. spring: options.spring,
  97981. //supporting older version of Oimo
  97982. world: this.world
  97983. };
  97984. switch (impostorJoint.joint.type) {
  97985. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  97986. type = "jointBall";
  97987. break;
  97988. case BABYLON.PhysicsJoint.SpringJoint:
  97989. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  97990. var springData = jointData;
  97991. nativeJointData.min = springData.length || nativeJointData.min;
  97992. //Max should also be set, just make sure it is at least min
  97993. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  97994. case BABYLON.PhysicsJoint.DistanceJoint:
  97995. type = "jointDistance";
  97996. nativeJointData.max = jointData.maxDistance;
  97997. break;
  97998. case BABYLON.PhysicsJoint.PrismaticJoint:
  97999. type = "jointPrisme";
  98000. break;
  98001. case BABYLON.PhysicsJoint.SliderJoint:
  98002. type = "jointSlide";
  98003. break;
  98004. case BABYLON.PhysicsJoint.WheelJoint:
  98005. type = "jointWheel";
  98006. break;
  98007. case BABYLON.PhysicsJoint.HingeJoint:
  98008. default:
  98009. type = "jointHinge";
  98010. break;
  98011. }
  98012. nativeJointData.type = type;
  98013. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98014. };
  98015. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98016. //Bug in Oimo prevents us from disposing a joint in the playground
  98017. //joint.joint.physicsJoint.dispose();
  98018. //So we will bruteforce it!
  98019. try {
  98020. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98021. }
  98022. catch (e) {
  98023. BABYLON.Tools.Warn(e);
  98024. }
  98025. };
  98026. OimoJSPlugin.prototype.isSupported = function () {
  98027. return this.BJSOIMO !== undefined;
  98028. };
  98029. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98030. if (!impostor.physicsBody.sleeping) {
  98031. //TODO check that
  98032. /*if (impostor.physicsBody.shapes.next) {
  98033. var parentShape = this._getLastShape(impostor.physicsBody);
  98034. impostor.object.position.copyFrom(parentShape.position);
  98035. console.log(parentShape.position);
  98036. } else {*/
  98037. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98038. //}
  98039. if (impostor.object.rotationQuaternion) {
  98040. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98041. }
  98042. }
  98043. };
  98044. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98045. var body = impostor.physicsBody;
  98046. body.position.copy(newPosition);
  98047. body.orientation.copy(newRotation);
  98048. body.syncShapes();
  98049. body.awake();
  98050. };
  98051. /*private _getLastShape(body: any): any {
  98052. var lastShape = body.shapes;
  98053. while (lastShape.next) {
  98054. lastShape = lastShape.next;
  98055. }
  98056. return lastShape;
  98057. }*/
  98058. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98059. impostor.physicsBody.linearVelocity.copy(velocity);
  98060. };
  98061. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98062. impostor.physicsBody.angularVelocity.copy(velocity);
  98063. };
  98064. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98065. var v = impostor.physicsBody.linearVelocity;
  98066. if (!v) {
  98067. return null;
  98068. }
  98069. return new BABYLON.Vector3(v.x, v.y, v.z);
  98070. };
  98071. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98072. var v = impostor.physicsBody.angularVelocity;
  98073. if (!v) {
  98074. return null;
  98075. }
  98076. return new BABYLON.Vector3(v.x, v.y, v.z);
  98077. };
  98078. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98079. var staticBody = mass === 0;
  98080. //this will actually set the body's density and not its mass.
  98081. //But this is how oimo treats the mass variable.
  98082. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  98083. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  98084. };
  98085. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  98086. return impostor.physicsBody.shapes.density;
  98087. };
  98088. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  98089. return impostor.physicsBody.shapes.friction;
  98090. };
  98091. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98092. impostor.physicsBody.shapes.friction = friction;
  98093. };
  98094. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98095. return impostor.physicsBody.shapes.restitution;
  98096. };
  98097. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98098. impostor.physicsBody.shapes.restitution = restitution;
  98099. };
  98100. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  98101. impostor.physicsBody.sleep();
  98102. };
  98103. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  98104. impostor.physicsBody.awake();
  98105. };
  98106. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98107. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  98108. if (minDistance !== void 0) {
  98109. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  98110. }
  98111. };
  98112. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98113. //TODO separate rotational and transational motors.
  98114. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98115. if (motor) {
  98116. motor.setMotor(speed, maxForce);
  98117. }
  98118. };
  98119. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  98120. //TODO separate rotational and transational motors.
  98121. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98122. if (motor) {
  98123. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  98124. }
  98125. };
  98126. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98127. var body = impostor.physicsBody;
  98128. mesh.position.x = body.position.x;
  98129. mesh.position.y = body.position.y;
  98130. mesh.position.z = body.position.z;
  98131. if (mesh.rotationQuaternion) {
  98132. mesh.rotationQuaternion.x = body.orientation.x;
  98133. mesh.rotationQuaternion.y = body.orientation.y;
  98134. mesh.rotationQuaternion.z = body.orientation.z;
  98135. mesh.rotationQuaternion.w = body.orientation.s;
  98136. }
  98137. };
  98138. OimoJSPlugin.prototype.getRadius = function (impostor) {
  98139. return impostor.physicsBody.shapes.radius;
  98140. };
  98141. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98142. var shape = impostor.physicsBody.shapes;
  98143. result.x = shape.halfWidth * 2;
  98144. result.y = shape.halfHeight * 2;
  98145. result.z = shape.halfDepth * 2;
  98146. };
  98147. OimoJSPlugin.prototype.dispose = function () {
  98148. this.world.clear();
  98149. };
  98150. return OimoJSPlugin;
  98151. }());
  98152. BABYLON.OimoJSPlugin = OimoJSPlugin;
  98153. })(BABYLON || (BABYLON = {}));
  98154. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  98155. var BABYLON;
  98156. (function (BABYLON) {
  98157. /**
  98158. * Gets the current physics engine
  98159. * @returns a IPhysicsEngine or null if none attached
  98160. */
  98161. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  98162. return this._physicsEngine;
  98163. };
  98164. /**
  98165. * Enables physics to the current scene
  98166. * @param gravity defines the scene's gravity for the physics engine
  98167. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  98168. * @return a boolean indicating if the physics engine was initialized
  98169. */
  98170. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  98171. if (gravity === void 0) { gravity = null; }
  98172. if (this._physicsEngine) {
  98173. return true;
  98174. }
  98175. // Register the component to the scene
  98176. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  98177. if (!component) {
  98178. component = new PhysicsEngineSceneComponent(this);
  98179. this._addComponent(component);
  98180. }
  98181. try {
  98182. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  98183. return true;
  98184. }
  98185. catch (e) {
  98186. BABYLON.Tools.Error(e.message);
  98187. return false;
  98188. }
  98189. };
  98190. /**
  98191. * Disables and disposes the physics engine associated with the scene
  98192. */
  98193. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  98194. if (!this._physicsEngine) {
  98195. return;
  98196. }
  98197. this._physicsEngine.dispose();
  98198. this._physicsEngine = null;
  98199. };
  98200. /**
  98201. * Gets a boolean indicating if there is an active physics engine
  98202. * @returns a boolean indicating if there is an active physics engine
  98203. */
  98204. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  98205. return this._physicsEngine !== undefined;
  98206. };
  98207. /**
  98208. * Deletes a physics compound impostor
  98209. * @param compound defines the compound to delete
  98210. */
  98211. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  98212. var mesh = compound.parts[0].mesh;
  98213. if (mesh.physicsImpostor) {
  98214. mesh.physicsImpostor.dispose( /*true*/);
  98215. mesh.physicsImpostor = null;
  98216. }
  98217. };
  98218. /** @hidden */
  98219. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  98220. if (this._physicsEngine) {
  98221. this.onBeforePhysicsObservable.notifyObservers(this);
  98222. this._physicsEngine._step(step / 1000);
  98223. this.onAfterPhysicsObservable.notifyObservers(this);
  98224. }
  98225. };
  98226. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  98227. get: function () {
  98228. return this._physicsImpostor;
  98229. },
  98230. set: function (value) {
  98231. var _this = this;
  98232. if (this._physicsImpostor === value) {
  98233. return;
  98234. }
  98235. if (this._disposePhysicsObserver) {
  98236. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  98237. }
  98238. this._physicsImpostor = value;
  98239. if (value) {
  98240. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  98241. // Physics
  98242. if (_this.physicsImpostor) {
  98243. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  98244. _this.physicsImpostor = null;
  98245. }
  98246. });
  98247. }
  98248. },
  98249. enumerable: true,
  98250. configurable: true
  98251. });
  98252. /**
  98253. * Gets the current physics impostor
  98254. * @see http://doc.babylonjs.com/features/physics_engine
  98255. * @returns a physics impostor or null
  98256. */
  98257. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  98258. return this.physicsImpostor;
  98259. };
  98260. /**
  98261. * Apply a physic impulse to the mesh
  98262. * @param force defines the force to apply
  98263. * @param contactPoint defines where to apply the force
  98264. * @returns the current mesh
  98265. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  98266. */
  98267. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  98268. if (!this.physicsImpostor) {
  98269. return this;
  98270. }
  98271. this.physicsImpostor.applyImpulse(force, contactPoint);
  98272. return this;
  98273. };
  98274. /**
  98275. * Creates a physic joint between two meshes
  98276. * @param otherMesh defines the other mesh to use
  98277. * @param pivot1 defines the pivot to use on this mesh
  98278. * @param pivot2 defines the pivot to use on the other mesh
  98279. * @param options defines additional options (can be plugin dependent)
  98280. * @returns the current mesh
  98281. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  98282. */
  98283. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  98284. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  98285. return this;
  98286. }
  98287. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  98288. mainPivot: pivot1,
  98289. connectedPivot: pivot2,
  98290. nativeParams: options
  98291. });
  98292. return this;
  98293. };
  98294. /**
  98295. * Defines the physics engine scene component responsible to manage a physics engine
  98296. */
  98297. var PhysicsEngineSceneComponent = /** @class */ (function () {
  98298. /**
  98299. * Creates a new instance of the component for the given scene
  98300. * @param scene Defines the scene to register the component in
  98301. */
  98302. function PhysicsEngineSceneComponent(scene) {
  98303. var _this = this;
  98304. /**
  98305. * The component name helpful to identify the component in the list of scene components.
  98306. */
  98307. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  98308. this.scene = scene;
  98309. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  98310. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  98311. // Replace the function used to get the deterministic frame time
  98312. this.scene.getDeterministicFrameTime = function () {
  98313. if (_this.scene._physicsEngine) {
  98314. return _this.scene._physicsEngine.getTimeStep() * 1000;
  98315. }
  98316. return 1000.0 / 60.0;
  98317. };
  98318. }
  98319. /**
  98320. * Registers the component in a given scene
  98321. */
  98322. PhysicsEngineSceneComponent.prototype.register = function () {
  98323. };
  98324. /**
  98325. * Rebuilds the elements related to this component in case of
  98326. * context lost for instance.
  98327. */
  98328. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  98329. // Nothing to do for this component
  98330. };
  98331. /**
  98332. * Disposes the component and the associated ressources
  98333. */
  98334. PhysicsEngineSceneComponent.prototype.dispose = function () {
  98335. this.scene.onBeforePhysicsObservable.clear();
  98336. this.scene.onAfterPhysicsObservable.clear();
  98337. if (this.scene._physicsEngine) {
  98338. this.scene.disablePhysicsEngine();
  98339. }
  98340. };
  98341. return PhysicsEngineSceneComponent;
  98342. }());
  98343. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  98344. })(BABYLON || (BABYLON = {}));
  98345. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  98346. var BABYLON;
  98347. (function (BABYLON) {
  98348. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  98349. // All values and structures referenced from:
  98350. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  98351. var DDS_MAGIC = 0x20534444;
  98352. var
  98353. //DDSD_CAPS = 0x1,
  98354. //DDSD_HEIGHT = 0x2,
  98355. //DDSD_WIDTH = 0x4,
  98356. //DDSD_PITCH = 0x8,
  98357. //DDSD_PIXELFORMAT = 0x1000,
  98358. DDSD_MIPMAPCOUNT = 0x20000;
  98359. //DDSD_LINEARSIZE = 0x80000,
  98360. //DDSD_DEPTH = 0x800000;
  98361. // var DDSCAPS_COMPLEX = 0x8,
  98362. // DDSCAPS_MIPMAP = 0x400000,
  98363. // DDSCAPS_TEXTURE = 0x1000;
  98364. var DDSCAPS2_CUBEMAP = 0x200;
  98365. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  98366. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  98367. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  98368. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  98369. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  98370. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  98371. // DDSCAPS2_VOLUME = 0x200000;
  98372. var
  98373. //DDPF_ALPHAPIXELS = 0x1,
  98374. //DDPF_ALPHA = 0x2,
  98375. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  98376. //DDPF_YUV = 0x200,
  98377. DDPF_LUMINANCE = 0x20000;
  98378. function FourCCToInt32(value) {
  98379. return value.charCodeAt(0) +
  98380. (value.charCodeAt(1) << 8) +
  98381. (value.charCodeAt(2) << 16) +
  98382. (value.charCodeAt(3) << 24);
  98383. }
  98384. function Int32ToFourCC(value) {
  98385. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  98386. }
  98387. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  98388. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  98389. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  98390. var FOURCC_DX10 = FourCCToInt32("DX10");
  98391. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  98392. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  98393. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  98394. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  98395. var headerLengthInt = 31; // The header length in 32 bit ints
  98396. // Offsets into the header array
  98397. var off_magic = 0;
  98398. var off_size = 1;
  98399. var off_flags = 2;
  98400. var off_height = 3;
  98401. var off_width = 4;
  98402. var off_mipmapCount = 7;
  98403. var off_pfFlags = 20;
  98404. var off_pfFourCC = 21;
  98405. var off_RGBbpp = 22;
  98406. var off_RMask = 23;
  98407. var off_GMask = 24;
  98408. var off_BMask = 25;
  98409. var off_AMask = 26;
  98410. // var off_caps1 = 27;
  98411. var off_caps2 = 28;
  98412. // var off_caps3 = 29;
  98413. // var off_caps4 = 30;
  98414. var off_dxgiFormat = 32;
  98415. /**
  98416. * Class used to provide DDS decompression tools
  98417. */
  98418. var DDSTools = /** @class */ (function () {
  98419. function DDSTools() {
  98420. }
  98421. /**
  98422. * Gets DDS information from an array buffer
  98423. * @param arrayBuffer defines the array buffer to read data from
  98424. * @returns the DDS information
  98425. */
  98426. DDSTools.GetDDSInfo = function (arrayBuffer) {
  98427. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98428. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  98429. var mipmapCount = 1;
  98430. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  98431. mipmapCount = Math.max(1, header[off_mipmapCount]);
  98432. }
  98433. var fourCC = header[off_pfFourCC];
  98434. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  98435. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98436. switch (fourCC) {
  98437. case FOURCC_D3DFMT_R16G16B16A16F:
  98438. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98439. break;
  98440. case FOURCC_D3DFMT_R32G32B32A32F:
  98441. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  98442. break;
  98443. case FOURCC_DX10:
  98444. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  98445. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98446. break;
  98447. }
  98448. }
  98449. return {
  98450. width: header[off_width],
  98451. height: header[off_height],
  98452. mipmapCount: mipmapCount,
  98453. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  98454. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  98455. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  98456. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  98457. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  98458. dxgiFormat: dxgiFormat,
  98459. textureType: textureType
  98460. };
  98461. };
  98462. DDSTools._ToHalfFloat = function (value) {
  98463. if (!DDSTools._FloatView) {
  98464. DDSTools._FloatView = new Float32Array(1);
  98465. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  98466. }
  98467. DDSTools._FloatView[0] = value;
  98468. var x = DDSTools._Int32View[0];
  98469. var bits = (x >> 16) & 0x8000; /* Get the sign */
  98470. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  98471. var e = (x >> 23) & 0xff; /* Using int is faster here */
  98472. /* If zero, or denormal, or exponent underflows too much for a denormal
  98473. * half, return signed zero. */
  98474. if (e < 103) {
  98475. return bits;
  98476. }
  98477. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  98478. if (e > 142) {
  98479. bits |= 0x7c00;
  98480. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  98481. * not Inf, so make sure we set one mantissa bit too. */
  98482. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  98483. return bits;
  98484. }
  98485. /* If exponent underflows but not too much, return a denormal */
  98486. if (e < 113) {
  98487. m |= 0x0800;
  98488. /* Extra rounding may overflow and set mantissa to 0 and exponent
  98489. * to 1, which is OK. */
  98490. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  98491. return bits;
  98492. }
  98493. bits |= ((e - 112) << 10) | (m >> 1);
  98494. bits += m & 1;
  98495. return bits;
  98496. };
  98497. DDSTools._FromHalfFloat = function (value) {
  98498. var s = (value & 0x8000) >> 15;
  98499. var e = (value & 0x7C00) >> 10;
  98500. var f = value & 0x03FF;
  98501. if (e === 0) {
  98502. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  98503. }
  98504. else if (e == 0x1F) {
  98505. return f ? NaN : ((s ? -1 : 1) * Infinity);
  98506. }
  98507. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  98508. };
  98509. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98510. var destArray = new Float32Array(dataLength);
  98511. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98512. var index = 0;
  98513. for (var y = 0; y < height; y++) {
  98514. for (var x = 0; x < width; x++) {
  98515. var srcPos = (x + y * width) * 4;
  98516. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  98517. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  98518. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  98519. if (DDSTools.StoreLODInAlphaChannel) {
  98520. destArray[index + 3] = lod;
  98521. }
  98522. else {
  98523. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  98524. }
  98525. index += 4;
  98526. }
  98527. }
  98528. return destArray;
  98529. };
  98530. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98531. if (DDSTools.StoreLODInAlphaChannel) {
  98532. var destArray = new Uint16Array(dataLength);
  98533. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98534. var index = 0;
  98535. for (var y = 0; y < height; y++) {
  98536. for (var x = 0; x < width; x++) {
  98537. var srcPos = (x + y * width) * 4;
  98538. destArray[index] = srcData[srcPos];
  98539. destArray[index + 1] = srcData[srcPos + 1];
  98540. destArray[index + 2] = srcData[srcPos + 2];
  98541. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  98542. index += 4;
  98543. }
  98544. }
  98545. return destArray;
  98546. }
  98547. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  98548. };
  98549. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98550. if (DDSTools.StoreLODInAlphaChannel) {
  98551. var destArray = new Float32Array(dataLength);
  98552. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98553. var index = 0;
  98554. for (var y = 0; y < height; y++) {
  98555. for (var x = 0; x < width; x++) {
  98556. var srcPos = (x + y * width) * 4;
  98557. destArray[index] = srcData[srcPos];
  98558. destArray[index + 1] = srcData[srcPos + 1];
  98559. destArray[index + 2] = srcData[srcPos + 2];
  98560. destArray[index + 3] = lod;
  98561. index += 4;
  98562. }
  98563. }
  98564. return destArray;
  98565. }
  98566. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  98567. };
  98568. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98569. var destArray = new Uint8Array(dataLength);
  98570. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98571. var index = 0;
  98572. for (var y = 0; y < height; y++) {
  98573. for (var x = 0; x < width; x++) {
  98574. var srcPos = (x + y * width) * 4;
  98575. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  98576. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  98577. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  98578. if (DDSTools.StoreLODInAlphaChannel) {
  98579. destArray[index + 3] = lod;
  98580. }
  98581. else {
  98582. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  98583. }
  98584. index += 4;
  98585. }
  98586. }
  98587. return destArray;
  98588. };
  98589. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98590. var destArray = new Uint8Array(dataLength);
  98591. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98592. var index = 0;
  98593. for (var y = 0; y < height; y++) {
  98594. for (var x = 0; x < width; x++) {
  98595. var srcPos = (x + y * width) * 4;
  98596. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  98597. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  98598. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  98599. if (DDSTools.StoreLODInAlphaChannel) {
  98600. destArray[index + 3] = lod;
  98601. }
  98602. else {
  98603. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  98604. }
  98605. index += 4;
  98606. }
  98607. }
  98608. return destArray;
  98609. };
  98610. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  98611. var byteArray = new Uint8Array(dataLength);
  98612. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98613. var index = 0;
  98614. for (var y = 0; y < height; y++) {
  98615. for (var x = 0; x < width; x++) {
  98616. var srcPos = (x + y * width) * 4;
  98617. byteArray[index] = srcData[srcPos + rOffset];
  98618. byteArray[index + 1] = srcData[srcPos + gOffset];
  98619. byteArray[index + 2] = srcData[srcPos + bOffset];
  98620. byteArray[index + 3] = srcData[srcPos + aOffset];
  98621. index += 4;
  98622. }
  98623. }
  98624. return byteArray;
  98625. };
  98626. DDSTools._ExtractLongWordOrder = function (value) {
  98627. if (value === 0 || value === 255 || value === -16777216) {
  98628. return 0;
  98629. }
  98630. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  98631. };
  98632. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  98633. var byteArray = new Uint8Array(dataLength);
  98634. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98635. var index = 0;
  98636. for (var y = 0; y < height; y++) {
  98637. for (var x = 0; x < width; x++) {
  98638. var srcPos = (x + y * width) * 3;
  98639. byteArray[index] = srcData[srcPos + rOffset];
  98640. byteArray[index + 1] = srcData[srcPos + gOffset];
  98641. byteArray[index + 2] = srcData[srcPos + bOffset];
  98642. index += 3;
  98643. }
  98644. }
  98645. return byteArray;
  98646. };
  98647. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  98648. var byteArray = new Uint8Array(dataLength);
  98649. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98650. var index = 0;
  98651. for (var y = 0; y < height; y++) {
  98652. for (var x = 0; x < width; x++) {
  98653. var srcPos = (x + y * width);
  98654. byteArray[index] = srcData[srcPos];
  98655. index++;
  98656. }
  98657. }
  98658. return byteArray;
  98659. };
  98660. /**
  98661. * Uploads DDS Levels to a Babylon Texture
  98662. * @hidden
  98663. */
  98664. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  98665. if (lodIndex === void 0) { lodIndex = -1; }
  98666. var sphericalPolynomialFaces = null;
  98667. if (info.sphericalPolynomial) {
  98668. sphericalPolynomialFaces = new Array();
  98669. }
  98670. var ext = engine.getCaps().s3tc;
  98671. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98672. var fourCC, width, height, dataLength = 0, dataOffset;
  98673. var byteArray, mipmapCount, mip;
  98674. var internalCompressedFormat = 0;
  98675. var blockBytes = 1;
  98676. if (header[off_magic] !== DDS_MAGIC) {
  98677. BABYLON.Tools.Error("Invalid magic number in DDS header");
  98678. return;
  98679. }
  98680. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  98681. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  98682. return;
  98683. }
  98684. if (info.isCompressed && !ext) {
  98685. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  98686. return;
  98687. }
  98688. var bpp = header[off_RGBbpp];
  98689. dataOffset = header[off_size] + 4;
  98690. var computeFormats = false;
  98691. if (info.isFourCC) {
  98692. fourCC = header[off_pfFourCC];
  98693. switch (fourCC) {
  98694. case FOURCC_DXT1:
  98695. blockBytes = 8;
  98696. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  98697. break;
  98698. case FOURCC_DXT3:
  98699. blockBytes = 16;
  98700. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  98701. break;
  98702. case FOURCC_DXT5:
  98703. blockBytes = 16;
  98704. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  98705. break;
  98706. case FOURCC_D3DFMT_R16G16B16A16F:
  98707. computeFormats = true;
  98708. break;
  98709. case FOURCC_D3DFMT_R32G32B32A32F:
  98710. computeFormats = true;
  98711. break;
  98712. case FOURCC_DX10:
  98713. // There is an additionnal header so dataOffset need to be changed
  98714. dataOffset += 5 * 4; // 5 uints
  98715. var supported = false;
  98716. switch (info.dxgiFormat) {
  98717. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  98718. computeFormats = true;
  98719. supported = true;
  98720. break;
  98721. case DXGI_FORMAT_B8G8R8X8_UNORM:
  98722. info.isRGB = true;
  98723. info.isFourCC = false;
  98724. bpp = 32;
  98725. supported = true;
  98726. break;
  98727. }
  98728. if (supported) {
  98729. break;
  98730. }
  98731. default:
  98732. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  98733. return;
  98734. }
  98735. }
  98736. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  98737. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  98738. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  98739. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  98740. if (computeFormats) {
  98741. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  98742. }
  98743. mipmapCount = 1;
  98744. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  98745. mipmapCount = Math.max(1, header[off_mipmapCount]);
  98746. }
  98747. for (var face = 0; face < faces; face++) {
  98748. width = header[off_width];
  98749. height = header[off_height];
  98750. for (mip = 0; mip < mipmapCount; ++mip) {
  98751. if (lodIndex === -1 || lodIndex === mip) {
  98752. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  98753. var i = (lodIndex === -1) ? mip : 0;
  98754. if (!info.isCompressed && info.isFourCC) {
  98755. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  98756. dataLength = width * height * 4;
  98757. var floatArray = null;
  98758. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  98759. if (bpp === 128) {
  98760. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98761. if (sphericalPolynomialFaces && i == 0) {
  98762. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  98763. }
  98764. }
  98765. else if (bpp === 64) {
  98766. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98767. if (sphericalPolynomialFaces && i == 0) {
  98768. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  98769. }
  98770. }
  98771. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98772. }
  98773. else {
  98774. if (bpp === 128) {
  98775. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  98776. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98777. if (sphericalPolynomialFaces && i == 0) {
  98778. sphericalPolynomialFaces.push(floatArray);
  98779. }
  98780. }
  98781. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  98782. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  98783. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98784. if (sphericalPolynomialFaces && i == 0) {
  98785. sphericalPolynomialFaces.push(floatArray);
  98786. }
  98787. }
  98788. else { // 64
  98789. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98790. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98791. if (sphericalPolynomialFaces && i == 0) {
  98792. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  98793. }
  98794. }
  98795. }
  98796. if (floatArray) {
  98797. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  98798. }
  98799. }
  98800. else if (info.isRGB) {
  98801. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98802. if (bpp === 24) {
  98803. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  98804. dataLength = width * height * 3;
  98805. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  98806. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  98807. }
  98808. else { // 32
  98809. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  98810. dataLength = width * height * 4;
  98811. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  98812. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  98813. }
  98814. }
  98815. else if (info.isLuminance) {
  98816. var unpackAlignment = engine._getUnpackAlignement();
  98817. var unpaddedRowSize = width;
  98818. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  98819. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  98820. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  98821. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  98822. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98823. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  98824. }
  98825. else {
  98826. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  98827. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  98828. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98829. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  98830. }
  98831. }
  98832. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  98833. width *= 0.5;
  98834. height *= 0.5;
  98835. width = Math.max(1.0, width);
  98836. height = Math.max(1.0, height);
  98837. }
  98838. if (currentFace !== undefined) {
  98839. // Loading a single face
  98840. break;
  98841. }
  98842. }
  98843. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  98844. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  98845. size: header[off_width],
  98846. right: sphericalPolynomialFaces[0],
  98847. left: sphericalPolynomialFaces[1],
  98848. up: sphericalPolynomialFaces[2],
  98849. down: sphericalPolynomialFaces[3],
  98850. front: sphericalPolynomialFaces[4],
  98851. back: sphericalPolynomialFaces[5],
  98852. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  98853. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  98854. gammaSpace: false,
  98855. });
  98856. }
  98857. else {
  98858. info.sphericalPolynomial = undefined;
  98859. }
  98860. };
  98861. /**
  98862. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  98863. */
  98864. DDSTools.StoreLODInAlphaChannel = false;
  98865. return DDSTools;
  98866. }());
  98867. BABYLON.DDSTools = DDSTools;
  98868. })(BABYLON || (BABYLON = {}));
  98869. //# sourceMappingURL=babylon.dds.js.map
  98870. var BABYLON;
  98871. (function (BABYLON) {
  98872. /**
  98873. * Implementation of the DDS Texture Loader.
  98874. */
  98875. var DDSTextureLoader = /** @class */ (function () {
  98876. function DDSTextureLoader() {
  98877. /**
  98878. * Defines wether the loader supports cascade loading the different faces.
  98879. */
  98880. this.supportCascades = true;
  98881. }
  98882. /**
  98883. * This returns if the loader support the current file information.
  98884. * @param extension defines the file extension of the file being loaded
  98885. * @param textureFormatInUse defines the current compressed format in use iun the engine
  98886. * @param fallback defines the fallback internal texture if any
  98887. * @param isBase64 defines whether the texture is encoded as a base64
  98888. * @param isBuffer defines whether the texture data are stored as a buffer
  98889. * @returns true if the loader can load the specified file
  98890. */
  98891. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  98892. return extension.indexOf(".dds") === 0;
  98893. };
  98894. /**
  98895. * Transform the url before loading if required.
  98896. * @param rootUrl the url of the texture
  98897. * @param textureFormatInUse defines the current compressed format in use iun the engine
  98898. * @returns the transformed texture
  98899. */
  98900. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  98901. return rootUrl;
  98902. };
  98903. /**
  98904. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  98905. * @param rootUrl the url of the texture
  98906. * @param textureFormatInUse defines the current compressed format in use iun the engine
  98907. * @returns the fallback texture
  98908. */
  98909. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  98910. return null;
  98911. };
  98912. /**
  98913. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  98914. * @param data contains the texture data
  98915. * @param texture defines the BabylonJS internal texture
  98916. * @param createPolynomials will be true if polynomials have been requested
  98917. * @param onLoad defines the callback to trigger once the texture is ready
  98918. * @param onError defines the callback to trigger in case of error
  98919. */
  98920. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  98921. var engine = texture.getEngine();
  98922. var info;
  98923. var loadMipmap = false;
  98924. if (Array.isArray(imgs)) {
  98925. for (var index = 0; index < imgs.length; index++) {
  98926. var data_1 = imgs[index];
  98927. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  98928. texture.width = info.width;
  98929. texture.height = info.height;
  98930. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  98931. engine._unpackFlipY(info.isCompressed);
  98932. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  98933. if (!info.isFourCC && info.mipmapCount === 1) {
  98934. engine.generateMipMapsForCubemap(texture);
  98935. }
  98936. }
  98937. }
  98938. else {
  98939. var data = imgs;
  98940. info = BABYLON.DDSTools.GetDDSInfo(data);
  98941. texture.width = info.width;
  98942. texture.height = info.height;
  98943. if (createPolynomials) {
  98944. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  98945. }
  98946. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  98947. engine._unpackFlipY(info.isCompressed);
  98948. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  98949. if (!info.isFourCC && info.mipmapCount === 1) {
  98950. engine.generateMipMapsForCubemap(texture);
  98951. }
  98952. }
  98953. engine._setCubeMapTextureParams(loadMipmap);
  98954. texture.isReady = true;
  98955. if (onLoad) {
  98956. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  98957. }
  98958. };
  98959. /**
  98960. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  98961. * @param data contains the texture data
  98962. * @param texture defines the BabylonJS internal texture
  98963. * @param callback defines the method to call once ready to upload
  98964. */
  98965. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  98966. var info = BABYLON.DDSTools.GetDDSInfo(data);
  98967. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  98968. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  98969. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  98970. });
  98971. };
  98972. return DDSTextureLoader;
  98973. }());
  98974. // Register the loader.
  98975. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  98976. })(BABYLON || (BABYLON = {}));
  98977. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  98978. var BABYLON;
  98979. (function (BABYLON) {
  98980. /**
  98981. * Based on jsTGALoader - Javascript loader for TGA file
  98982. * By Vincent Thibault
  98983. * @see http://blog.robrowser.com/javascript-tga-loader.html
  98984. */
  98985. var TGATools = /** @class */ (function () {
  98986. function TGATools() {
  98987. }
  98988. /**
  98989. * Gets the header of a TGA file
  98990. * @param data defines the TGA data
  98991. * @returns the header
  98992. */
  98993. TGATools.GetTGAHeader = function (data) {
  98994. var offset = 0;
  98995. var header = {
  98996. id_length: data[offset++],
  98997. colormap_type: data[offset++],
  98998. image_type: data[offset++],
  98999. colormap_index: data[offset++] | data[offset++] << 8,
  99000. colormap_length: data[offset++] | data[offset++] << 8,
  99001. colormap_size: data[offset++],
  99002. origin: [
  99003. data[offset++] | data[offset++] << 8,
  99004. data[offset++] | data[offset++] << 8
  99005. ],
  99006. width: data[offset++] | data[offset++] << 8,
  99007. height: data[offset++] | data[offset++] << 8,
  99008. pixel_size: data[offset++],
  99009. flags: data[offset++]
  99010. };
  99011. return header;
  99012. };
  99013. /**
  99014. * Uploads TGA content to a Babylon Texture
  99015. * @hidden
  99016. */
  99017. TGATools.UploadContent = function (texture, data) {
  99018. // Not enough data to contain header ?
  99019. if (data.length < 19) {
  99020. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99021. return;
  99022. }
  99023. // Read Header
  99024. var offset = 18;
  99025. var header = TGATools.GetTGAHeader(data);
  99026. // Assume it's a valid Targa file.
  99027. if (header.id_length + offset > data.length) {
  99028. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99029. return;
  99030. }
  99031. // Skip not needed data
  99032. offset += header.id_length;
  99033. var use_rle = false;
  99034. var use_pal = false;
  99035. var use_grey = false;
  99036. // Get some informations.
  99037. switch (header.image_type) {
  99038. case TGATools._TYPE_RLE_INDEXED:
  99039. use_rle = true;
  99040. case TGATools._TYPE_INDEXED:
  99041. use_pal = true;
  99042. break;
  99043. case TGATools._TYPE_RLE_RGB:
  99044. use_rle = true;
  99045. case TGATools._TYPE_RGB:
  99046. // use_rgb = true;
  99047. break;
  99048. case TGATools._TYPE_RLE_GREY:
  99049. use_rle = true;
  99050. case TGATools._TYPE_GREY:
  99051. use_grey = true;
  99052. break;
  99053. }
  99054. var pixel_data;
  99055. // var numAlphaBits = header.flags & 0xf;
  99056. var pixel_size = header.pixel_size >> 3;
  99057. var pixel_total = header.width * header.height * pixel_size;
  99058. // Read palettes
  99059. var palettes;
  99060. if (use_pal) {
  99061. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99062. }
  99063. // Read LRE
  99064. if (use_rle) {
  99065. pixel_data = new Uint8Array(pixel_total);
  99066. var c, count, i;
  99067. var localOffset = 0;
  99068. var pixels = new Uint8Array(pixel_size);
  99069. while (offset < pixel_total && localOffset < pixel_total) {
  99070. c = data[offset++];
  99071. count = (c & 0x7f) + 1;
  99072. // RLE pixels
  99073. if (c & 0x80) {
  99074. // Bind pixel tmp array
  99075. for (i = 0; i < pixel_size; ++i) {
  99076. pixels[i] = data[offset++];
  99077. }
  99078. // Copy pixel array
  99079. for (i = 0; i < count; ++i) {
  99080. pixel_data.set(pixels, localOffset + i * pixel_size);
  99081. }
  99082. localOffset += pixel_size * count;
  99083. }
  99084. // Raw pixels
  99085. else {
  99086. count *= pixel_size;
  99087. for (i = 0; i < count; ++i) {
  99088. pixel_data[localOffset + i] = data[offset++];
  99089. }
  99090. localOffset += count;
  99091. }
  99092. }
  99093. }
  99094. // RAW Pixels
  99095. else {
  99096. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  99097. }
  99098. // Load to texture
  99099. var x_start, y_start, x_step, y_step, y_end, x_end;
  99100. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  99101. default:
  99102. case TGATools._ORIGIN_UL:
  99103. x_start = 0;
  99104. x_step = 1;
  99105. x_end = header.width;
  99106. y_start = 0;
  99107. y_step = 1;
  99108. y_end = header.height;
  99109. break;
  99110. case TGATools._ORIGIN_BL:
  99111. x_start = 0;
  99112. x_step = 1;
  99113. x_end = header.width;
  99114. y_start = header.height - 1;
  99115. y_step = -1;
  99116. y_end = -1;
  99117. break;
  99118. case TGATools._ORIGIN_UR:
  99119. x_start = header.width - 1;
  99120. x_step = -1;
  99121. x_end = -1;
  99122. y_start = 0;
  99123. y_step = 1;
  99124. y_end = header.height;
  99125. break;
  99126. case TGATools._ORIGIN_BR:
  99127. x_start = header.width - 1;
  99128. x_step = -1;
  99129. x_end = -1;
  99130. y_start = header.height - 1;
  99131. y_step = -1;
  99132. y_end = -1;
  99133. break;
  99134. }
  99135. // Load the specify method
  99136. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  99137. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  99138. var engine = texture.getEngine();
  99139. engine._uploadDataToTextureDirectly(texture, imageData);
  99140. };
  99141. /** @hidden */
  99142. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99143. var image = pixel_data, colormap = palettes;
  99144. var width = header.width, height = header.height;
  99145. var color, i = 0, x, y;
  99146. var imageData = new Uint8Array(width * height * 4);
  99147. for (y = y_start; y !== y_end; y += y_step) {
  99148. for (x = x_start; x !== x_end; x += x_step, i++) {
  99149. color = image[i];
  99150. imageData[(x + width * y) * 4 + 3] = 255;
  99151. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  99152. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  99153. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  99154. }
  99155. }
  99156. return imageData;
  99157. };
  99158. /** @hidden */
  99159. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99160. var image = pixel_data;
  99161. var width = header.width, height = header.height;
  99162. var color, i = 0, x, y;
  99163. var imageData = new Uint8Array(width * height * 4);
  99164. for (y = y_start; y !== y_end; y += y_step) {
  99165. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99166. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  99167. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  99168. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  99169. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  99170. imageData[(x + width * y) * 4 + 0] = r;
  99171. imageData[(x + width * y) * 4 + 1] = g;
  99172. imageData[(x + width * y) * 4 + 2] = b;
  99173. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  99174. }
  99175. }
  99176. return imageData;
  99177. };
  99178. /** @hidden */
  99179. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99180. var image = pixel_data;
  99181. var width = header.width, height = header.height;
  99182. var i = 0, x, y;
  99183. var imageData = new Uint8Array(width * height * 4);
  99184. for (y = y_start; y !== y_end; y += y_step) {
  99185. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  99186. imageData[(x + width * y) * 4 + 3] = 255;
  99187. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99188. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99189. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99190. }
  99191. }
  99192. return imageData;
  99193. };
  99194. /** @hidden */
  99195. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99196. var image = pixel_data;
  99197. var width = header.width, height = header.height;
  99198. var i = 0, x, y;
  99199. var imageData = new Uint8Array(width * height * 4);
  99200. for (y = y_start; y !== y_end; y += y_step) {
  99201. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  99202. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99203. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99204. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99205. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  99206. }
  99207. }
  99208. return imageData;
  99209. };
  99210. /** @hidden */
  99211. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99212. var image = pixel_data;
  99213. var width = header.width, height = header.height;
  99214. var color, i = 0, x, y;
  99215. var imageData = new Uint8Array(width * height * 4);
  99216. for (y = y_start; y !== y_end; y += y_step) {
  99217. for (x = x_start; x !== x_end; x += x_step, i++) {
  99218. color = image[i];
  99219. imageData[(x + width * y) * 4 + 0] = color;
  99220. imageData[(x + width * y) * 4 + 1] = color;
  99221. imageData[(x + width * y) * 4 + 2] = color;
  99222. imageData[(x + width * y) * 4 + 3] = 255;
  99223. }
  99224. }
  99225. return imageData;
  99226. };
  99227. /** @hidden */
  99228. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99229. var image = pixel_data;
  99230. var width = header.width, height = header.height;
  99231. var i = 0, x, y;
  99232. var imageData = new Uint8Array(width * height * 4);
  99233. for (y = y_start; y !== y_end; y += y_step) {
  99234. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99235. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  99236. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  99237. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99238. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  99239. }
  99240. }
  99241. return imageData;
  99242. };
  99243. //private static _TYPE_NO_DATA = 0;
  99244. TGATools._TYPE_INDEXED = 1;
  99245. TGATools._TYPE_RGB = 2;
  99246. TGATools._TYPE_GREY = 3;
  99247. TGATools._TYPE_RLE_INDEXED = 9;
  99248. TGATools._TYPE_RLE_RGB = 10;
  99249. TGATools._TYPE_RLE_GREY = 11;
  99250. TGATools._ORIGIN_MASK = 0x30;
  99251. TGATools._ORIGIN_SHIFT = 0x04;
  99252. TGATools._ORIGIN_BL = 0x00;
  99253. TGATools._ORIGIN_BR = 0x01;
  99254. TGATools._ORIGIN_UL = 0x02;
  99255. TGATools._ORIGIN_UR = 0x03;
  99256. return TGATools;
  99257. }());
  99258. BABYLON.TGATools = TGATools;
  99259. })(BABYLON || (BABYLON = {}));
  99260. //# sourceMappingURL=babylon.tga.js.map
  99261. var BABYLON;
  99262. (function (BABYLON) {
  99263. /**
  99264. * Implementation of the TGA Texture Loader.
  99265. */
  99266. var TGATextureLoader = /** @class */ (function () {
  99267. function TGATextureLoader() {
  99268. /**
  99269. * Defines wether the loader supports cascade loading the different faces.
  99270. */
  99271. this.supportCascades = false;
  99272. }
  99273. /**
  99274. * This returns if the loader support the current file information.
  99275. * @param extension defines the file extension of the file being loaded
  99276. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99277. * @param fallback defines the fallback internal texture if any
  99278. * @param isBase64 defines whether the texture is encoded as a base64
  99279. * @param isBuffer defines whether the texture data are stored as a buffer
  99280. * @returns true if the loader can load the specified file
  99281. */
  99282. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99283. return extension.indexOf(".tga") === 0;
  99284. };
  99285. /**
  99286. * Transform the url before loading if required.
  99287. * @param rootUrl the url of the texture
  99288. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99289. * @returns the transformed texture
  99290. */
  99291. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99292. return rootUrl;
  99293. };
  99294. /**
  99295. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99296. * @param rootUrl the url of the texture
  99297. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99298. * @returns the fallback texture
  99299. */
  99300. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99301. return null;
  99302. };
  99303. /**
  99304. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99305. * @param data contains the texture data
  99306. * @param texture defines the BabylonJS internal texture
  99307. * @param createPolynomials will be true if polynomials have been requested
  99308. * @param onLoad defines the callback to trigger once the texture is ready
  99309. * @param onError defines the callback to trigger in case of error
  99310. */
  99311. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99312. throw ".env not supported in Cube.";
  99313. };
  99314. /**
  99315. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99316. * @param data contains the texture data
  99317. * @param texture defines the BabylonJS internal texture
  99318. * @param callback defines the method to call once ready to upload
  99319. */
  99320. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  99321. var uintData = new Uint8Array(data);
  99322. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  99323. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  99324. BABYLON.TGATools.UploadContent(texture, uintData);
  99325. });
  99326. };
  99327. return TGATextureLoader;
  99328. }());
  99329. // Register the loader.
  99330. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  99331. })(BABYLON || (BABYLON = {}));
  99332. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  99333. var BABYLON;
  99334. (function (BABYLON) {
  99335. /**
  99336. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99337. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99338. */
  99339. var KhronosTextureContainer = /** @class */ (function () {
  99340. /**
  99341. * Creates a new KhronosTextureContainer
  99342. * @param arrayBuffer contents of the KTX container file
  99343. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  99344. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  99345. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  99346. */
  99347. function KhronosTextureContainer(
  99348. /** contents of the KTX container file */
  99349. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  99350. this.arrayBuffer = arrayBuffer;
  99351. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  99352. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  99353. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  99354. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  99355. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  99356. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  99357. BABYLON.Tools.Error("texture missing KTX identifier");
  99358. return;
  99359. }
  99360. // load the reset of the header in native 32 bit int
  99361. var header = new Int32Array(this.arrayBuffer, 12, 13);
  99362. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  99363. var oppositeEndianess = header[0] === 0x01020304;
  99364. // read all the header elements in order they exist in the file, without modification (sans endainness)
  99365. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  99366. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  99367. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  99368. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  99369. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  99370. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  99371. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  99372. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  99373. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  99374. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  99375. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  99376. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  99377. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  99378. if (this.glType !== 0) {
  99379. BABYLON.Tools.Error("only compressed formats currently supported");
  99380. return;
  99381. }
  99382. else {
  99383. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  99384. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  99385. }
  99386. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  99387. BABYLON.Tools.Error("only 2D textures currently supported");
  99388. return;
  99389. }
  99390. if (this.numberOfArrayElements !== 0) {
  99391. BABYLON.Tools.Error("texture arrays not currently supported");
  99392. return;
  99393. }
  99394. if (this.numberOfFaces !== facesExpected) {
  99395. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  99396. return;
  99397. }
  99398. // we now have a completely validated file, so could use existence of loadType as success
  99399. // would need to make this more elaborate & adjust checks above to support more than one load type
  99400. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  99401. }
  99402. //
  99403. /**
  99404. * Revert the endianness of a value.
  99405. * Not as fast hardware based, but will probably never need to use
  99406. * @param val defines the value to convert
  99407. * @returns the new value
  99408. */
  99409. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  99410. return ((val & 0xFF) << 24)
  99411. | ((val & 0xFF00) << 8)
  99412. | ((val >> 8) & 0xFF00)
  99413. | ((val >> 24) & 0xFF);
  99414. };
  99415. /**
  99416. * Uploads KTX content to a Babylon Texture.
  99417. * It is assumed that the texture has already been created & is currently bound
  99418. * @hidden
  99419. */
  99420. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  99421. switch (this.loadType) {
  99422. case KhronosTextureContainer.COMPRESSED_2D:
  99423. this._upload2DCompressedLevels(texture, loadMipmaps);
  99424. break;
  99425. case KhronosTextureContainer.TEX_2D:
  99426. case KhronosTextureContainer.COMPRESSED_3D:
  99427. case KhronosTextureContainer.TEX_3D:
  99428. }
  99429. };
  99430. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  99431. // initialize width & height for level 1
  99432. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  99433. var width = this.pixelWidth;
  99434. var height = this.pixelHeight;
  99435. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  99436. for (var level = 0; level < mipmapCount; level++) {
  99437. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  99438. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  99439. for (var face = 0; face < this.numberOfFaces; face++) {
  99440. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  99441. var engine = texture.getEngine();
  99442. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  99443. dataOffset += imageSize; // add size of the image for the next face/mipmap
  99444. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  99445. }
  99446. width = Math.max(1.0, width * 0.5);
  99447. height = Math.max(1.0, height * 0.5);
  99448. }
  99449. };
  99450. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  99451. // load types
  99452. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  99453. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  99454. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  99455. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  99456. return KhronosTextureContainer;
  99457. }());
  99458. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  99459. })(BABYLON || (BABYLON = {}));
  99460. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  99461. var BABYLON;
  99462. (function (BABYLON) {
  99463. /**
  99464. * Implementation of the KTX Texture Loader.
  99465. */
  99466. var KTXTextureLoader = /** @class */ (function () {
  99467. function KTXTextureLoader() {
  99468. /**
  99469. * Defines wether the loader supports cascade loading the different faces.
  99470. */
  99471. this.supportCascades = false;
  99472. }
  99473. /**
  99474. * This returns if the loader support the current file information.
  99475. * @param extension defines the file extension of the file being loaded
  99476. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99477. * @param fallback defines the fallback internal texture if any
  99478. * @param isBase64 defines whether the texture is encoded as a base64
  99479. * @param isBuffer defines whether the texture data are stored as a buffer
  99480. * @returns true if the loader can load the specified file
  99481. */
  99482. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99483. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  99484. return true;
  99485. }
  99486. return false;
  99487. };
  99488. /**
  99489. * Transform the url before loading if required.
  99490. * @param rootUrl the url of the texture
  99491. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99492. * @returns the transformed texture
  99493. */
  99494. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99495. var lastDot = rootUrl.lastIndexOf('.');
  99496. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  99497. };
  99498. /**
  99499. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99500. * @param rootUrl the url of the texture
  99501. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99502. * @returns the fallback texture
  99503. */
  99504. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99505. // remove the format appended to the rootUrl in the original createCubeTexture call.
  99506. var exp = new RegExp("" + textureFormatInUse + "$");
  99507. return rootUrl.replace(exp, "");
  99508. };
  99509. /**
  99510. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99511. * @param data contains the texture data
  99512. * @param texture defines the BabylonJS internal texture
  99513. * @param createPolynomials will be true if polynomials have been requested
  99514. * @param onLoad defines the callback to trigger once the texture is ready
  99515. * @param onError defines the callback to trigger in case of error
  99516. */
  99517. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99518. if (Array.isArray(data)) {
  99519. return;
  99520. }
  99521. var engine = texture.getEngine();
  99522. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  99523. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  99524. engine._unpackFlipY(true);
  99525. ktx.uploadLevels(texture, texture.generateMipMaps);
  99526. texture.width = ktx.pixelWidth;
  99527. texture.height = ktx.pixelHeight;
  99528. engine._setCubeMapTextureParams(loadMipmap);
  99529. texture.isReady = true;
  99530. };
  99531. /**
  99532. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99533. * @param data contains the texture data
  99534. * @param texture defines the BabylonJS internal texture
  99535. * @param callback defines the method to call once ready to upload
  99536. */
  99537. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  99538. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  99539. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  99540. ktx.uploadLevels(texture, texture.generateMipMaps);
  99541. });
  99542. };
  99543. return KTXTextureLoader;
  99544. }());
  99545. // Register the loader.
  99546. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  99547. })(BABYLON || (BABYLON = {}));
  99548. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  99549. var BABYLON;
  99550. (function (BABYLON) {
  99551. /**
  99552. * Sets of helpers addressing the serialization and deserialization of environment texture
  99553. * stored in a BabylonJS env file.
  99554. * Those files are usually stored as .env files.
  99555. */
  99556. var EnvironmentTextureTools = /** @class */ (function () {
  99557. function EnvironmentTextureTools() {
  99558. }
  99559. /**
  99560. * Gets the environment info from an env file.
  99561. * @param data The array buffer containing the .env bytes.
  99562. * @returns the environment file info (the json header) if successfully parsed.
  99563. */
  99564. EnvironmentTextureTools.GetEnvInfo = function (data) {
  99565. var dataView = new DataView(data);
  99566. var pos = 0;
  99567. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  99568. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  99569. BABYLON.Tools.Error('Not a babylon environment map');
  99570. return null;
  99571. }
  99572. }
  99573. // Read json manifest - collect characters up to null terminator
  99574. var manifestString = '';
  99575. var charCode = 0x00;
  99576. while ((charCode = dataView.getUint8(pos++))) {
  99577. manifestString += String.fromCharCode(charCode);
  99578. }
  99579. var manifest = JSON.parse(manifestString);
  99580. if (manifest.specular) {
  99581. // Extend the header with the position of the payload.
  99582. manifest.specular.specularDataPosition = pos;
  99583. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  99584. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  99585. }
  99586. return manifest;
  99587. };
  99588. /**
  99589. * Creates an environment texture from a loaded cube texture.
  99590. * @param texture defines the cube texture to convert in env file
  99591. * @return a promise containing the environment data if succesfull.
  99592. */
  99593. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  99594. var _this = this;
  99595. var internalTexture = texture.getInternalTexture();
  99596. if (!internalTexture) {
  99597. return Promise.reject("The cube texture is invalid.");
  99598. }
  99599. if (!texture._prefiltered) {
  99600. return Promise.reject("The cube texture is invalid (not prefiltered).");
  99601. }
  99602. var engine = internalTexture.getEngine();
  99603. if (engine && engine.premultipliedAlpha) {
  99604. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  99605. }
  99606. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  99607. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  99608. }
  99609. var canvas = engine.getRenderingCanvas();
  99610. if (!canvas) {
  99611. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  99612. }
  99613. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99614. if (!engine.getCaps().textureFloatRender) {
  99615. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99616. if (!engine.getCaps().textureHalfFloatRender) {
  99617. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  99618. }
  99619. }
  99620. var cubeWidth = internalTexture.width;
  99621. var hostingScene = new BABYLON.Scene(engine);
  99622. var specularTextures = {};
  99623. var promises = [];
  99624. // Read and collect all mipmaps data from the cube.
  99625. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  99626. mipmapsCount = Math.round(mipmapsCount);
  99627. var _loop_1 = function (i) {
  99628. var faceWidth = Math.pow(2, mipmapsCount - i);
  99629. var _loop_2 = function (face) {
  99630. var data = texture.readPixels(face, i);
  99631. // Creates a temp texture with the face data.
  99632. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  99633. // And rgbdEncode them.
  99634. var promise = new Promise(function (resolve, reject) {
  99635. 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);
  99636. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  99637. rgbdPostProcess.onApply = function (effect) {
  99638. effect._bindTexture("textureSampler", tempTexture);
  99639. };
  99640. // As the process needs to happen on the main canvas, keep track of the current size
  99641. var currentW = engine.getRenderWidth();
  99642. var currentH = engine.getRenderHeight();
  99643. // Set the desired size for the texture
  99644. engine.setSize(faceWidth, faceWidth);
  99645. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  99646. // Reading datas from WebGL
  99647. BABYLON.Tools.ToBlob(canvas, function (blob) {
  99648. var fileReader = new FileReader();
  99649. fileReader.onload = function (event) {
  99650. var arrayBuffer = event.target.result;
  99651. specularTextures[i * 6 + face] = arrayBuffer;
  99652. resolve();
  99653. };
  99654. fileReader.readAsArrayBuffer(blob);
  99655. });
  99656. // Reapply the previous canvas size
  99657. engine.setSize(currentW, currentH);
  99658. });
  99659. });
  99660. promises.push(promise);
  99661. };
  99662. // All faces of the cube.
  99663. for (var face = 0; face < 6; face++) {
  99664. _loop_2(face);
  99665. }
  99666. };
  99667. for (var i = 0; i <= mipmapsCount; i++) {
  99668. _loop_1(i);
  99669. }
  99670. // Once all the textures haves been collected as RGBD stored in PNGs
  99671. return Promise.all(promises).then(function () {
  99672. // We can delete the hosting scene keeping track of all the creation objects
  99673. hostingScene.dispose();
  99674. // Creates the json header for the env texture
  99675. var info = {
  99676. version: 1,
  99677. width: cubeWidth,
  99678. irradiance: _this._CreateEnvTextureIrradiance(texture),
  99679. specular: {
  99680. mipmaps: [],
  99681. lodGenerationScale: texture.lodGenerationScale
  99682. }
  99683. };
  99684. // Sets the specular image data information
  99685. var position = 0;
  99686. for (var i = 0; i <= mipmapsCount; i++) {
  99687. for (var face = 0; face < 6; face++) {
  99688. var byteLength = specularTextures[i * 6 + face].byteLength;
  99689. info.specular.mipmaps.push({
  99690. length: byteLength,
  99691. position: position
  99692. });
  99693. position += byteLength;
  99694. }
  99695. }
  99696. // Encode the JSON as an array buffer
  99697. var infoString = JSON.stringify(info);
  99698. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  99699. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  99700. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  99701. infoView[i] = infoString.charCodeAt(i);
  99702. }
  99703. // Ends up with a null terminator for easier parsing
  99704. infoView[infoString.length] = 0x00;
  99705. // Computes the final required size and creates the storage
  99706. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  99707. var finalBuffer = new ArrayBuffer(totalSize);
  99708. var finalBufferView = new Uint8Array(finalBuffer);
  99709. var dataView = new DataView(finalBuffer);
  99710. // Copy the magic bytes identifying the file in
  99711. var pos = 0;
  99712. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  99713. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  99714. }
  99715. // Add the json info
  99716. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  99717. pos += infoBuffer.byteLength;
  99718. // Finally inserts the texture data
  99719. for (var i = 0; i <= mipmapsCount; i++) {
  99720. for (var face = 0; face < 6; face++) {
  99721. var dataBuffer = specularTextures[i * 6 + face];
  99722. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  99723. pos += dataBuffer.byteLength;
  99724. }
  99725. }
  99726. // Voila
  99727. return finalBuffer;
  99728. });
  99729. };
  99730. /**
  99731. * Creates a JSON representation of the spherical data.
  99732. * @param texture defines the texture containing the polynomials
  99733. * @return the JSON representation of the spherical info
  99734. */
  99735. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  99736. var polynmials = texture.sphericalPolynomial;
  99737. if (polynmials == null) {
  99738. return null;
  99739. }
  99740. return {
  99741. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  99742. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  99743. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  99744. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  99745. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  99746. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  99747. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  99748. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  99749. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  99750. };
  99751. };
  99752. /**
  99753. * Uploads the texture info contained in the env file to the GPU.
  99754. * @param texture defines the internal texture to upload to
  99755. * @param arrayBuffer defines the buffer cotaining the data to load
  99756. * @param info defines the texture info retrieved through the GetEnvInfo method
  99757. * @returns a promise
  99758. */
  99759. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  99760. if (info.version !== 1) {
  99761. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  99762. }
  99763. var specularInfo = info.specular;
  99764. if (!specularInfo) {
  99765. // Nothing else parsed so far
  99766. return Promise.resolve();
  99767. }
  99768. // Double checks the enclosed info
  99769. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  99770. mipmapsCount = Math.round(mipmapsCount) + 1;
  99771. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  99772. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  99773. }
  99774. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  99775. var imageData = new Array(mipmapsCount);
  99776. for (var i = 0; i < mipmapsCount; i++) {
  99777. imageData[i] = new Array(6);
  99778. for (var face = 0; face < 6; face++) {
  99779. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  99780. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  99781. }
  99782. }
  99783. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  99784. };
  99785. /**
  99786. * Uploads the levels of image data to the GPU.
  99787. * @param texture defines the internal texture to upload to
  99788. * @param imageData defines the array buffer views of image data [mipmap][face]
  99789. * @returns a promise
  99790. */
  99791. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  99792. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  99793. throw new Error("Texture size must be a power of two");
  99794. }
  99795. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  99796. // Gets everything ready.
  99797. var engine = texture.getEngine();
  99798. var expandTexture = false;
  99799. var generateNonLODTextures = false;
  99800. var rgbdPostProcess = null;
  99801. var cubeRtt = null;
  99802. var lodTextures = null;
  99803. var caps = engine.getCaps();
  99804. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99805. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99806. texture.generateMipMaps = true;
  99807. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  99808. // Add extra process if texture lod is not supported
  99809. if (!caps.textureLOD) {
  99810. expandTexture = false;
  99811. generateNonLODTextures = true;
  99812. lodTextures = {};
  99813. }
  99814. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  99815. else if (engine.webGLVersion < 2) {
  99816. expandTexture = false;
  99817. }
  99818. // If half float available we can uncompress the texture
  99819. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  99820. expandTexture = true;
  99821. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99822. }
  99823. // If full float available we can uncompress the texture
  99824. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  99825. expandTexture = true;
  99826. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99827. }
  99828. // Expand the texture if possible
  99829. if (expandTexture) {
  99830. // Simply run through the decode PP
  99831. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  99832. texture._isRGBD = false;
  99833. texture.invertY = false;
  99834. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  99835. generateDepthBuffer: false,
  99836. generateMipMaps: true,
  99837. generateStencilBuffer: false,
  99838. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  99839. type: texture.type,
  99840. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  99841. });
  99842. }
  99843. else {
  99844. texture._isRGBD = true;
  99845. texture.invertY = true;
  99846. // In case of missing support, applies the same patch than DDS files.
  99847. if (generateNonLODTextures) {
  99848. var mipSlices = 3;
  99849. var scale = texture._lodGenerationScale;
  99850. var offset = texture._lodGenerationOffset;
  99851. for (var i = 0; i < mipSlices; i++) {
  99852. //compute LOD from even spacing in smoothness (matching shader calculation)
  99853. var smoothness = i / (mipSlices - 1);
  99854. var roughness = 1 - smoothness;
  99855. var minLODIndex = offset; // roughness = 0
  99856. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  99857. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  99858. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  99859. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  99860. glTextureFromLod.isCube = true;
  99861. glTextureFromLod.invertY = true;
  99862. glTextureFromLod.generateMipMaps = false;
  99863. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  99864. // Wrap in a base texture for easy binding.
  99865. var lodTexture = new BABYLON.BaseTexture(null);
  99866. lodTexture.isCube = true;
  99867. lodTexture._texture = glTextureFromLod;
  99868. lodTextures[mipmapIndex] = lodTexture;
  99869. switch (i) {
  99870. case 0:
  99871. texture._lodTextureLow = lodTexture;
  99872. break;
  99873. case 1:
  99874. texture._lodTextureMid = lodTexture;
  99875. break;
  99876. case 2:
  99877. texture._lodTextureHigh = lodTexture;
  99878. break;
  99879. }
  99880. }
  99881. }
  99882. }
  99883. var promises = [];
  99884. var _loop_3 = function (i) {
  99885. var _loop_4 = function (face) {
  99886. // Constructs an image element from image data
  99887. var bytes = imageData[i][face];
  99888. var blob = new Blob([bytes], { type: 'image/png' });
  99889. var url = URL.createObjectURL(blob);
  99890. var image = new Image();
  99891. image.src = url;
  99892. // Enqueue promise to upload to the texture.
  99893. var promise = new Promise(function (resolve, reject) {
  99894. image.onload = function () {
  99895. if (expandTexture) {
  99896. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  99897. reject(message);
  99898. }, image);
  99899. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  99900. // Uncompress the data to a RTT
  99901. rgbdPostProcess.onApply = function (effect) {
  99902. effect._bindTexture("textureSampler", tempTexture_1);
  99903. effect.setFloat2("scale", 1, 1);
  99904. };
  99905. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  99906. // Cleanup
  99907. engine.restoreDefaultFramebuffer();
  99908. tempTexture_1.dispose();
  99909. window.URL.revokeObjectURL(url);
  99910. resolve();
  99911. });
  99912. }
  99913. else {
  99914. engine._uploadImageToTexture(texture, image, face, i);
  99915. // Upload the face to the non lod texture support
  99916. if (generateNonLODTextures) {
  99917. var lodTexture = lodTextures[i];
  99918. if (lodTexture) {
  99919. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  99920. }
  99921. }
  99922. resolve();
  99923. }
  99924. };
  99925. image.onerror = function (error) {
  99926. reject(error);
  99927. };
  99928. });
  99929. promises.push(promise);
  99930. };
  99931. // All faces
  99932. for (var face = 0; face < 6; face++) {
  99933. _loop_4(face);
  99934. }
  99935. };
  99936. // All mipmaps up to provided number of images
  99937. for (var i = 0; i < imageData.length; i++) {
  99938. _loop_3(i);
  99939. }
  99940. // Fill remaining mipmaps with black textures.
  99941. if (imageData.length < mipmapsCount) {
  99942. var data = void 0;
  99943. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  99944. var dataLength = size * size * 4;
  99945. switch (texture.type) {
  99946. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  99947. data = new Uint8Array(dataLength);
  99948. break;
  99949. }
  99950. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  99951. data = new Uint16Array(dataLength);
  99952. break;
  99953. }
  99954. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  99955. data = new Float32Array(dataLength);
  99956. break;
  99957. }
  99958. }
  99959. for (var i = imageData.length; i < mipmapsCount; i++) {
  99960. for (var face = 0; face < 6; face++) {
  99961. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  99962. }
  99963. }
  99964. }
  99965. // Once all done, finishes the cleanup and return
  99966. return Promise.all(promises).then(function () {
  99967. // Release temp RTT.
  99968. if (cubeRtt) {
  99969. engine._releaseFramebufferObjects(cubeRtt);
  99970. cubeRtt._swapAndDie(texture);
  99971. }
  99972. // Release temp Post Process.
  99973. if (rgbdPostProcess) {
  99974. rgbdPostProcess.dispose();
  99975. }
  99976. // Flag internal texture as ready in case they are in use.
  99977. if (generateNonLODTextures) {
  99978. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  99979. texture._lodTextureHigh._texture.isReady = true;
  99980. }
  99981. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  99982. texture._lodTextureMid._texture.isReady = true;
  99983. }
  99984. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  99985. texture._lodTextureLow._texture.isReady = true;
  99986. }
  99987. }
  99988. });
  99989. };
  99990. /**
  99991. * Uploads spherical polynomials information to the texture.
  99992. * @param texture defines the texture we are trying to upload the information to
  99993. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  99994. */
  99995. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  99996. if (info.version !== 1) {
  99997. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  99998. }
  99999. var irradianceInfo = info.irradiance;
  100000. if (!irradianceInfo) {
  100001. return;
  100002. }
  100003. var sp = new BABYLON.SphericalPolynomial();
  100004. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100005. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100006. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100007. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100008. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100009. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100010. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100011. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100012. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100013. texture._sphericalPolynomial = sp;
  100014. };
  100015. /**
  100016. * Magic number identifying the env file.
  100017. */
  100018. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100019. return EnvironmentTextureTools;
  100020. }());
  100021. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100022. })(BABYLON || (BABYLON = {}));
  100023. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  100024. var BABYLON;
  100025. (function (BABYLON) {
  100026. /**
  100027. * Implementation of the ENV Texture Loader.
  100028. */
  100029. var ENVTextureLoader = /** @class */ (function () {
  100030. function ENVTextureLoader() {
  100031. /**
  100032. * Defines wether the loader supports cascade loading the different faces.
  100033. */
  100034. this.supportCascades = false;
  100035. }
  100036. /**
  100037. * This returns if the loader support the current file information.
  100038. * @param extension defines the file extension of the file being loaded
  100039. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100040. * @param fallback defines the fallback internal texture if any
  100041. * @param isBase64 defines whether the texture is encoded as a base64
  100042. * @param isBuffer defines whether the texture data are stored as a buffer
  100043. * @returns true if the loader can load the specified file
  100044. */
  100045. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100046. return extension.indexOf(".env") === 0;
  100047. };
  100048. /**
  100049. * Transform the url before loading if required.
  100050. * @param rootUrl the url of the texture
  100051. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100052. * @returns the transformed texture
  100053. */
  100054. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100055. return rootUrl;
  100056. };
  100057. /**
  100058. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100059. * @param rootUrl the url of the texture
  100060. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100061. * @returns the fallback texture
  100062. */
  100063. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100064. return null;
  100065. };
  100066. /**
  100067. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100068. * @param data contains the texture data
  100069. * @param texture defines the BabylonJS internal texture
  100070. * @param createPolynomials will be true if polynomials have been requested
  100071. * @param onLoad defines the callback to trigger once the texture is ready
  100072. * @param onError defines the callback to trigger in case of error
  100073. */
  100074. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100075. if (Array.isArray(data)) {
  100076. return;
  100077. }
  100078. data = data;
  100079. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  100080. if (info) {
  100081. texture.width = info.width;
  100082. texture.height = info.width;
  100083. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  100084. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  100085. texture.isReady = true;
  100086. if (onLoad) {
  100087. onLoad();
  100088. }
  100089. });
  100090. }
  100091. else if (onError) {
  100092. onError("Can not parse the environment file", null);
  100093. }
  100094. };
  100095. /**
  100096. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100097. * @param data contains the texture data
  100098. * @param texture defines the BabylonJS internal texture
  100099. * @param callback defines the method to call once ready to upload
  100100. */
  100101. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  100102. throw ".env not supported in 2d.";
  100103. };
  100104. return ENVTextureLoader;
  100105. }());
  100106. // Register the loader.
  100107. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  100108. })(BABYLON || (BABYLON = {}));
  100109. //# sourceMappingURL=babylon.envTextureLoader.js.map
  100110. var BABYLON;
  100111. (function (BABYLON) {
  100112. /**
  100113. * Renders a layer on top of an existing scene
  100114. */
  100115. var UtilityLayerRenderer = /** @class */ (function () {
  100116. /**
  100117. * Instantiates a UtilityLayerRenderer
  100118. * @param originalScene the original scene that will be rendered on top of
  100119. */
  100120. function UtilityLayerRenderer(
  100121. /** the original scene that will be rendered on top of */
  100122. originalScene) {
  100123. var _this = this;
  100124. this.originalScene = originalScene;
  100125. this._pointerCaptures = {};
  100126. this._lastPointerEvents = {};
  100127. /**
  100128. * If the utility layer should automatically be rendered on top of existing scene
  100129. */
  100130. this.shouldRender = true;
  100131. /**
  100132. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  100133. */
  100134. this.onlyCheckPointerDownEvents = true;
  100135. /**
  100136. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  100137. */
  100138. this.processAllEvents = false;
  100139. /**
  100140. * Observable raised when the pointer move from the utility layer scene to the main scene
  100141. */
  100142. this.onPointerOutObservable = new BABYLON.Observable();
  100143. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  100144. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  100145. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  100146. this.utilityLayerScene._allowPostProcessClearColor = false;
  100147. originalScene.getEngine().scenes.pop();
  100148. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  100149. this.utilityLayerScene.detachControl();
  100150. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  100151. if (!_this.processAllEvents) {
  100152. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  100153. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  100154. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  100155. return;
  100156. }
  100157. }
  100158. var pointerEvent = (prePointerInfo.event);
  100159. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  100160. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100161. return;
  100162. }
  100163. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  100164. if (!prePointerInfo.ray && utilityScenePick) {
  100165. prePointerInfo.ray = utilityScenePick.ray;
  100166. }
  100167. // always fire the prepointer oversvable
  100168. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  100169. // allow every non pointer down event to flow to the utility layer
  100170. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  100171. if (!prePointerInfo.skipOnPointerObservable) {
  100172. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100173. }
  100174. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  100175. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100176. }
  100177. return;
  100178. }
  100179. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  100180. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  100181. if (utilityScenePick && utilityScenePick.hit) {
  100182. if (!prePointerInfo.skipOnPointerObservable) {
  100183. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100184. }
  100185. prePointerInfo.skipOnPointerObservable = true;
  100186. }
  100187. }
  100188. else {
  100189. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  100190. var pointerEvent_1 = (prePointerInfo.event);
  100191. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  100192. if (originalScenePick && utilityScenePick) {
  100193. // No pick in utility scene
  100194. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  100195. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100196. // We touched an utility mesh present in the main scene
  100197. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100198. prePointerInfo.skipOnPointerObservable = true;
  100199. }
  100200. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  100201. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  100202. }
  100203. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100204. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100205. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100206. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100207. }
  100208. }
  100209. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  100210. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  100211. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  100212. // If a previous utility layer set this, do not unset this
  100213. if (!prePointerInfo.skipOnPointerObservable) {
  100214. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  100215. }
  100216. }
  100217. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  100218. // We have a pick in both scenes but main is closer than utility
  100219. // We touched an utility mesh present in the main scene
  100220. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100221. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100222. prePointerInfo.skipOnPointerObservable = true;
  100223. }
  100224. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100225. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100226. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100227. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100228. }
  100229. }
  100230. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  100231. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  100232. }
  100233. }
  100234. }
  100235. });
  100236. // Render directly on top of existing scene without clearing
  100237. this.utilityLayerScene.autoClear = false;
  100238. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  100239. if (_this.shouldRender) {
  100240. _this.render();
  100241. }
  100242. });
  100243. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  100244. _this.dispose();
  100245. });
  100246. this._updateCamera();
  100247. }
  100248. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  100249. /**
  100250. * 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)
  100251. */
  100252. get: function () {
  100253. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  100254. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100255. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100256. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100257. });
  100258. }
  100259. return UtilityLayerRenderer._DefaultUtilityLayer;
  100260. },
  100261. enumerable: true,
  100262. configurable: true
  100263. });
  100264. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  100265. /**
  100266. * 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)
  100267. */
  100268. get: function () {
  100269. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  100270. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100271. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  100272. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100273. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100274. });
  100275. }
  100276. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  100277. },
  100278. enumerable: true,
  100279. configurable: true
  100280. });
  100281. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  100282. if (!prePointerInfo.skipOnPointerObservable) {
  100283. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  100284. this._lastPointerEvents[pointerEvent.pointerId] = true;
  100285. }
  100286. };
  100287. /**
  100288. * Renders the utility layers scene on top of the original scene
  100289. */
  100290. UtilityLayerRenderer.prototype.render = function () {
  100291. this._updateCamera();
  100292. if (this.utilityLayerScene.activeCamera) {
  100293. // Set the camera's scene to utility layers scene
  100294. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  100295. var camera = this.utilityLayerScene.activeCamera;
  100296. camera._scene = this.utilityLayerScene;
  100297. if (camera.leftCamera) {
  100298. camera.leftCamera._scene = this.utilityLayerScene;
  100299. }
  100300. if (camera.rightCamera) {
  100301. camera.rightCamera._scene = this.utilityLayerScene;
  100302. }
  100303. this.utilityLayerScene.render(false);
  100304. // Reset camera's scene back to original
  100305. camera._scene = oldScene;
  100306. if (camera.leftCamera) {
  100307. camera.leftCamera._scene = oldScene;
  100308. }
  100309. if (camera.rightCamera) {
  100310. camera.rightCamera._scene = oldScene;
  100311. }
  100312. }
  100313. };
  100314. /**
  100315. * Disposes of the renderer
  100316. */
  100317. UtilityLayerRenderer.prototype.dispose = function () {
  100318. this.onPointerOutObservable.clear();
  100319. if (this._afterRenderObserver) {
  100320. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  100321. }
  100322. if (this._sceneDisposeObserver) {
  100323. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  100324. }
  100325. if (this._originalPointerObserver) {
  100326. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  100327. }
  100328. this.utilityLayerScene.dispose();
  100329. };
  100330. UtilityLayerRenderer.prototype._updateCamera = function () {
  100331. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  100332. };
  100333. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100334. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100335. return UtilityLayerRenderer;
  100336. }());
  100337. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  100338. })(BABYLON || (BABYLON = {}));
  100339. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  100340. //# sourceMappingURL=babylon.behavior.js.map
  100341. var BABYLON;
  100342. (function (BABYLON) {
  100343. /**
  100344. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100345. */
  100346. var PointerDragBehavior = /** @class */ (function () {
  100347. /**
  100348. * Creates a pointer drag behavior that can be attached to a mesh
  100349. * @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)
  100350. */
  100351. function PointerDragBehavior(options) {
  100352. /**
  100353. * 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)
  100354. */
  100355. this.maxDragAngle = 0;
  100356. /**
  100357. * @hidden
  100358. */
  100359. this._useAlternatePickedPointAboveMaxDragAngle = false;
  100360. /**
  100361. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100362. */
  100363. this.currentDraggingPointerID = -1;
  100364. /**
  100365. * If the behavior is currently in a dragging state
  100366. */
  100367. this.dragging = false;
  100368. /**
  100369. * 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)
  100370. */
  100371. this.dragDeltaRatio = 0.2;
  100372. /**
  100373. * If the drag plane orientation should be updated during the dragging (Default: true)
  100374. */
  100375. this.updateDragPlane = true;
  100376. // Debug mode will display drag planes to help visualize behavior
  100377. this._debugMode = false;
  100378. this._moving = false;
  100379. /**
  100380. * Fires each time the attached mesh is dragged with the pointer
  100381. * * delta between last drag position and current drag position in world space
  100382. * * dragDistance along the drag axis
  100383. * * dragPlaneNormal normal of the current drag plane used during the drag
  100384. * * dragPlanePoint in world space where the drag intersects the drag plane
  100385. */
  100386. this.onDragObservable = new BABYLON.Observable();
  100387. /**
  100388. * Fires each time a drag begins (eg. mouse down on mesh)
  100389. */
  100390. this.onDragStartObservable = new BABYLON.Observable();
  100391. /**
  100392. * Fires each time a drag ends (eg. mouse release after drag)
  100393. */
  100394. this.onDragEndObservable = new BABYLON.Observable();
  100395. /**
  100396. * If the attached mesh should be moved when dragged
  100397. */
  100398. this.moveAttached = true;
  100399. /**
  100400. * If the drag behavior will react to drag events (Default: true)
  100401. */
  100402. this.enabled = true;
  100403. /**
  100404. * If camera controls should be detached during the drag
  100405. */
  100406. this.detachCameraControls = true;
  100407. /**
  100408. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100409. */
  100410. this.useObjectOrienationForDragging = true;
  100411. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  100412. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  100413. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  100414. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  100415. this._attachedElement = null;
  100416. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100417. this._lastPointerRay = {};
  100418. this._dragDelta = new BABYLON.Vector3();
  100419. // Variables to avoid instantiation in the below method
  100420. this._pointA = new BABYLON.Vector3(0, 0, 0);
  100421. this._pointB = new BABYLON.Vector3(0, 0, 0);
  100422. this._pointC = new BABYLON.Vector3(0, 0, 0);
  100423. this._lineA = new BABYLON.Vector3(0, 0, 0);
  100424. this._lineB = new BABYLON.Vector3(0, 0, 0);
  100425. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  100426. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  100427. this._options = options ? options : {};
  100428. var optionCount = 0;
  100429. if (this._options.dragAxis) {
  100430. optionCount++;
  100431. }
  100432. if (this._options.dragPlaneNormal) {
  100433. optionCount++;
  100434. }
  100435. if (optionCount > 1) {
  100436. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  100437. }
  100438. }
  100439. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  100440. /**
  100441. * The name of the behavior
  100442. */
  100443. get: function () {
  100444. return "PointerDrag";
  100445. },
  100446. enumerable: true,
  100447. configurable: true
  100448. });
  100449. /**
  100450. * Initializes the behavior
  100451. */
  100452. PointerDragBehavior.prototype.init = function () { };
  100453. /**
  100454. * Attaches the drag behavior the passed in mesh
  100455. * @param ownerNode The mesh that will be dragged around once attached
  100456. */
  100457. PointerDragBehavior.prototype.attach = function (ownerNode) {
  100458. var _this = this;
  100459. this._scene = ownerNode.getScene();
  100460. this._attachedNode = ownerNode;
  100461. // Initialize drag plane to not interfere with existing scene
  100462. if (!PointerDragBehavior._planeScene) {
  100463. if (this._debugMode) {
  100464. PointerDragBehavior._planeScene = this._scene;
  100465. }
  100466. else {
  100467. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  100468. PointerDragBehavior._planeScene.detachControl();
  100469. this._scene.getEngine().scenes.pop();
  100470. this._scene.onDisposeObservable.addOnce(function () {
  100471. PointerDragBehavior._planeScene.dispose();
  100472. PointerDragBehavior._planeScene = null;
  100473. });
  100474. }
  100475. }
  100476. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  100477. // State of the drag
  100478. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  100479. var pickPredicate = function (m) {
  100480. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  100481. };
  100482. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  100483. if (!_this.enabled) {
  100484. return;
  100485. }
  100486. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  100487. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  100488. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  100489. }
  100490. }
  100491. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  100492. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  100493. _this.releaseDrag();
  100494. }
  100495. }
  100496. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  100497. var pointerId = pointerInfo.event.pointerId;
  100498. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  100499. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  100500. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  100501. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  100502. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  100503. }
  100504. _this.currentDraggingPointerID = pointerId;
  100505. }
  100506. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  100507. if (!_this._lastPointerRay[pointerId]) {
  100508. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100509. }
  100510. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  100511. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  100512. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  100513. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  100514. _this._moveDrag(pointerInfo.pickInfo.ray);
  100515. }
  100516. }
  100517. }
  100518. });
  100519. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  100520. if (_this._moving && _this.moveAttached) {
  100521. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  100522. // Slowly move mesh to avoid jitter
  100523. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  100524. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  100525. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  100526. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  100527. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  100528. }
  100529. });
  100530. };
  100531. /**
  100532. * Force relase the drag action by code.
  100533. */
  100534. PointerDragBehavior.prototype.releaseDrag = function () {
  100535. this.dragging = false;
  100536. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  100537. this.currentDraggingPointerID = -1;
  100538. this._moving = false;
  100539. // Reattach camera controls
  100540. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100541. this._scene.activeCamera.attachControl(this._attachedElement, true);
  100542. }
  100543. };
  100544. /**
  100545. * Simulates the start of a pointer drag event on the behavior
  100546. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100547. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100548. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100549. */
  100550. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  100551. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  100552. this._startDrag(pointerId, fromRay, startPickedPoint);
  100553. var lastRay = this._lastPointerRay[pointerId];
  100554. if (pointerId === PointerDragBehavior._AnyMouseID) {
  100555. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  100556. }
  100557. if (lastRay) {
  100558. // if there was a last pointer ray drag the object there
  100559. this._moveDrag(lastRay);
  100560. }
  100561. };
  100562. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  100563. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  100564. return;
  100565. }
  100566. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  100567. // Create start ray from the camera to the object
  100568. if (fromRay) {
  100569. this._startDragRay.direction.copyFrom(fromRay.direction);
  100570. this._startDragRay.origin.copyFrom(fromRay.origin);
  100571. }
  100572. else {
  100573. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  100574. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  100575. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  100576. }
  100577. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  100578. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  100579. if (pickedPoint) {
  100580. this.dragging = true;
  100581. this.currentDraggingPointerID = pointerId;
  100582. this.lastDragPosition.copyFrom(pickedPoint);
  100583. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  100584. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  100585. // Detatch camera controls
  100586. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100587. if (this._scene.activeCamera.inputs.attachedElement) {
  100588. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  100589. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  100590. }
  100591. else {
  100592. this._attachedElement = null;
  100593. }
  100594. }
  100595. }
  100596. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  100597. };
  100598. PointerDragBehavior.prototype._moveDrag = function (ray) {
  100599. this._moving = true;
  100600. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  100601. if (pickedPoint) {
  100602. if (this.updateDragPlane) {
  100603. this._updateDragPlanePosition(ray, pickedPoint);
  100604. }
  100605. var dragLength = 0;
  100606. // depending on the drag mode option drag accordingly
  100607. if (this._options.dragAxis) {
  100608. // Convert local drag axis to world
  100609. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  100610. // Project delta drag from the drag plane onto the drag axis
  100611. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  100612. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  100613. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  100614. }
  100615. else {
  100616. dragLength = this._dragDelta.length();
  100617. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  100618. }
  100619. this._targetPosition.addInPlace(this._dragDelta);
  100620. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  100621. this.lastDragPosition.copyFrom(pickedPoint);
  100622. }
  100623. };
  100624. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  100625. var _this = this;
  100626. if (!ray) {
  100627. return null;
  100628. }
  100629. // Calculate angle between plane normal and ray
  100630. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  100631. // Correct if ray is casted from oposite side
  100632. if (angle > Math.PI / 2) {
  100633. angle = Math.PI - angle;
  100634. }
  100635. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  100636. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  100637. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  100638. // Invert ray direction along the towards object axis
  100639. this._tmpVector.copyFrom(ray.direction);
  100640. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  100641. this._alternatePickedPoint.normalize();
  100642. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  100643. this._tmpVector.addInPlace(this._alternatePickedPoint);
  100644. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  100645. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  100646. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  100647. this._alternatePickedPoint.addInPlace(this._tmpVector);
  100648. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  100649. return this._alternatePickedPoint;
  100650. }
  100651. else {
  100652. return null;
  100653. }
  100654. }
  100655. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  100656. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  100657. return pickResult.pickedPoint;
  100658. }
  100659. else {
  100660. return null;
  100661. }
  100662. };
  100663. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  100664. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  100665. this._pointA.copyFrom(dragPlanePosition);
  100666. if (this._options.dragAxis) {
  100667. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  100668. // Calculate plane normal in direction of camera but perpendicular to drag axis
  100669. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  100670. ray.origin.subtractToRef(this._pointA, this._pointC);
  100671. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  100672. // Get perpendicular line from direction to camera and drag axis
  100673. this._pointB.subtractToRef(this._pointA, this._lineA);
  100674. this._pointC.subtractToRef(this._pointA, this._lineB);
  100675. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  100676. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  100677. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  100678. this._lookAt.normalize();
  100679. this._dragPlane.position.copyFrom(this._pointA);
  100680. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  100681. this._dragPlane.lookAt(this._lookAt);
  100682. }
  100683. else if (this._options.dragPlaneNormal) {
  100684. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  100685. this._dragPlane.position.copyFrom(this._pointA);
  100686. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  100687. this._dragPlane.lookAt(this._lookAt);
  100688. }
  100689. else {
  100690. this._dragPlane.position.copyFrom(this._pointA);
  100691. this._dragPlane.lookAt(ray.origin);
  100692. }
  100693. this._dragPlane.computeWorldMatrix(true);
  100694. };
  100695. /**
  100696. * Detaches the behavior from the mesh
  100697. */
  100698. PointerDragBehavior.prototype.detach = function () {
  100699. if (this._pointerObserver) {
  100700. this._scene.onPointerObservable.remove(this._pointerObserver);
  100701. }
  100702. if (this._beforeRenderObserver) {
  100703. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  100704. }
  100705. };
  100706. PointerDragBehavior._AnyMouseID = -2;
  100707. return PointerDragBehavior;
  100708. }());
  100709. BABYLON.PointerDragBehavior = PointerDragBehavior;
  100710. })(BABYLON || (BABYLON = {}));
  100711. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  100712. var BABYLON;
  100713. (function (BABYLON) {
  100714. /**
  100715. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100716. */
  100717. var MultiPointerScaleBehavior = /** @class */ (function () {
  100718. /**
  100719. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100720. */
  100721. function MultiPointerScaleBehavior() {
  100722. this._startDistance = 0;
  100723. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  100724. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  100725. this._sceneRenderObserver = null;
  100726. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  100727. this._dragBehaviorA.moveAttached = false;
  100728. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  100729. this._dragBehaviorB.moveAttached = false;
  100730. }
  100731. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  100732. /**
  100733. * The name of the behavior
  100734. */
  100735. get: function () {
  100736. return "MultiPointerScale";
  100737. },
  100738. enumerable: true,
  100739. configurable: true
  100740. });
  100741. /**
  100742. * Initializes the behavior
  100743. */
  100744. MultiPointerScaleBehavior.prototype.init = function () { };
  100745. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  100746. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  100747. };
  100748. /**
  100749. * Attaches the scale behavior the passed in mesh
  100750. * @param ownerNode The mesh that will be scaled around once attached
  100751. */
  100752. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  100753. var _this = this;
  100754. this._ownerNode = ownerNode;
  100755. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  100756. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  100757. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  100758. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  100759. _this._dragBehaviorA.releaseDrag();
  100760. }
  100761. else {
  100762. _this._initialScale.copyFrom(ownerNode.scaling);
  100763. _this._startDistance = _this._getCurrentDistance();
  100764. }
  100765. }
  100766. });
  100767. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  100768. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  100769. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  100770. _this._dragBehaviorB.releaseDrag();
  100771. }
  100772. else {
  100773. _this._initialScale.copyFrom(ownerNode.scaling);
  100774. _this._startDistance = _this._getCurrentDistance();
  100775. }
  100776. }
  100777. });
  100778. // Once both drag behaviors are active scale based on the distance between the two pointers
  100779. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  100780. behavior.onDragObservable.add(function () {
  100781. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  100782. var ratio = _this._getCurrentDistance() / _this._startDistance;
  100783. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  100784. }
  100785. });
  100786. });
  100787. ownerNode.addBehavior(this._dragBehaviorA);
  100788. ownerNode.addBehavior(this._dragBehaviorB);
  100789. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  100790. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  100791. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  100792. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  100793. if (change.length() > 0.01) {
  100794. ownerNode.scaling.addInPlace(change);
  100795. }
  100796. }
  100797. });
  100798. };
  100799. /**
  100800. * Detaches the behavior from the mesh
  100801. */
  100802. MultiPointerScaleBehavior.prototype.detach = function () {
  100803. var _this = this;
  100804. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  100805. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  100806. behavior.onDragStartObservable.clear();
  100807. behavior.onDragObservable.clear();
  100808. _this._ownerNode.removeBehavior(behavior);
  100809. });
  100810. };
  100811. return MultiPointerScaleBehavior;
  100812. }());
  100813. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  100814. })(BABYLON || (BABYLON = {}));
  100815. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  100816. var BABYLON;
  100817. (function (BABYLON) {
  100818. /**
  100819. * 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
  100820. */
  100821. var SixDofDragBehavior = /** @class */ (function () {
  100822. /**
  100823. * 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
  100824. */
  100825. function SixDofDragBehavior() {
  100826. this._sceneRenderObserver = null;
  100827. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  100828. this._moving = false;
  100829. this._startingOrientation = new BABYLON.Quaternion();
  100830. /**
  100831. * 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)
  100832. */
  100833. this.zDragFactor = 3;
  100834. /**
  100835. * If the behavior is currently in a dragging state
  100836. */
  100837. this.dragging = false;
  100838. /**
  100839. * 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)
  100840. */
  100841. this.dragDeltaRatio = 0.2;
  100842. /**
  100843. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100844. */
  100845. this.currentDraggingPointerID = -1;
  100846. /**
  100847. * If camera controls should be detached during the drag
  100848. */
  100849. this.detachCameraControls = true;
  100850. /**
  100851. * Fires each time a drag starts
  100852. */
  100853. this.onDragStartObservable = new BABYLON.Observable();
  100854. /**
  100855. * Fires each time a drag ends (eg. mouse release after drag)
  100856. */
  100857. this.onDragEndObservable = new BABYLON.Observable();
  100858. }
  100859. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  100860. /**
  100861. * The name of the behavior
  100862. */
  100863. get: function () {
  100864. return "SixDofDrag";
  100865. },
  100866. enumerable: true,
  100867. configurable: true
  100868. });
  100869. /**
  100870. * Initializes the behavior
  100871. */
  100872. SixDofDragBehavior.prototype.init = function () { };
  100873. /**
  100874. * Attaches the scale behavior the passed in mesh
  100875. * @param ownerNode The mesh that will be scaled around once attached
  100876. */
  100877. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  100878. var _this = this;
  100879. this._ownerNode = ownerNode;
  100880. this._scene = this._ownerNode.getScene();
  100881. if (!SixDofDragBehavior._virtualScene) {
  100882. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  100883. SixDofDragBehavior._virtualScene.detachControl();
  100884. this._scene.getEngine().scenes.pop();
  100885. }
  100886. var pickedMesh = null;
  100887. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  100888. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  100889. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  100890. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  100891. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  100892. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  100893. var pickPredicate = function (m) {
  100894. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  100895. };
  100896. var attachedElement = null;
  100897. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  100898. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  100899. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  100900. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  100901. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  100902. }
  100903. pickedMesh = _this._ownerNode;
  100904. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  100905. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  100906. // Set position and orientation of the controller
  100907. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  100908. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  100909. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  100910. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  100911. pickedMesh.computeWorldMatrix();
  100912. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  100913. if (!pickedMesh.rotationQuaternion) {
  100914. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  100915. }
  100916. var oldParent = pickedMesh.parent;
  100917. pickedMesh.setParent(null);
  100918. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  100919. pickedMesh.setParent(oldParent);
  100920. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  100921. // Update state
  100922. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  100923. _this.dragging = true;
  100924. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  100925. // Detatch camera controls
  100926. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  100927. if (_this._scene.activeCamera.inputs.attachedElement) {
  100928. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  100929. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  100930. }
  100931. else {
  100932. attachedElement = null;
  100933. }
  100934. }
  100935. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  100936. _this.onDragStartObservable.notifyObservers({});
  100937. }
  100938. }
  100939. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  100940. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  100941. _this.dragging = false;
  100942. _this._moving = false;
  100943. _this.currentDraggingPointerID = -1;
  100944. pickedMesh = null;
  100945. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  100946. // Reattach camera controls
  100947. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  100948. _this._scene.activeCamera.attachControl(attachedElement, true);
  100949. }
  100950. _this.onDragEndObservable.notifyObservers({});
  100951. }
  100952. }
  100953. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  100954. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  100955. var zDragFactor = _this.zDragFactor;
  100956. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  100957. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  100958. zDragFactor = 0;
  100959. }
  100960. // Calculate controller drag distance in controller space
  100961. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  100962. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  100963. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  100964. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  100965. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  100966. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  100967. if (_this._virtualDragMesh.position.z < 0) {
  100968. _this._virtualDragMesh.position.z = 0;
  100969. }
  100970. // Update the controller position
  100971. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  100972. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  100973. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  100974. // Move the virtualObjectsPosition into the picked mesh's space if needed
  100975. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  100976. if (pickedMesh.parent) {
  100977. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  100978. }
  100979. if (!_this._moving) {
  100980. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  100981. }
  100982. _this._moving = true;
  100983. }
  100984. }
  100985. });
  100986. var tmpQuaternion = new BABYLON.Quaternion();
  100987. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  100988. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  100989. if (_this.dragging && _this._moving && pickedMesh) {
  100990. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  100991. // Slowly move mesh to avoid jitter
  100992. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  100993. // Get change in rotation
  100994. tmpQuaternion.copyFrom(_this._startingOrientation);
  100995. tmpQuaternion.x = -tmpQuaternion.x;
  100996. tmpQuaternion.y = -tmpQuaternion.y;
  100997. tmpQuaternion.z = -tmpQuaternion.z;
  100998. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  100999. // Convert change in rotation to only y axis rotation
  101000. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101001. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101002. // Slowly move mesh to avoid jitter
  101003. var oldParent = pickedMesh.parent;
  101004. pickedMesh.setParent(null);
  101005. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101006. pickedMesh.setParent(oldParent);
  101007. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101008. }
  101009. });
  101010. };
  101011. /**
  101012. * Detaches the behavior from the mesh
  101013. */
  101014. SixDofDragBehavior.prototype.detach = function () {
  101015. if (this._scene) {
  101016. this._scene.onPointerObservable.remove(this._pointerObserver);
  101017. }
  101018. if (this._ownerNode) {
  101019. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101020. }
  101021. if (this._virtualOriginMesh) {
  101022. this._virtualOriginMesh.dispose();
  101023. }
  101024. if (this._virtualDragMesh) {
  101025. this._virtualDragMesh.dispose();
  101026. }
  101027. this.onDragEndObservable.clear();
  101028. this.onDragStartObservable.clear();
  101029. };
  101030. return SixDofDragBehavior;
  101031. }());
  101032. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101033. })(BABYLON || (BABYLON = {}));
  101034. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  101035. var BABYLON;
  101036. (function (BABYLON) {
  101037. /**
  101038. * @hidden
  101039. */
  101040. var FaceDirectionInfo = /** @class */ (function () {
  101041. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101042. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101043. if (diff === void 0) { diff = 0; }
  101044. if (ignore === void 0) { ignore = false; }
  101045. this.direction = direction;
  101046. this.rotatedDirection = rotatedDirection;
  101047. this.diff = diff;
  101048. this.ignore = ignore;
  101049. }
  101050. return FaceDirectionInfo;
  101051. }());
  101052. /**
  101053. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101054. */
  101055. var AttachToBoxBehavior = /** @class */ (function () {
  101056. /**
  101057. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101058. * @param ui The transform node that should be attched to the mesh
  101059. */
  101060. function AttachToBoxBehavior(ui) {
  101061. this.ui = ui;
  101062. /**
  101063. * The name of the behavior
  101064. */
  101065. this.name = "AttachToBoxBehavior";
  101066. /**
  101067. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101068. */
  101069. this.distanceAwayFromFace = 0.15;
  101070. /**
  101071. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101072. */
  101073. this.distanceAwayFromBottomOfFace = 0.15;
  101074. 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))];
  101075. this._tmpMatrix = new BABYLON.Matrix();
  101076. this._tmpVector = new BABYLON.Vector3();
  101077. this._zeroVector = BABYLON.Vector3.Zero();
  101078. this._lookAtTmpMatrix = new BABYLON.Matrix();
  101079. /* Does nothing */
  101080. }
  101081. /**
  101082. * Initializes the behavior
  101083. */
  101084. AttachToBoxBehavior.prototype.init = function () {
  101085. /* Does nothing */
  101086. };
  101087. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  101088. var _this = this;
  101089. // Go over each face and calculate the angle between the face's normal and targetDirection
  101090. this._faceVectors.forEach(function (v) {
  101091. if (!_this._target.rotationQuaternion) {
  101092. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  101093. }
  101094. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  101095. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  101096. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  101097. });
  101098. // Return the face information of the one with the normal closeset to target direction
  101099. return this._faceVectors.reduce(function (min, p) {
  101100. if (min.ignore) {
  101101. return p;
  101102. }
  101103. else if (p.ignore) {
  101104. return min;
  101105. }
  101106. else {
  101107. return min.diff < p.diff ? min : p;
  101108. }
  101109. }, this._faceVectors[0]);
  101110. };
  101111. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  101112. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  101113. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  101114. this._lookAtTmpMatrix.invert();
  101115. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  101116. };
  101117. /**
  101118. * Attaches the AttachToBoxBehavior to the passed in mesh
  101119. * @param target The mesh that the specified node will be attached to
  101120. */
  101121. AttachToBoxBehavior.prototype.attach = function (target) {
  101122. var _this = this;
  101123. this._target = target;
  101124. this._scene = this._target.getScene();
  101125. // Every frame, update the app bars position
  101126. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101127. if (!_this._scene.activeCamera) {
  101128. return;
  101129. }
  101130. // Find the face closest to the cameras position
  101131. var cameraPos = _this._scene.activeCamera.position;
  101132. if (_this._scene.activeCamera.devicePosition) {
  101133. cameraPos = _this._scene.activeCamera.devicePosition;
  101134. }
  101135. var facing = _this._closestFace(cameraPos.subtract(target.position));
  101136. if (_this._scene.activeCamera.leftCamera) {
  101137. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101138. }
  101139. else {
  101140. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101141. }
  101142. // Get camera up direction
  101143. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  101144. // Ignore faces to not select a parrelel face for the up vector of the UI
  101145. _this._faceVectors.forEach(function (v) {
  101146. if (facing.direction.x && v.direction.x) {
  101147. v.ignore = true;
  101148. }
  101149. if (facing.direction.y && v.direction.y) {
  101150. v.ignore = true;
  101151. }
  101152. if (facing.direction.z && v.direction.z) {
  101153. v.ignore = true;
  101154. }
  101155. });
  101156. var facingUp = _this._closestFace(_this._tmpVector);
  101157. // Unignore faces
  101158. _this._faceVectors.forEach(function (v) {
  101159. v.ignore = false;
  101160. });
  101161. // Position the app bar on that face
  101162. _this.ui.position.copyFrom(target.position);
  101163. if (facing.direction.x) {
  101164. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101165. _this.ui.position.addInPlace(_this._tmpVector);
  101166. }
  101167. if (facing.direction.y) {
  101168. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101169. _this.ui.position.addInPlace(_this._tmpVector);
  101170. }
  101171. if (facing.direction.z) {
  101172. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101173. _this.ui.position.addInPlace(_this._tmpVector);
  101174. }
  101175. // Rotate to be oriented properly to the camera
  101176. if (!_this.ui.rotationQuaternion) {
  101177. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  101178. }
  101179. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  101180. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  101181. // Place ui the correct distance from the bottom of the mesh
  101182. if (facingUp.direction.x) {
  101183. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  101184. }
  101185. if (facingUp.direction.y) {
  101186. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  101187. }
  101188. if (facingUp.direction.z) {
  101189. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  101190. }
  101191. _this.ui.position.addInPlace(_this._tmpVector);
  101192. });
  101193. };
  101194. /**
  101195. * Detaches the behavior from the mesh
  101196. */
  101197. AttachToBoxBehavior.prototype.detach = function () {
  101198. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  101199. };
  101200. return AttachToBoxBehavior;
  101201. }());
  101202. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  101203. })(BABYLON || (BABYLON = {}));
  101204. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  101205. var BABYLON;
  101206. (function (BABYLON) {
  101207. /**
  101208. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101209. */
  101210. var FadeInOutBehavior = /** @class */ (function () {
  101211. /**
  101212. * Instatiates the FadeInOutBehavior
  101213. */
  101214. function FadeInOutBehavior() {
  101215. var _this = this;
  101216. /**
  101217. * Time in milliseconds to delay before fading in (Default: 0)
  101218. */
  101219. this.delay = 0;
  101220. /**
  101221. * Time in milliseconds for the mesh to fade in (Default: 300)
  101222. */
  101223. this.fadeInTime = 300;
  101224. this._millisecondsPerFrame = 1000 / 60;
  101225. this._hovered = false;
  101226. this._hoverValue = 0;
  101227. this._ownerNode = null;
  101228. this._update = function () {
  101229. if (_this._ownerNode) {
  101230. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  101231. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  101232. if (_this._ownerNode.visibility > 1) {
  101233. _this._setAllVisibility(_this._ownerNode, 1);
  101234. _this._hoverValue = _this.fadeInTime + _this.delay;
  101235. return;
  101236. }
  101237. else if (_this._ownerNode.visibility < 0) {
  101238. _this._setAllVisibility(_this._ownerNode, 0);
  101239. if (_this._hoverValue < 0) {
  101240. _this._hoverValue = 0;
  101241. return;
  101242. }
  101243. }
  101244. setTimeout(_this._update, _this._millisecondsPerFrame);
  101245. }
  101246. };
  101247. }
  101248. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  101249. /**
  101250. * The name of the behavior
  101251. */
  101252. get: function () {
  101253. return "FadeInOut";
  101254. },
  101255. enumerable: true,
  101256. configurable: true
  101257. });
  101258. /**
  101259. * Initializes the behavior
  101260. */
  101261. FadeInOutBehavior.prototype.init = function () {
  101262. };
  101263. /**
  101264. * Attaches the fade behavior on the passed in mesh
  101265. * @param ownerNode The mesh that will be faded in/out once attached
  101266. */
  101267. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  101268. this._ownerNode = ownerNode;
  101269. this._setAllVisibility(this._ownerNode, 0);
  101270. };
  101271. /**
  101272. * Detaches the behavior from the mesh
  101273. */
  101274. FadeInOutBehavior.prototype.detach = function () {
  101275. this._ownerNode = null;
  101276. };
  101277. /**
  101278. * Triggers the mesh to begin fading in or out
  101279. * @param value if the object should fade in or out (true to fade in)
  101280. */
  101281. FadeInOutBehavior.prototype.fadeIn = function (value) {
  101282. this._hovered = value;
  101283. this._update();
  101284. };
  101285. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  101286. var _this = this;
  101287. mesh.visibility = value;
  101288. mesh.getChildMeshes().forEach(function (c) {
  101289. _this._setAllVisibility(c, value);
  101290. });
  101291. };
  101292. return FadeInOutBehavior;
  101293. }());
  101294. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  101295. })(BABYLON || (BABYLON = {}));
  101296. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  101297. var BABYLON;
  101298. (function (BABYLON) {
  101299. /**
  101300. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  101301. */
  101302. var Gizmo = /** @class */ (function () {
  101303. /**
  101304. * Creates a gizmo
  101305. * @param gizmoLayer The utility layer the gizmo will be added to
  101306. */
  101307. function Gizmo(
  101308. /** The utility layer the gizmo will be added to */
  101309. gizmoLayer) {
  101310. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101311. var _this = this;
  101312. this.gizmoLayer = gizmoLayer;
  101313. /**
  101314. * Ratio for the scale of the gizmo (Default: 1)
  101315. */
  101316. this.scaleRatio = 1;
  101317. this._tmpMatrix = new BABYLON.Matrix();
  101318. /**
  101319. * If a custom mesh has been set (Default: false)
  101320. */
  101321. this._customMeshSet = false;
  101322. /**
  101323. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  101324. */
  101325. this.updateGizmoRotationToMatchAttachedMesh = true;
  101326. /**
  101327. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  101328. */
  101329. this.updateGizmoPositionToMatchAttachedMesh = true;
  101330. /**
  101331. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  101332. */
  101333. this._updateScale = true;
  101334. this._interactionsEnabled = true;
  101335. this._tempVector = new BABYLON.Vector3();
  101336. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  101337. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  101338. _this._update();
  101339. });
  101340. this.attachedMesh = null;
  101341. }
  101342. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  101343. /**
  101344. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  101345. * * When set, interactions will be enabled
  101346. */
  101347. get: function () {
  101348. return this._attachedMesh;
  101349. },
  101350. set: function (value) {
  101351. this._attachedMesh = value;
  101352. this._rootMesh.setEnabled(value ? true : false);
  101353. this._attachedMeshChanged(value);
  101354. },
  101355. enumerable: true,
  101356. configurable: true
  101357. });
  101358. /**
  101359. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101360. * @param mesh The mesh to replace the default mesh of the gizmo
  101361. */
  101362. Gizmo.prototype.setCustomMesh = function (mesh) {
  101363. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  101364. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  101365. }
  101366. this._rootMesh.getChildMeshes().forEach(function (c) {
  101367. c.dispose();
  101368. });
  101369. mesh.parent = this._rootMesh;
  101370. this._customMeshSet = true;
  101371. };
  101372. Gizmo.prototype._attachedMeshChanged = function (value) {
  101373. };
  101374. /**
  101375. * @hidden
  101376. * Updates the gizmo to match the attached mesh's position/rotation
  101377. */
  101378. Gizmo.prototype._update = function () {
  101379. if (this.attachedMesh) {
  101380. if (this.updateGizmoRotationToMatchAttachedMesh) {
  101381. if (!this._rootMesh.rotationQuaternion) {
  101382. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  101383. }
  101384. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  101385. this._tempVector.copyFrom(this.attachedMesh.scaling);
  101386. if (this.attachedMesh.scaling.x < 0) {
  101387. this.attachedMesh.scaling.x *= -1;
  101388. }
  101389. if (this.attachedMesh.scaling.y < 0) {
  101390. this.attachedMesh.scaling.y *= -1;
  101391. }
  101392. if (this.attachedMesh.scaling.z < 0) {
  101393. this.attachedMesh.scaling.z *= -1;
  101394. }
  101395. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  101396. this.attachedMesh.scaling.copyFrom(this._tempVector);
  101397. this.attachedMesh.computeWorldMatrix();
  101398. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  101399. }
  101400. else if (this._rootMesh.rotationQuaternion) {
  101401. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  101402. }
  101403. if (this.updateGizmoPositionToMatchAttachedMesh) {
  101404. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  101405. }
  101406. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  101407. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.position;
  101408. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  101409. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  101410. }
  101411. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  101412. var dist = this._tempVector.length() * this.scaleRatio;
  101413. this._rootMesh.scaling.set(dist, dist, dist);
  101414. }
  101415. }
  101416. };
  101417. /**
  101418. * Disposes of the gizmo
  101419. */
  101420. Gizmo.prototype.dispose = function () {
  101421. this._rootMesh.dispose();
  101422. if (this._beforeRenderObserver) {
  101423. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101424. }
  101425. };
  101426. return Gizmo;
  101427. }());
  101428. BABYLON.Gizmo = Gizmo;
  101429. })(BABYLON || (BABYLON = {}));
  101430. //# sourceMappingURL=babylon.gizmo.js.map
  101431. var BABYLON;
  101432. (function (BABYLON) {
  101433. /**
  101434. * Single axis drag gizmo
  101435. */
  101436. var AxisDragGizmo = /** @class */ (function (_super) {
  101437. __extends(AxisDragGizmo, _super);
  101438. /**
  101439. * Creates an AxisDragGizmo
  101440. * @param gizmoLayer The utility layer the gizmo will be added to
  101441. * @param dragAxis The axis which the gizmo will be able to drag on
  101442. * @param color The color of the gizmo
  101443. */
  101444. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  101445. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101446. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101447. var _this = _super.call(this, gizmoLayer) || this;
  101448. _this._pointerObserver = null;
  101449. /**
  101450. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101451. */
  101452. _this.snapDistance = 0;
  101453. /**
  101454. * Event that fires each time the gizmo snaps to a new location.
  101455. * * snapDistance is the the change in distance
  101456. */
  101457. _this.onSnapObservable = new BABYLON.Observable();
  101458. // Create Material
  101459. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101460. coloredMaterial.disableLighting = true;
  101461. coloredMaterial.emissiveColor = color;
  101462. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101463. hoverMaterial.disableLighting = true;
  101464. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101465. // Build mesh on root node
  101466. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101467. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  101468. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101469. arrowTail.color = coloredMaterial.emissiveColor;
  101470. arrow.addChild(arrowMesh);
  101471. arrow.addChild(arrowTail);
  101472. // Position arrow pointing in its drag axis
  101473. arrowMesh.scaling.scaleInPlace(0.05);
  101474. arrowMesh.material = coloredMaterial;
  101475. arrowMesh.rotation.x = Math.PI / 2;
  101476. arrowMesh.position.z += 0.3;
  101477. arrowTail.scaling.scaleInPlace(0.26);
  101478. arrowTail.rotation.x = Math.PI / 2;
  101479. arrowTail.material = coloredMaterial;
  101480. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  101481. arrow.scaling.scaleInPlace(1 / 3);
  101482. _this._rootMesh.addChild(arrow);
  101483. var currentSnapDragDistance = 0;
  101484. var tmpVector = new BABYLON.Vector3();
  101485. var tmpSnapEvent = { snapDistance: 0 };
  101486. // Add drag behavior to handle events when the gizmo is dragged
  101487. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  101488. _this.dragBehavior.moveAttached = false;
  101489. _this._rootMesh.addBehavior(_this.dragBehavior);
  101490. var localDelta = new BABYLON.Vector3();
  101491. var tmpMatrix = new BABYLON.Matrix();
  101492. _this.dragBehavior.onDragObservable.add(function (event) {
  101493. if (_this.attachedMesh) {
  101494. // Convert delta to local translation if it has a parent
  101495. if (_this.attachedMesh.parent) {
  101496. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  101497. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  101498. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  101499. }
  101500. else {
  101501. localDelta.copyFrom(event.delta);
  101502. }
  101503. // Snapping logic
  101504. if (_this.snapDistance == 0) {
  101505. _this.attachedMesh.position.addInPlace(localDelta);
  101506. }
  101507. else {
  101508. currentSnapDragDistance += event.dragDistance;
  101509. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101510. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  101511. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101512. localDelta.normalizeToRef(tmpVector);
  101513. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  101514. _this.attachedMesh.position.addInPlace(tmpVector);
  101515. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  101516. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101517. }
  101518. }
  101519. }
  101520. });
  101521. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101522. if (_this._customMeshSet) {
  101523. return;
  101524. }
  101525. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101526. var material = isHovered ? hoverMaterial : coloredMaterial;
  101527. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101528. m.material = material;
  101529. if (m.color) {
  101530. m.color = material.emissiveColor;
  101531. }
  101532. });
  101533. });
  101534. return _this;
  101535. }
  101536. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  101537. if (this.dragBehavior) {
  101538. this.dragBehavior.enabled = value ? true : false;
  101539. }
  101540. };
  101541. /**
  101542. * Disposes of the gizmo
  101543. */
  101544. AxisDragGizmo.prototype.dispose = function () {
  101545. this.onSnapObservable.clear();
  101546. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101547. this.dragBehavior.detach();
  101548. _super.prototype.dispose.call(this);
  101549. };
  101550. return AxisDragGizmo;
  101551. }(BABYLON.Gizmo));
  101552. BABYLON.AxisDragGizmo = AxisDragGizmo;
  101553. })(BABYLON || (BABYLON = {}));
  101554. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  101555. var BABYLON;
  101556. (function (BABYLON) {
  101557. /**
  101558. * Single axis scale gizmo
  101559. */
  101560. var AxisScaleGizmo = /** @class */ (function (_super) {
  101561. __extends(AxisScaleGizmo, _super);
  101562. /**
  101563. * Creates an AxisScaleGizmo
  101564. * @param gizmoLayer The utility layer the gizmo will be added to
  101565. * @param dragAxis The axis which the gizmo will be able to scale on
  101566. * @param color The color of the gizmo
  101567. */
  101568. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  101569. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101570. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101571. var _this = _super.call(this, gizmoLayer) || this;
  101572. _this._pointerObserver = null;
  101573. /**
  101574. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101575. */
  101576. _this.snapDistance = 0;
  101577. /**
  101578. * Event that fires each time the gizmo snaps to a new location.
  101579. * * snapDistance is the the change in distance
  101580. */
  101581. _this.onSnapObservable = new BABYLON.Observable();
  101582. /**
  101583. * If the scaling operation should be done on all axis (default: false)
  101584. */
  101585. _this.uniformScaling = false;
  101586. // Create Material
  101587. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101588. _this._coloredMaterial.disableLighting = true;
  101589. _this._coloredMaterial.emissiveColor = color;
  101590. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101591. hoverMaterial.disableLighting = true;
  101592. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101593. // Build mesh on root node
  101594. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101595. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  101596. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101597. arrowTail.color = _this._coloredMaterial.emissiveColor;
  101598. arrow.addChild(arrowMesh);
  101599. arrow.addChild(arrowTail);
  101600. // Position arrow pointing in its drag axis
  101601. arrowMesh.scaling.scaleInPlace(0.1);
  101602. arrowMesh.material = _this._coloredMaterial;
  101603. arrowMesh.rotation.x = Math.PI / 2;
  101604. arrowMesh.position.z += 0.3;
  101605. arrowTail.scaling.scaleInPlace(0.26);
  101606. arrowTail.rotation.x = Math.PI / 2;
  101607. arrowTail.material = _this._coloredMaterial;
  101608. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  101609. _this._rootMesh.addChild(arrow);
  101610. arrow.scaling.scaleInPlace(1 / 3);
  101611. // Add drag behavior to handle events when the gizmo is dragged
  101612. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  101613. _this.dragBehavior.moveAttached = false;
  101614. _this._rootMesh.addBehavior(_this.dragBehavior);
  101615. var currentSnapDragDistance = 0;
  101616. var tmpVector = new BABYLON.Vector3();
  101617. var tmpSnapEvent = { snapDistance: 0 };
  101618. _this.dragBehavior.onDragObservable.add(function (event) {
  101619. if (_this.attachedMesh) {
  101620. // Snapping logic
  101621. var snapped = false;
  101622. var dragSteps = 0;
  101623. if (_this.uniformScaling) {
  101624. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  101625. if (tmpVector.y < 0) {
  101626. tmpVector.scaleInPlace(-1);
  101627. }
  101628. }
  101629. else {
  101630. tmpVector.copyFrom(dragAxis);
  101631. }
  101632. if (_this.snapDistance == 0) {
  101633. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  101634. }
  101635. else {
  101636. currentSnapDragDistance += event.dragDistance;
  101637. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101638. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  101639. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101640. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  101641. snapped = true;
  101642. }
  101643. else {
  101644. tmpVector.scaleInPlace(0);
  101645. }
  101646. }
  101647. _this.attachedMesh.scaling.addInPlace(tmpVector);
  101648. if (snapped) {
  101649. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  101650. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101651. }
  101652. }
  101653. });
  101654. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101655. if (_this._customMeshSet) {
  101656. return;
  101657. }
  101658. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101659. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  101660. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101661. m.material = material;
  101662. if (m.color) {
  101663. m.color = material.emissiveColor;
  101664. }
  101665. });
  101666. });
  101667. return _this;
  101668. }
  101669. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  101670. if (this.dragBehavior) {
  101671. this.dragBehavior.enabled = value ? true : false;
  101672. }
  101673. };
  101674. /**
  101675. * Disposes of the gizmo
  101676. */
  101677. AxisScaleGizmo.prototype.dispose = function () {
  101678. this.onSnapObservable.clear();
  101679. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101680. this.dragBehavior.detach();
  101681. _super.prototype.dispose.call(this);
  101682. };
  101683. /**
  101684. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101685. * @param mesh The mesh to replace the default mesh of the gizmo
  101686. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  101687. */
  101688. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  101689. var _this = this;
  101690. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  101691. _super.prototype.setCustomMesh.call(this, mesh);
  101692. if (useGizmoMaterial) {
  101693. this._rootMesh.getChildMeshes().forEach(function (m) {
  101694. m.material = _this._coloredMaterial;
  101695. if (m.color) {
  101696. m.color = _this._coloredMaterial.emissiveColor;
  101697. }
  101698. });
  101699. this._customMeshSet = false;
  101700. }
  101701. };
  101702. return AxisScaleGizmo;
  101703. }(BABYLON.Gizmo));
  101704. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  101705. })(BABYLON || (BABYLON = {}));
  101706. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  101707. var BABYLON;
  101708. (function (BABYLON) {
  101709. /**
  101710. * Single plane rotation gizmo
  101711. */
  101712. var PlaneRotationGizmo = /** @class */ (function (_super) {
  101713. __extends(PlaneRotationGizmo, _super);
  101714. /**
  101715. * Creates a PlaneRotationGizmo
  101716. * @param gizmoLayer The utility layer the gizmo will be added to
  101717. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  101718. * @param color The color of the gizmo
  101719. * @param tessellation Amount of tessellation to be used when creating rotation circles
  101720. */
  101721. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  101722. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101723. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101724. if (tessellation === void 0) { tessellation = 32; }
  101725. var _this = _super.call(this, gizmoLayer) || this;
  101726. _this._pointerObserver = null;
  101727. /**
  101728. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  101729. */
  101730. _this.snapDistance = 0;
  101731. /**
  101732. * Event that fires each time the gizmo snaps to a new location.
  101733. * * snapDistance is the the change in distance
  101734. */
  101735. _this.onSnapObservable = new BABYLON.Observable();
  101736. // Create Material
  101737. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101738. coloredMaterial.disableLighting = true;
  101739. coloredMaterial.emissiveColor = color;
  101740. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101741. hoverMaterial.disableLighting = true;
  101742. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101743. // Build mesh on root node
  101744. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101745. // Create circle out of lines
  101746. var radius = 0.8;
  101747. var points = new Array();
  101748. for (var i = 0; i < tessellation; i++) {
  101749. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  101750. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  101751. }
  101752. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  101753. rotationMesh.color = coloredMaterial.emissiveColor;
  101754. // Position arrow pointing in its drag axis
  101755. rotationMesh.scaling.scaleInPlace(0.26);
  101756. rotationMesh.material = coloredMaterial;
  101757. rotationMesh.rotation.x = Math.PI / 2;
  101758. parentMesh.addChild(rotationMesh);
  101759. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  101760. _this._rootMesh.addChild(parentMesh);
  101761. parentMesh.scaling.scaleInPlace(1 / 3);
  101762. // Add drag behavior to handle events when the gizmo is dragged
  101763. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  101764. _this.dragBehavior.moveAttached = false;
  101765. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  101766. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  101767. _this._rootMesh.addBehavior(_this.dragBehavior);
  101768. var lastDragPosition = new BABYLON.Vector3();
  101769. _this.dragBehavior.onDragStartObservable.add(function (e) {
  101770. if (_this.attachedMesh) {
  101771. lastDragPosition.copyFrom(e.dragPlanePoint);
  101772. }
  101773. });
  101774. var rotationMatrix = new BABYLON.Matrix();
  101775. var planeNormalTowardsCamera = new BABYLON.Vector3();
  101776. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  101777. var tmpSnapEvent = { snapDistance: 0 };
  101778. var currentSnapDragDistance = 0;
  101779. var tmpMatrix = new BABYLON.Matrix();
  101780. var tmpVector = new BABYLON.Vector3();
  101781. var amountToRotate = new BABYLON.Quaternion();
  101782. _this.dragBehavior.onDragObservable.add(function (event) {
  101783. if (_this.attachedMesh) {
  101784. if (!_this.attachedMesh.rotationQuaternion) {
  101785. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  101786. }
  101787. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  101788. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  101789. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  101790. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  101791. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  101792. var angle = Math.atan2(cross.length(), dot);
  101793. planeNormalTowardsCamera.copyFrom(planeNormal);
  101794. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  101795. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  101796. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  101797. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  101798. }
  101799. // Flip up vector depending on which side the camera is on
  101800. if (gizmoLayer.utilityLayerScene.activeCamera) {
  101801. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  101802. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  101803. planeNormalTowardsCamera.scaleInPlace(-1);
  101804. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  101805. }
  101806. }
  101807. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  101808. if (halfCircleSide) {
  101809. angle = -angle;
  101810. }
  101811. // Snapping logic
  101812. var snapped = false;
  101813. if (_this.snapDistance != 0) {
  101814. currentSnapDragDistance += angle;
  101815. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101816. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  101817. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101818. angle = _this.snapDistance * dragSteps;
  101819. snapped = true;
  101820. }
  101821. else {
  101822. angle = 0;
  101823. }
  101824. }
  101825. // If the mesh has a parent, convert needed world rotation to local rotation
  101826. tmpMatrix.reset();
  101827. if (_this.attachedMesh.parent) {
  101828. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  101829. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  101830. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  101831. }
  101832. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  101833. var quaternionCoefficient = Math.sin(angle / 2);
  101834. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  101835. // 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
  101836. if (tmpMatrix.determinant() > 0) {
  101837. amountToRotate.toEulerAnglesToRef(tmpVector);
  101838. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  101839. }
  101840. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  101841. // Rotate selected mesh quaternion over fixed axis
  101842. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  101843. }
  101844. else {
  101845. // Rotate selected mesh quaternion over rotated axis
  101846. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  101847. }
  101848. lastDragPosition.copyFrom(event.dragPlanePoint);
  101849. if (snapped) {
  101850. tmpSnapEvent.snapDistance = angle;
  101851. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101852. }
  101853. }
  101854. });
  101855. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101856. if (_this._customMeshSet) {
  101857. return;
  101858. }
  101859. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101860. var material = isHovered ? hoverMaterial : coloredMaterial;
  101861. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101862. m.material = material;
  101863. if (m.color) {
  101864. m.color = material.emissiveColor;
  101865. }
  101866. });
  101867. });
  101868. return _this;
  101869. }
  101870. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  101871. if (this.dragBehavior) {
  101872. this.dragBehavior.enabled = value ? true : false;
  101873. }
  101874. };
  101875. /**
  101876. * Disposes of the gizmo
  101877. */
  101878. PlaneRotationGizmo.prototype.dispose = function () {
  101879. this.onSnapObservable.clear();
  101880. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101881. this.dragBehavior.detach();
  101882. _super.prototype.dispose.call(this);
  101883. };
  101884. return PlaneRotationGizmo;
  101885. }(BABYLON.Gizmo));
  101886. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  101887. })(BABYLON || (BABYLON = {}));
  101888. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  101889. var BABYLON;
  101890. (function (BABYLON) {
  101891. /**
  101892. * Gizmo that enables dragging a mesh along 3 axis
  101893. */
  101894. var PositionGizmo = /** @class */ (function (_super) {
  101895. __extends(PositionGizmo, _super);
  101896. /**
  101897. * Creates a PositionGizmo
  101898. * @param gizmoLayer The utility layer the gizmo will be added to
  101899. */
  101900. function PositionGizmo(gizmoLayer) {
  101901. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101902. var _this = _super.call(this, gizmoLayer) || this;
  101903. /** Fires an event when any of it's sub gizmos are dragged */
  101904. _this.onDragStartObservable = new BABYLON.Observable();
  101905. /** Fires an event when any of it's sub gizmos are released from dragging */
  101906. _this.onDragEndObservable = new BABYLON.Observable();
  101907. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  101908. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  101909. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  101910. // Relay drag events
  101911. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  101912. gizmo.dragBehavior.onDragStartObservable.add(function () {
  101913. _this.onDragStartObservable.notifyObservers({});
  101914. });
  101915. gizmo.dragBehavior.onDragEndObservable.add(function () {
  101916. _this.onDragEndObservable.notifyObservers({});
  101917. });
  101918. });
  101919. _this.attachedMesh = null;
  101920. return _this;
  101921. }
  101922. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  101923. set: function (mesh) {
  101924. if (this.xGizmo) {
  101925. this.xGizmo.attachedMesh = mesh;
  101926. this.yGizmo.attachedMesh = mesh;
  101927. this.zGizmo.attachedMesh = mesh;
  101928. }
  101929. },
  101930. enumerable: true,
  101931. configurable: true
  101932. });
  101933. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  101934. get: function () {
  101935. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  101936. },
  101937. set: function (value) {
  101938. if (this.xGizmo) {
  101939. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  101940. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  101941. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  101942. }
  101943. },
  101944. enumerable: true,
  101945. configurable: true
  101946. });
  101947. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  101948. get: function () {
  101949. return this.xGizmo.snapDistance;
  101950. },
  101951. /**
  101952. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101953. */
  101954. set: function (value) {
  101955. if (this.xGizmo) {
  101956. this.xGizmo.snapDistance = value;
  101957. this.yGizmo.snapDistance = value;
  101958. this.zGizmo.snapDistance = value;
  101959. }
  101960. },
  101961. enumerable: true,
  101962. configurable: true
  101963. });
  101964. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  101965. get: function () {
  101966. return this.xGizmo.scaleRatio;
  101967. },
  101968. /**
  101969. * Ratio for the scale of the gizmo (Default: 1)
  101970. */
  101971. set: function (value) {
  101972. if (this.xGizmo) {
  101973. this.xGizmo.scaleRatio = value;
  101974. this.yGizmo.scaleRatio = value;
  101975. this.zGizmo.scaleRatio = value;
  101976. }
  101977. },
  101978. enumerable: true,
  101979. configurable: true
  101980. });
  101981. /**
  101982. * Disposes of the gizmo
  101983. */
  101984. PositionGizmo.prototype.dispose = function () {
  101985. this.xGizmo.dispose();
  101986. this.yGizmo.dispose();
  101987. this.zGizmo.dispose();
  101988. this.onDragStartObservable.clear();
  101989. this.onDragEndObservable.clear();
  101990. };
  101991. /**
  101992. * CustomMeshes are not supported by this gizmo
  101993. * @param mesh The mesh to replace the default mesh of the gizmo
  101994. */
  101995. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  101996. 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)");
  101997. };
  101998. return PositionGizmo;
  101999. }(BABYLON.Gizmo));
  102000. BABYLON.PositionGizmo = PositionGizmo;
  102001. })(BABYLON || (BABYLON = {}));
  102002. //# sourceMappingURL=babylon.positionGizmo.js.map
  102003. var BABYLON;
  102004. (function (BABYLON) {
  102005. /**
  102006. * Gizmo that enables rotating a mesh along 3 axis
  102007. */
  102008. var RotationGizmo = /** @class */ (function (_super) {
  102009. __extends(RotationGizmo, _super);
  102010. /**
  102011. * Creates a RotationGizmo
  102012. * @param gizmoLayer The utility layer the gizmo will be added to
  102013. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102014. */
  102015. function RotationGizmo(gizmoLayer, tessellation) {
  102016. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102017. if (tessellation === void 0) { tessellation = 32; }
  102018. var _this = _super.call(this, gizmoLayer) || this;
  102019. /** Fires an event when any of it's sub gizmos are dragged */
  102020. _this.onDragStartObservable = new BABYLON.Observable();
  102021. /** Fires an event when any of it's sub gizmos are released from dragging */
  102022. _this.onDragEndObservable = new BABYLON.Observable();
  102023. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102024. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102025. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102026. // Relay drag events
  102027. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102028. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102029. _this.onDragStartObservable.notifyObservers({});
  102030. });
  102031. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102032. _this.onDragEndObservable.notifyObservers({});
  102033. });
  102034. });
  102035. _this.attachedMesh = null;
  102036. return _this;
  102037. }
  102038. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102039. set: function (mesh) {
  102040. if (this.xGizmo) {
  102041. this.xGizmo.attachedMesh = mesh;
  102042. this.yGizmo.attachedMesh = mesh;
  102043. this.zGizmo.attachedMesh = mesh;
  102044. }
  102045. },
  102046. enumerable: true,
  102047. configurable: true
  102048. });
  102049. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102050. get: function () {
  102051. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102052. },
  102053. set: function (value) {
  102054. if (this.xGizmo) {
  102055. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102056. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102057. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102058. }
  102059. },
  102060. enumerable: true,
  102061. configurable: true
  102062. });
  102063. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  102064. get: function () {
  102065. return this.xGizmo.snapDistance;
  102066. },
  102067. /**
  102068. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102069. */
  102070. set: function (value) {
  102071. if (this.xGizmo) {
  102072. this.xGizmo.snapDistance = value;
  102073. this.yGizmo.snapDistance = value;
  102074. this.zGizmo.snapDistance = value;
  102075. }
  102076. },
  102077. enumerable: true,
  102078. configurable: true
  102079. });
  102080. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  102081. get: function () {
  102082. return this.xGizmo.scaleRatio;
  102083. },
  102084. /**
  102085. * Ratio for the scale of the gizmo (Default: 1)
  102086. */
  102087. set: function (value) {
  102088. if (this.xGizmo) {
  102089. this.xGizmo.scaleRatio = value;
  102090. this.yGizmo.scaleRatio = value;
  102091. this.zGizmo.scaleRatio = value;
  102092. }
  102093. },
  102094. enumerable: true,
  102095. configurable: true
  102096. });
  102097. /**
  102098. * Disposes of the gizmo
  102099. */
  102100. RotationGizmo.prototype.dispose = function () {
  102101. this.xGizmo.dispose();
  102102. this.yGizmo.dispose();
  102103. this.zGizmo.dispose();
  102104. this.onDragStartObservable.clear();
  102105. this.onDragEndObservable.clear();
  102106. };
  102107. /**
  102108. * CustomMeshes are not supported by this gizmo
  102109. * @param mesh The mesh to replace the default mesh of the gizmo
  102110. */
  102111. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  102112. 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)");
  102113. };
  102114. return RotationGizmo;
  102115. }(BABYLON.Gizmo));
  102116. BABYLON.RotationGizmo = RotationGizmo;
  102117. })(BABYLON || (BABYLON = {}));
  102118. //# sourceMappingURL=babylon.rotationGizmo.js.map
  102119. var BABYLON;
  102120. (function (BABYLON) {
  102121. /**
  102122. * Gizmo that enables scaling a mesh along 3 axis
  102123. */
  102124. var ScaleGizmo = /** @class */ (function (_super) {
  102125. __extends(ScaleGizmo, _super);
  102126. /**
  102127. * Creates a ScaleGizmo
  102128. * @param gizmoLayer The utility layer the gizmo will be added to
  102129. */
  102130. function ScaleGizmo(gizmoLayer) {
  102131. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102132. var _this = _super.call(this, gizmoLayer) || this;
  102133. /** Fires an event when any of it's sub gizmos are dragged */
  102134. _this.onDragStartObservable = new BABYLON.Observable();
  102135. /** Fires an event when any of it's sub gizmos are released from dragging */
  102136. _this.onDragEndObservable = new BABYLON.Observable();
  102137. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102138. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102139. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102140. // Create uniform scale gizmo
  102141. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  102142. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  102143. _this.uniformScaleGizmo.uniformScaling = true;
  102144. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102145. uniformScalingMesh.scaling.scaleInPlace(0.02);
  102146. uniformScalingMesh.visibility = 0;
  102147. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102148. octahedron.scaling.scaleInPlace(0.007);
  102149. uniformScalingMesh.addChild(octahedron);
  102150. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  102151. // Relay drag events
  102152. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  102153. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102154. _this.onDragStartObservable.notifyObservers({});
  102155. });
  102156. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102157. _this.onDragEndObservable.notifyObservers({});
  102158. });
  102159. });
  102160. _this.attachedMesh = null;
  102161. return _this;
  102162. }
  102163. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  102164. set: function (mesh) {
  102165. if (this.xGizmo) {
  102166. this.xGizmo.attachedMesh = mesh;
  102167. this.yGizmo.attachedMesh = mesh;
  102168. this.zGizmo.attachedMesh = mesh;
  102169. this.uniformScaleGizmo.attachedMesh = mesh;
  102170. }
  102171. },
  102172. enumerable: true,
  102173. configurable: true
  102174. });
  102175. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102176. get: function () {
  102177. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102178. },
  102179. set: function (value) {
  102180. if (!value) {
  102181. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  102182. }
  102183. if (this.xGizmo) {
  102184. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102185. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102186. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102187. }
  102188. },
  102189. enumerable: true,
  102190. configurable: true
  102191. });
  102192. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  102193. get: function () {
  102194. return this.xGizmo.snapDistance;
  102195. },
  102196. /**
  102197. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102198. */
  102199. set: function (value) {
  102200. if (this.xGizmo) {
  102201. this.xGizmo.snapDistance = value;
  102202. this.yGizmo.snapDistance = value;
  102203. this.zGizmo.snapDistance = value;
  102204. this.uniformScaleGizmo.snapDistance = value;
  102205. }
  102206. },
  102207. enumerable: true,
  102208. configurable: true
  102209. });
  102210. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  102211. get: function () {
  102212. return this.xGizmo.scaleRatio;
  102213. },
  102214. /**
  102215. * Ratio for the scale of the gizmo (Default: 1)
  102216. */
  102217. set: function (value) {
  102218. if (this.xGizmo) {
  102219. this.xGizmo.scaleRatio = value;
  102220. this.yGizmo.scaleRatio = value;
  102221. this.zGizmo.scaleRatio = value;
  102222. this.uniformScaleGizmo.scaleRatio = value;
  102223. }
  102224. },
  102225. enumerable: true,
  102226. configurable: true
  102227. });
  102228. /**
  102229. * Disposes of the gizmo
  102230. */
  102231. ScaleGizmo.prototype.dispose = function () {
  102232. this.xGizmo.dispose();
  102233. this.yGizmo.dispose();
  102234. this.zGizmo.dispose();
  102235. this.uniformScaleGizmo.dispose();
  102236. this.onDragStartObservable.clear();
  102237. this.onDragEndObservable.clear();
  102238. };
  102239. return ScaleGizmo;
  102240. }(BABYLON.Gizmo));
  102241. BABYLON.ScaleGizmo = ScaleGizmo;
  102242. })(BABYLON || (BABYLON = {}));
  102243. //# sourceMappingURL=babylon.scaleGizmo.js.map
  102244. var BABYLON;
  102245. (function (BABYLON) {
  102246. /**
  102247. * Bounding box gizmo
  102248. */
  102249. var BoundingBoxGizmo = /** @class */ (function (_super) {
  102250. __extends(BoundingBoxGizmo, _super);
  102251. /**
  102252. * Creates an BoundingBoxGizmo
  102253. * @param gizmoLayer The utility layer the gizmo will be added to
  102254. * @param color The color of the gizmo
  102255. */
  102256. function BoundingBoxGizmo(color, gizmoLayer) {
  102257. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102258. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  102259. var _this = _super.call(this, gizmoLayer) || this;
  102260. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  102261. _this._renderObserver = null;
  102262. _this._pointerObserver = null;
  102263. _this._scaleDragSpeed = 0.2;
  102264. _this._tmpQuaternion = new BABYLON.Quaternion();
  102265. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102266. _this._tmpRotationMatrix = new BABYLON.Matrix();
  102267. /**
  102268. * 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)
  102269. */
  102270. _this.ignoreChildren = false;
  102271. /**
  102272. * 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)
  102273. */
  102274. _this.includeChildPredicate = null;
  102275. /**
  102276. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  102277. */
  102278. _this.rotationSphereSize = 0.1;
  102279. /**
  102280. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  102281. */
  102282. _this.scaleBoxSize = 0.1;
  102283. /**
  102284. * 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)
  102285. */
  102286. _this.fixedDragMeshScreenSize = false;
  102287. /**
  102288. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  102289. */
  102290. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  102291. /**
  102292. * Fired when a rotation sphere or scale box is dragged
  102293. */
  102294. _this.onDragStartObservable = new BABYLON.Observable();
  102295. /**
  102296. * Fired when a scale box is dragged
  102297. */
  102298. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  102299. /**
  102300. * Fired when a scale box drag is ended
  102301. */
  102302. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  102303. /**
  102304. * Fired when a rotation sphere is dragged
  102305. */
  102306. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  102307. /**
  102308. * Fired when a rotation sphere drag is ended
  102309. */
  102310. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  102311. /**
  102312. * 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)
  102313. */
  102314. _this.scalePivot = null;
  102315. _this._existingMeshScale = new BABYLON.Vector3();
  102316. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  102317. _this._updateScale = false;
  102318. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  102319. // Create Materials
  102320. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102321. coloredMaterial.disableLighting = true;
  102322. coloredMaterial.emissiveColor = color;
  102323. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102324. hoverColoredMaterial.disableLighting = true;
  102325. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102326. // Build bounding box out of lines
  102327. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102328. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  102329. var lines = [];
  102330. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  102331. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  102332. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102333. 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));
  102334. 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));
  102335. 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));
  102336. 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));
  102337. 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));
  102338. 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));
  102339. 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));
  102340. 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));
  102341. 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));
  102342. lines.forEach(function (l) {
  102343. l.color = color;
  102344. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  102345. l.isPickable = false;
  102346. _this._lineBoundingBox.addChild(l);
  102347. });
  102348. _this._rootMesh.addChild(_this._lineBoundingBox);
  102349. // Create rotation spheres
  102350. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102351. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  102352. var _loop_1 = function (i_1) {
  102353. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  102354. sphere.rotationQuaternion = new BABYLON.Quaternion();
  102355. sphere.material = coloredMaterial;
  102356. // Drag behavior
  102357. _dragBehavior = new BABYLON.PointerDragBehavior({});
  102358. _dragBehavior.moveAttached = false;
  102359. _dragBehavior.updateDragPlane = false;
  102360. sphere.addBehavior(_dragBehavior);
  102361. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  102362. var totalTurnAmountOfDrag = 0;
  102363. _dragBehavior.onDragStartObservable.add(function (event) {
  102364. startingTurnDirection.copyFrom(sphere.forward);
  102365. totalTurnAmountOfDrag = 0;
  102366. });
  102367. _dragBehavior.onDragObservable.add(function (event) {
  102368. _this.onRotationSphereDragObservable.notifyObservers({});
  102369. if (_this.attachedMesh) {
  102370. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102371. var worldDragDirection = startingTurnDirection;
  102372. // Project the world right on to the drag plane
  102373. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  102374. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  102375. // project drag delta on to the resulting drag axis and rotate based on that
  102376. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  102377. // Make rotation relative to size of mesh.
  102378. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102379. // Rotate based on axis
  102380. if (!_this.attachedMesh.rotationQuaternion) {
  102381. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102382. }
  102383. if (!_this._anchorMesh.rotationQuaternion) {
  102384. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  102385. }
  102386. // Do not allow the object to turn more than a full circle
  102387. totalTurnAmountOfDrag += projectDist;
  102388. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  102389. if (i_1 >= 8) {
  102390. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  102391. }
  102392. else if (i_1 >= 4) {
  102393. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  102394. }
  102395. else {
  102396. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  102397. }
  102398. // Rotate around center of bounding box
  102399. _this._anchorMesh.addChild(_this.attachedMesh);
  102400. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  102401. _this._anchorMesh.removeChild(_this.attachedMesh);
  102402. }
  102403. _this.updateBoundingBox();
  102404. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102405. }
  102406. });
  102407. // Selection/deselection
  102408. _dragBehavior.onDragStartObservable.add(function () {
  102409. _this.onDragStartObservable.notifyObservers({});
  102410. _this._selectNode(sphere);
  102411. });
  102412. _dragBehavior.onDragEndObservable.add(function () {
  102413. _this.onRotationSphereDragEndObservable.notifyObservers({});
  102414. _this._selectNode(null);
  102415. });
  102416. this_1._rotateSpheresParent.addChild(sphere);
  102417. };
  102418. var this_1 = this, _dragBehavior;
  102419. for (var i_1 = 0; i_1 < 12; i_1++) {
  102420. _loop_1(i_1);
  102421. }
  102422. _this._rootMesh.addChild(_this._rotateSpheresParent);
  102423. // Create scale cubes
  102424. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102425. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  102426. for (var i = 0; i < 2; i++) {
  102427. for (var j = 0; j < 2; j++) {
  102428. var _loop_2 = function () {
  102429. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  102430. box.material = coloredMaterial;
  102431. // Dragging logic
  102432. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  102433. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102434. _dragBehavior.moveAttached = false;
  102435. box.addBehavior(_dragBehavior);
  102436. _dragBehavior.onDragObservable.add(function (event) {
  102437. _this.onScaleBoxDragObservable.notifyObservers({});
  102438. if (_this.attachedMesh) {
  102439. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102440. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102441. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  102442. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  102443. _this.updateBoundingBox();
  102444. if (_this.scalePivot) {
  102445. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  102446. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  102447. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  102448. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102449. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102450. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  102451. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102452. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  102453. }
  102454. else {
  102455. // Scale from the position of the opposite corner
  102456. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  102457. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102458. }
  102459. _this._anchorMesh.addChild(_this.attachedMesh);
  102460. _this._anchorMesh.scaling.addInPlace(deltaScale);
  102461. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  102462. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  102463. }
  102464. _this._anchorMesh.removeChild(_this.attachedMesh);
  102465. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102466. }
  102467. });
  102468. // Selection/deselection
  102469. _dragBehavior.onDragStartObservable.add(function () {
  102470. _this.onDragStartObservable.notifyObservers({});
  102471. _this._selectNode(box);
  102472. });
  102473. _dragBehavior.onDragEndObservable.add(function () {
  102474. _this.onScaleBoxDragEndObservable.notifyObservers({});
  102475. _this._selectNode(null);
  102476. });
  102477. this_2._scaleBoxesParent.addChild(box);
  102478. };
  102479. var this_2 = this, _dragBehavior;
  102480. for (var k = 0; k < 2; k++) {
  102481. _loop_2();
  102482. }
  102483. }
  102484. }
  102485. _this._rootMesh.addChild(_this._scaleBoxesParent);
  102486. // Hover color change
  102487. var pointerIds = new Array();
  102488. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102489. if (!pointerIds[pointerInfo.event.pointerId]) {
  102490. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  102491. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  102492. pointerIds[pointerInfo.event.pointerId] = mesh;
  102493. mesh.material = hoverColoredMaterial;
  102494. }
  102495. });
  102496. }
  102497. else {
  102498. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  102499. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  102500. delete pointerIds[pointerInfo.event.pointerId];
  102501. }
  102502. }
  102503. });
  102504. // Update bounding box positions
  102505. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  102506. // Only update the bouding box if scaling has changed
  102507. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  102508. _this.updateBoundingBox();
  102509. }
  102510. });
  102511. _this.updateBoundingBox();
  102512. return _this;
  102513. }
  102514. /** @hidden */
  102515. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  102516. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  102517. // Save old pivot and set pivot to 0,0,0
  102518. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  102519. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  102520. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  102521. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  102522. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102523. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102524. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102525. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  102526. }
  102527. }
  102528. BoundingBoxGizmo._PivotCached++;
  102529. };
  102530. /** @hidden */
  102531. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  102532. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  102533. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  102534. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102535. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102536. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102537. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  102538. }
  102539. this._PivotCached--;
  102540. };
  102541. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  102542. if (value) {
  102543. // Reset anchor mesh to match attached mesh's scale
  102544. // This is needed to avoid invalid box/sphere position on first drag
  102545. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  102546. this._anchorMesh.addChild(value);
  102547. this._anchorMesh.removeChild(value);
  102548. BoundingBoxGizmo._RestorePivotPoint(value);
  102549. this.updateBoundingBox();
  102550. }
  102551. };
  102552. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  102553. this._rotateSpheresParent.getChildMeshes()
  102554. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  102555. m.isVisible = (!selectedMesh || m == selectedMesh);
  102556. });
  102557. };
  102558. /**
  102559. * Updates the bounding box information for the Gizmo
  102560. */
  102561. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  102562. if (this.attachedMesh) {
  102563. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  102564. this._update();
  102565. // Rotate based on axis
  102566. if (!this.attachedMesh.rotationQuaternion) {
  102567. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  102568. }
  102569. if (!this._anchorMesh.rotationQuaternion) {
  102570. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  102571. }
  102572. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102573. // Store original position and reset mesh to origin before computing the bounding box
  102574. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102575. this._tmpVector.copyFrom(this.attachedMesh.position);
  102576. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  102577. this.attachedMesh.position.set(0, 0, 0);
  102578. // Update bounding dimensions/positions
  102579. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  102580. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  102581. // Update gizmo to match bounding box scaling and rotation
  102582. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  102583. 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);
  102584. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  102585. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  102586. this._lineBoundingBox.computeWorldMatrix();
  102587. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  102588. // restore position/rotation values
  102589. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  102590. this.attachedMesh.position.copyFrom(this._tmpVector);
  102591. }
  102592. // Update rotation sphere locations
  102593. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  102594. for (var i = 0; i < 3; i++) {
  102595. for (var j = 0; j < 2; j++) {
  102596. for (var k = 0; k < 2; k++) {
  102597. var index = ((i * 4) + (j * 2)) + k;
  102598. if (i == 0) {
  102599. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  102600. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102601. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102602. }
  102603. if (i == 1) {
  102604. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  102605. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102606. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102607. }
  102608. if (i == 2) {
  102609. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  102610. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102611. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102612. }
  102613. if (this.fixedDragMeshScreenSize) {
  102614. this._rootMesh.computeWorldMatrix();
  102615. this._rotateSpheresParent.computeWorldMatrix();
  102616. rotateSpheres[index].computeWorldMatrix();
  102617. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  102618. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  102619. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  102620. }
  102621. else {
  102622. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  102623. }
  102624. }
  102625. }
  102626. }
  102627. // Update scale box locations
  102628. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  102629. for (var i = 0; i < 2; i++) {
  102630. for (var j = 0; j < 2; j++) {
  102631. for (var k = 0; k < 2; k++) {
  102632. var index = ((i * 4) + (j * 2)) + k;
  102633. if (scaleBoxes[index]) {
  102634. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  102635. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102636. if (this.fixedDragMeshScreenSize) {
  102637. this._rootMesh.computeWorldMatrix();
  102638. this._scaleBoxesParent.computeWorldMatrix();
  102639. scaleBoxes[index].computeWorldMatrix();
  102640. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  102641. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  102642. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  102643. }
  102644. else {
  102645. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  102646. }
  102647. }
  102648. }
  102649. }
  102650. }
  102651. if (this.attachedMesh) {
  102652. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  102653. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  102654. }
  102655. };
  102656. /**
  102657. * Enables rotation on the specified axis and disables rotation on the others
  102658. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  102659. */
  102660. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  102661. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  102662. if (i < 4) {
  102663. m.setEnabled(axis.indexOf("x") != -1);
  102664. }
  102665. else if (i < 8) {
  102666. m.setEnabled(axis.indexOf("y") != -1);
  102667. }
  102668. else {
  102669. m.setEnabled(axis.indexOf("z") != -1);
  102670. }
  102671. });
  102672. };
  102673. /**
  102674. * Disposes of the gizmo
  102675. */
  102676. BoundingBoxGizmo.prototype.dispose = function () {
  102677. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102678. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  102679. this._lineBoundingBox.dispose();
  102680. this._rotateSpheresParent.dispose();
  102681. this._scaleBoxesParent.dispose();
  102682. _super.prototype.dispose.call(this);
  102683. };
  102684. /**
  102685. * 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)
  102686. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  102687. * @returns the bounding box mesh with the passed in mesh as a child
  102688. */
  102689. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  102690. var makeNotPickable = function (root) {
  102691. root.isPickable = false;
  102692. root.getChildMeshes().forEach(function (c) {
  102693. makeNotPickable(c);
  102694. });
  102695. };
  102696. makeNotPickable(mesh);
  102697. // Reset position to get boudning box from origin with no rotation
  102698. if (!mesh.rotationQuaternion) {
  102699. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  102700. }
  102701. var oldPos = mesh.position.clone();
  102702. var oldRot = mesh.rotationQuaternion.clone();
  102703. mesh.rotationQuaternion.set(0, 0, 0, 1);
  102704. mesh.position.set(0, 0, 0);
  102705. // Update bounding dimensions/positions
  102706. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  102707. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  102708. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  102709. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  102710. // Restore original positions
  102711. mesh.addChild(box);
  102712. mesh.rotationQuaternion.copyFrom(oldRot);
  102713. mesh.position.copyFrom(oldPos);
  102714. // Reverse parenting
  102715. mesh.removeChild(box);
  102716. box.addChild(mesh);
  102717. box.visibility = 0;
  102718. return box;
  102719. };
  102720. /**
  102721. * CustomMeshes are not supported by this gizmo
  102722. * @param mesh The mesh to replace the default mesh of the gizmo
  102723. */
  102724. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  102725. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  102726. };
  102727. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  102728. // store/remove pivot point should only be applied during their outermost calls
  102729. BoundingBoxGizmo._PivotCached = 0;
  102730. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  102731. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  102732. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  102733. return BoundingBoxGizmo;
  102734. }(BABYLON.Gizmo));
  102735. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  102736. })(BABYLON || (BABYLON = {}));
  102737. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  102738. var BABYLON;
  102739. (function (BABYLON) {
  102740. /**
  102741. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  102742. */
  102743. var GizmoManager = /** @class */ (function () {
  102744. /**
  102745. * Instatiates a gizmo manager
  102746. * @param scene the scene to overlay the gizmos on top of
  102747. */
  102748. function GizmoManager(scene) {
  102749. var _this = this;
  102750. this.scene = scene;
  102751. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  102752. this._pointerObserver = null;
  102753. this._attachedMesh = null;
  102754. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  102755. /**
  102756. * When bounding box gizmo is enabled, this can be used to track drag/end events
  102757. */
  102758. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  102759. /**
  102760. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  102761. */
  102762. this.attachableMeshes = null;
  102763. /**
  102764. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  102765. */
  102766. this.usePointerToAttachGizmos = true;
  102767. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  102768. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  102769. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  102770. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  102771. // Instatiate/dispose gizmos based on pointer actions
  102772. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  102773. if (!_this.usePointerToAttachGizmos) {
  102774. return;
  102775. }
  102776. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102777. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  102778. var node = pointerInfo.pickInfo.pickedMesh;
  102779. if (_this.attachableMeshes == null) {
  102780. // Attach to the most parent node
  102781. while (node && node.parent != null) {
  102782. node = node.parent;
  102783. }
  102784. }
  102785. else {
  102786. // Attach to the parent node that is an attachableMesh
  102787. var found = false;
  102788. _this.attachableMeshes.forEach(function (mesh) {
  102789. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  102790. node = mesh;
  102791. found = true;
  102792. }
  102793. });
  102794. if (!found) {
  102795. node = null;
  102796. }
  102797. }
  102798. if (node instanceof BABYLON.AbstractMesh) {
  102799. if (_this._attachedMesh != node) {
  102800. _this.attachToMesh(node);
  102801. }
  102802. }
  102803. else {
  102804. _this.attachToMesh(null);
  102805. }
  102806. }
  102807. else {
  102808. _this.attachToMesh(null);
  102809. }
  102810. }
  102811. });
  102812. }
  102813. /**
  102814. * Attaches a set of gizmos to the specified mesh
  102815. * @param mesh The mesh the gizmo's should be attached to
  102816. */
  102817. GizmoManager.prototype.attachToMesh = function (mesh) {
  102818. if (this._attachedMesh) {
  102819. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  102820. }
  102821. this._attachedMesh = mesh;
  102822. for (var key in this.gizmos) {
  102823. var gizmo = (this.gizmos[key]);
  102824. if (gizmo && this._gizmosEnabled[key]) {
  102825. gizmo.attachedMesh = mesh;
  102826. }
  102827. }
  102828. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  102829. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  102830. }
  102831. };
  102832. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  102833. get: function () {
  102834. return this._gizmosEnabled.positionGizmo;
  102835. },
  102836. /**
  102837. * If the position gizmo is enabled
  102838. */
  102839. set: function (value) {
  102840. if (value) {
  102841. if (!this.gizmos.positionGizmo) {
  102842. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  102843. }
  102844. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  102845. }
  102846. else if (this.gizmos.positionGizmo) {
  102847. this.gizmos.positionGizmo.attachedMesh = null;
  102848. }
  102849. this._gizmosEnabled.positionGizmo = value;
  102850. },
  102851. enumerable: true,
  102852. configurable: true
  102853. });
  102854. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  102855. get: function () {
  102856. return this._gizmosEnabled.rotationGizmo;
  102857. },
  102858. /**
  102859. * If the rotation gizmo is enabled
  102860. */
  102861. set: function (value) {
  102862. if (value) {
  102863. if (!this.gizmos.rotationGizmo) {
  102864. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  102865. }
  102866. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  102867. }
  102868. else if (this.gizmos.rotationGizmo) {
  102869. this.gizmos.rotationGizmo.attachedMesh = null;
  102870. }
  102871. this._gizmosEnabled.rotationGizmo = value;
  102872. },
  102873. enumerable: true,
  102874. configurable: true
  102875. });
  102876. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  102877. get: function () {
  102878. return this._gizmosEnabled.scaleGizmo;
  102879. },
  102880. /**
  102881. * If the scale gizmo is enabled
  102882. */
  102883. set: function (value) {
  102884. if (value) {
  102885. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  102886. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  102887. }
  102888. else if (this.gizmos.scaleGizmo) {
  102889. this.gizmos.scaleGizmo.attachedMesh = null;
  102890. }
  102891. this._gizmosEnabled.scaleGizmo = value;
  102892. },
  102893. enumerable: true,
  102894. configurable: true
  102895. });
  102896. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  102897. get: function () {
  102898. return this._gizmosEnabled.boundingBoxGizmo;
  102899. },
  102900. /**
  102901. * If the boundingBox gizmo is enabled
  102902. */
  102903. set: function (value) {
  102904. if (value) {
  102905. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  102906. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  102907. if (this._attachedMesh) {
  102908. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  102909. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  102910. }
  102911. }
  102912. else if (this.gizmos.boundingBoxGizmo) {
  102913. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  102914. }
  102915. this._gizmosEnabled.boundingBoxGizmo = value;
  102916. },
  102917. enumerable: true,
  102918. configurable: true
  102919. });
  102920. /**
  102921. * Disposes of the gizmo manager
  102922. */
  102923. GizmoManager.prototype.dispose = function () {
  102924. this.scene.onPointerObservable.remove(this._pointerObserver);
  102925. for (var key in this.gizmos) {
  102926. var gizmo = (this.gizmos[key]);
  102927. if (gizmo) {
  102928. gizmo.dispose();
  102929. }
  102930. }
  102931. this._defaultKeepDepthUtilityLayer.dispose();
  102932. this._defaultUtilityLayer.dispose();
  102933. this.boundingBoxDragBehavior.detach();
  102934. };
  102935. return GizmoManager;
  102936. }());
  102937. BABYLON.GizmoManager = GizmoManager;
  102938. })(BABYLON || (BABYLON = {}));
  102939. //# sourceMappingURL=babylon.gizmoManager.js.map
  102940. var BABYLON;
  102941. (function (BABYLON) {
  102942. /**
  102943. * Defines a target to use with MorphTargetManager
  102944. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  102945. */
  102946. var MorphTarget = /** @class */ (function () {
  102947. /**
  102948. * Creates a new MorphTarget
  102949. * @param name defines the name of the target
  102950. * @param influence defines the influence to use
  102951. */
  102952. function MorphTarget(
  102953. /** defines the name of the target */
  102954. name, influence, scene) {
  102955. if (influence === void 0) { influence = 0; }
  102956. if (scene === void 0) { scene = null; }
  102957. this.name = name;
  102958. /**
  102959. * Gets or sets the list of animations
  102960. */
  102961. this.animations = new Array();
  102962. this._positions = null;
  102963. this._normals = null;
  102964. this._tangents = null;
  102965. /**
  102966. * Observable raised when the influence changes
  102967. */
  102968. this.onInfluenceChanged = new BABYLON.Observable();
  102969. /** @hidden */
  102970. this._onDataLayoutChanged = new BABYLON.Observable();
  102971. this._animationPropertiesOverride = null;
  102972. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  102973. this.influence = influence;
  102974. }
  102975. Object.defineProperty(MorphTarget.prototype, "influence", {
  102976. /**
  102977. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  102978. */
  102979. get: function () {
  102980. return this._influence;
  102981. },
  102982. set: function (influence) {
  102983. if (this._influence === influence) {
  102984. return;
  102985. }
  102986. var previous = this._influence;
  102987. this._influence = influence;
  102988. if (this.onInfluenceChanged.hasObservers) {
  102989. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  102990. }
  102991. },
  102992. enumerable: true,
  102993. configurable: true
  102994. });
  102995. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  102996. /**
  102997. * Gets or sets the animation properties override
  102998. */
  102999. get: function () {
  103000. if (!this._animationPropertiesOverride && this._scene) {
  103001. return this._scene.animationPropertiesOverride;
  103002. }
  103003. return this._animationPropertiesOverride;
  103004. },
  103005. set: function (value) {
  103006. this._animationPropertiesOverride = value;
  103007. },
  103008. enumerable: true,
  103009. configurable: true
  103010. });
  103011. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103012. /**
  103013. * Gets a boolean defining if the target contains position data
  103014. */
  103015. get: function () {
  103016. return !!this._positions;
  103017. },
  103018. enumerable: true,
  103019. configurable: true
  103020. });
  103021. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103022. /**
  103023. * Gets a boolean defining if the target contains normal data
  103024. */
  103025. get: function () {
  103026. return !!this._normals;
  103027. },
  103028. enumerable: true,
  103029. configurable: true
  103030. });
  103031. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103032. /**
  103033. * Gets a boolean defining if the target contains tangent data
  103034. */
  103035. get: function () {
  103036. return !!this._tangents;
  103037. },
  103038. enumerable: true,
  103039. configurable: true
  103040. });
  103041. /**
  103042. * Affects position data to this target
  103043. * @param data defines the position data to use
  103044. */
  103045. MorphTarget.prototype.setPositions = function (data) {
  103046. var hadPositions = this.hasPositions;
  103047. this._positions = data;
  103048. if (hadPositions !== this.hasPositions) {
  103049. this._onDataLayoutChanged.notifyObservers(undefined);
  103050. }
  103051. };
  103052. /**
  103053. * Gets the position data stored in this target
  103054. * @returns a FloatArray containing the position data (or null if not present)
  103055. */
  103056. MorphTarget.prototype.getPositions = function () {
  103057. return this._positions;
  103058. };
  103059. /**
  103060. * Affects normal data to this target
  103061. * @param data defines the normal data to use
  103062. */
  103063. MorphTarget.prototype.setNormals = function (data) {
  103064. var hadNormals = this.hasNormals;
  103065. this._normals = data;
  103066. if (hadNormals !== this.hasNormals) {
  103067. this._onDataLayoutChanged.notifyObservers(undefined);
  103068. }
  103069. };
  103070. /**
  103071. * Gets the normal data stored in this target
  103072. * @returns a FloatArray containing the normal data (or null if not present)
  103073. */
  103074. MorphTarget.prototype.getNormals = function () {
  103075. return this._normals;
  103076. };
  103077. /**
  103078. * Affects tangent data to this target
  103079. * @param data defines the tangent data to use
  103080. */
  103081. MorphTarget.prototype.setTangents = function (data) {
  103082. var hadTangents = this.hasTangents;
  103083. this._tangents = data;
  103084. if (hadTangents !== this.hasTangents) {
  103085. this._onDataLayoutChanged.notifyObservers(undefined);
  103086. }
  103087. };
  103088. /**
  103089. * Gets the tangent data stored in this target
  103090. * @returns a FloatArray containing the tangent data (or null if not present)
  103091. */
  103092. MorphTarget.prototype.getTangents = function () {
  103093. return this._tangents;
  103094. };
  103095. /**
  103096. * Serializes the current target into a Serialization object
  103097. * @returns the serialized object
  103098. */
  103099. MorphTarget.prototype.serialize = function () {
  103100. var serializationObject = {};
  103101. serializationObject.name = this.name;
  103102. serializationObject.influence = this.influence;
  103103. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  103104. if (this.hasNormals) {
  103105. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  103106. }
  103107. if (this.hasTangents) {
  103108. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  103109. }
  103110. // Animations
  103111. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  103112. return serializationObject;
  103113. };
  103114. // Statics
  103115. /**
  103116. * Creates a new target from serialized data
  103117. * @param serializationObject defines the serialized data to use
  103118. * @returns a new MorphTarget
  103119. */
  103120. MorphTarget.Parse = function (serializationObject) {
  103121. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  103122. result.setPositions(serializationObject.positions);
  103123. if (serializationObject.normals) {
  103124. result.setNormals(serializationObject.normals);
  103125. }
  103126. if (serializationObject.tangents) {
  103127. result.setTangents(serializationObject.tangents);
  103128. }
  103129. // Animations
  103130. if (serializationObject.animations) {
  103131. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  103132. var parsedAnimation = serializationObject.animations[animationIndex];
  103133. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  103134. }
  103135. }
  103136. return result;
  103137. };
  103138. /**
  103139. * Creates a MorphTarget from mesh data
  103140. * @param mesh defines the source mesh
  103141. * @param name defines the name to use for the new target
  103142. * @param influence defines the influence to attach to the target
  103143. * @returns a new MorphTarget
  103144. */
  103145. MorphTarget.FromMesh = function (mesh, name, influence) {
  103146. if (!name) {
  103147. name = mesh.name;
  103148. }
  103149. var result = new MorphTarget(name, influence, mesh.getScene());
  103150. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  103151. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  103152. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  103153. }
  103154. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  103155. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  103156. }
  103157. return result;
  103158. };
  103159. return MorphTarget;
  103160. }());
  103161. BABYLON.MorphTarget = MorphTarget;
  103162. })(BABYLON || (BABYLON = {}));
  103163. //# sourceMappingURL=babylon.morphTarget.js.map
  103164. var BABYLON;
  103165. (function (BABYLON) {
  103166. /**
  103167. * This class is used to deform meshes using morphing between different targets
  103168. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103169. */
  103170. var MorphTargetManager = /** @class */ (function () {
  103171. /**
  103172. * Creates a new MorphTargetManager
  103173. * @param scene defines the current scene
  103174. */
  103175. function MorphTargetManager(scene) {
  103176. if (scene === void 0) { scene = null; }
  103177. this._targets = new Array();
  103178. this._targetInfluenceChangedObservers = new Array();
  103179. this._targetDataLayoutChangedObservers = new Array();
  103180. this._activeTargets = new BABYLON.SmartArray(16);
  103181. this._supportsNormals = false;
  103182. this._supportsTangents = false;
  103183. this._vertexCount = 0;
  103184. this._uniqueId = 0;
  103185. this._tempInfluences = new Array();
  103186. if (!scene) {
  103187. scene = BABYLON.Engine.LastCreatedScene;
  103188. }
  103189. this._scene = scene;
  103190. if (this._scene) {
  103191. this._scene.morphTargetManagers.push(this);
  103192. this._uniqueId = this._scene.getUniqueId();
  103193. }
  103194. }
  103195. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  103196. /**
  103197. * Gets the unique ID of this manager
  103198. */
  103199. get: function () {
  103200. return this._uniqueId;
  103201. },
  103202. enumerable: true,
  103203. configurable: true
  103204. });
  103205. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  103206. /**
  103207. * Gets the number of vertices handled by this manager
  103208. */
  103209. get: function () {
  103210. return this._vertexCount;
  103211. },
  103212. enumerable: true,
  103213. configurable: true
  103214. });
  103215. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  103216. /**
  103217. * Gets a boolean indicating if this manager supports morphing of normals
  103218. */
  103219. get: function () {
  103220. return this._supportsNormals;
  103221. },
  103222. enumerable: true,
  103223. configurable: true
  103224. });
  103225. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  103226. /**
  103227. * Gets a boolean indicating if this manager supports morphing of tangents
  103228. */
  103229. get: function () {
  103230. return this._supportsTangents;
  103231. },
  103232. enumerable: true,
  103233. configurable: true
  103234. });
  103235. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  103236. /**
  103237. * Gets the number of targets stored in this manager
  103238. */
  103239. get: function () {
  103240. return this._targets.length;
  103241. },
  103242. enumerable: true,
  103243. configurable: true
  103244. });
  103245. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  103246. /**
  103247. * Gets the number of influencers (ie. the number of targets with influences > 0)
  103248. */
  103249. get: function () {
  103250. return this._activeTargets.length;
  103251. },
  103252. enumerable: true,
  103253. configurable: true
  103254. });
  103255. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  103256. /**
  103257. * Gets the list of influences (one per target)
  103258. */
  103259. get: function () {
  103260. return this._influences;
  103261. },
  103262. enumerable: true,
  103263. configurable: true
  103264. });
  103265. /**
  103266. * Gets the active target at specified index. An active target is a target with an influence > 0
  103267. * @param index defines the index to check
  103268. * @returns the requested target
  103269. */
  103270. MorphTargetManager.prototype.getActiveTarget = function (index) {
  103271. return this._activeTargets.data[index];
  103272. };
  103273. /**
  103274. * Gets the target at specified index
  103275. * @param index defines the index to check
  103276. * @returns the requested target
  103277. */
  103278. MorphTargetManager.prototype.getTarget = function (index) {
  103279. return this._targets[index];
  103280. };
  103281. /**
  103282. * Add a new target to this manager
  103283. * @param target defines the target to add
  103284. */
  103285. MorphTargetManager.prototype.addTarget = function (target) {
  103286. var _this = this;
  103287. this._targets.push(target);
  103288. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  103289. _this._syncActiveTargets(needUpdate);
  103290. }));
  103291. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  103292. _this._syncActiveTargets(true);
  103293. }));
  103294. this._syncActiveTargets(true);
  103295. };
  103296. /**
  103297. * Removes a target from the manager
  103298. * @param target defines the target to remove
  103299. */
  103300. MorphTargetManager.prototype.removeTarget = function (target) {
  103301. var index = this._targets.indexOf(target);
  103302. if (index >= 0) {
  103303. this._targets.splice(index, 1);
  103304. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  103305. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  103306. this._syncActiveTargets(true);
  103307. }
  103308. };
  103309. /**
  103310. * Serializes the current manager into a Serialization object
  103311. * @returns the serialized object
  103312. */
  103313. MorphTargetManager.prototype.serialize = function () {
  103314. var serializationObject = {};
  103315. serializationObject.id = this.uniqueId;
  103316. serializationObject.targets = [];
  103317. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103318. var target = _a[_i];
  103319. serializationObject.targets.push(target.serialize());
  103320. }
  103321. return serializationObject;
  103322. };
  103323. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  103324. var influenceCount = 0;
  103325. this._activeTargets.reset();
  103326. this._supportsNormals = true;
  103327. this._supportsTangents = true;
  103328. this._vertexCount = 0;
  103329. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103330. var target = _a[_i];
  103331. if (target.influence === 0) {
  103332. continue;
  103333. }
  103334. this._activeTargets.push(target);
  103335. this._tempInfluences[influenceCount++] = target.influence;
  103336. this._supportsNormals = this._supportsNormals && target.hasNormals;
  103337. this._supportsTangents = this._supportsTangents && target.hasTangents;
  103338. var positions = target.getPositions();
  103339. if (positions) {
  103340. var vertexCount = positions.length / 3;
  103341. if (this._vertexCount === 0) {
  103342. this._vertexCount = vertexCount;
  103343. }
  103344. else if (this._vertexCount !== vertexCount) {
  103345. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  103346. return;
  103347. }
  103348. }
  103349. }
  103350. if (!this._influences || this._influences.length !== influenceCount) {
  103351. this._influences = new Float32Array(influenceCount);
  103352. }
  103353. for (var index = 0; index < influenceCount; index++) {
  103354. this._influences[index] = this._tempInfluences[index];
  103355. }
  103356. if (needUpdate) {
  103357. this.synchronize();
  103358. }
  103359. };
  103360. /**
  103361. * Syncrhonize the targets with all the meshes using this morph target manager
  103362. */
  103363. MorphTargetManager.prototype.synchronize = function () {
  103364. if (!this._scene) {
  103365. return;
  103366. }
  103367. // Flag meshes as dirty to resync with the active targets
  103368. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  103369. var mesh = _a[_i];
  103370. if (mesh.morphTargetManager === this) {
  103371. mesh._syncGeometryWithMorphTargetManager();
  103372. }
  103373. }
  103374. };
  103375. // Statics
  103376. /**
  103377. * Creates a new MorphTargetManager from serialized data
  103378. * @param serializationObject defines the serialized data
  103379. * @param scene defines the hosting scene
  103380. * @returns the new MorphTargetManager
  103381. */
  103382. MorphTargetManager.Parse = function (serializationObject, scene) {
  103383. var result = new MorphTargetManager(scene);
  103384. result._uniqueId = serializationObject.id;
  103385. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  103386. var targetData = _a[_i];
  103387. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  103388. }
  103389. return result;
  103390. };
  103391. return MorphTargetManager;
  103392. }());
  103393. BABYLON.MorphTargetManager = MorphTargetManager;
  103394. })(BABYLON || (BABYLON = {}));
  103395. //# sourceMappingURL=babylon.morphTargetManager.js.map
  103396. var BABYLON;
  103397. (function (BABYLON) {
  103398. /**
  103399. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  103400. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103401. */
  103402. var Octree = /** @class */ (function () {
  103403. /**
  103404. * Creates a octree
  103405. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103406. * @param creationFunc function to be used to instatiate the octree
  103407. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  103408. * @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.)
  103409. */
  103410. function Octree(creationFunc, maxBlockCapacity,
  103411. /** 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.) */
  103412. maxDepth) {
  103413. if (maxDepth === void 0) { maxDepth = 2; }
  103414. this.maxDepth = maxDepth;
  103415. /**
  103416. * Content stored in the octree
  103417. */
  103418. this.dynamicContent = new Array();
  103419. this._maxBlockCapacity = maxBlockCapacity || 64;
  103420. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  103421. this._creationFunc = creationFunc;
  103422. }
  103423. // Methods
  103424. /**
  103425. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  103426. * @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);
  103427. * @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);
  103428. * @param entries meshes to be added to the octree blocks
  103429. */
  103430. Octree.prototype.update = function (worldMin, worldMax, entries) {
  103431. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  103432. };
  103433. /**
  103434. * Adds a mesh to the octree
  103435. * @param entry Mesh to add to the octree
  103436. */
  103437. Octree.prototype.addMesh = function (entry) {
  103438. for (var index = 0; index < this.blocks.length; index++) {
  103439. var block = this.blocks[index];
  103440. block.addEntry(entry);
  103441. }
  103442. };
  103443. /**
  103444. * Selects an array of meshes within the frustum
  103445. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  103446. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  103447. * @returns array of meshes within the frustum
  103448. */
  103449. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  103450. this._selectionContent.reset();
  103451. for (var index = 0; index < this.blocks.length; index++) {
  103452. var block = this.blocks[index];
  103453. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  103454. }
  103455. if (allowDuplicate) {
  103456. this._selectionContent.concat(this.dynamicContent);
  103457. }
  103458. else {
  103459. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103460. }
  103461. return this._selectionContent;
  103462. };
  103463. /**
  103464. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  103465. * @param sphereCenter defines the bounding sphere center
  103466. * @param sphereRadius defines the bounding sphere radius
  103467. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103468. * @returns an array of objects that intersect the sphere
  103469. */
  103470. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  103471. this._selectionContent.reset();
  103472. for (var index = 0; index < this.blocks.length; index++) {
  103473. var block = this.blocks[index];
  103474. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  103475. }
  103476. if (allowDuplicate) {
  103477. this._selectionContent.concat(this.dynamicContent);
  103478. }
  103479. else {
  103480. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103481. }
  103482. return this._selectionContent;
  103483. };
  103484. /**
  103485. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  103486. * @param ray defines the ray to test with
  103487. * @returns array of intersected objects
  103488. */
  103489. Octree.prototype.intersectsRay = function (ray) {
  103490. this._selectionContent.reset();
  103491. for (var index = 0; index < this.blocks.length; index++) {
  103492. var block = this.blocks[index];
  103493. block.intersectsRay(ray, this._selectionContent);
  103494. }
  103495. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103496. return this._selectionContent;
  103497. };
  103498. /**
  103499. * @hidden
  103500. */
  103501. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  103502. target.blocks = new Array();
  103503. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  103504. // Segmenting space
  103505. for (var x = 0; x < 2; x++) {
  103506. for (var y = 0; y < 2; y++) {
  103507. for (var z = 0; z < 2; z++) {
  103508. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  103509. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  103510. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  103511. block.addEntries(entries);
  103512. target.blocks.push(block);
  103513. }
  103514. }
  103515. }
  103516. };
  103517. /**
  103518. * Adds a mesh into the octree block if it intersects the block
  103519. */
  103520. Octree.CreationFuncForMeshes = function (entry, block) {
  103521. var boundingInfo = entry.getBoundingInfo();
  103522. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103523. block.entries.push(entry);
  103524. }
  103525. };
  103526. /**
  103527. * Adds a submesh into the octree block if it intersects the block
  103528. */
  103529. Octree.CreationFuncForSubMeshes = function (entry, block) {
  103530. var boundingInfo = entry.getBoundingInfo();
  103531. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103532. block.entries.push(entry);
  103533. }
  103534. };
  103535. return Octree;
  103536. }());
  103537. BABYLON.Octree = Octree;
  103538. })(BABYLON || (BABYLON = {}));
  103539. //# sourceMappingURL=babylon.octree.js.map
  103540. var BABYLON;
  103541. (function (BABYLON) {
  103542. /**
  103543. * Class used to store a cell in an octree
  103544. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103545. */
  103546. var OctreeBlock = /** @class */ (function () {
  103547. /**
  103548. * Creates a new block
  103549. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  103550. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  103551. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103552. * @param depth defines the current depth of this block in the octree
  103553. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  103554. * @param creationFunc defines a callback to call when an element is added to the block
  103555. */
  103556. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  103557. /**
  103558. * Gets the content of the current block
  103559. */
  103560. this.entries = new Array();
  103561. this._boundingVectors = new Array();
  103562. this._capacity = capacity;
  103563. this._depth = depth;
  103564. this._maxDepth = maxDepth;
  103565. this._creationFunc = creationFunc;
  103566. this._minPoint = minPoint;
  103567. this._maxPoint = maxPoint;
  103568. this._boundingVectors.push(minPoint.clone());
  103569. this._boundingVectors.push(maxPoint.clone());
  103570. this._boundingVectors.push(minPoint.clone());
  103571. this._boundingVectors[2].x = maxPoint.x;
  103572. this._boundingVectors.push(minPoint.clone());
  103573. this._boundingVectors[3].y = maxPoint.y;
  103574. this._boundingVectors.push(minPoint.clone());
  103575. this._boundingVectors[4].z = maxPoint.z;
  103576. this._boundingVectors.push(maxPoint.clone());
  103577. this._boundingVectors[5].z = minPoint.z;
  103578. this._boundingVectors.push(maxPoint.clone());
  103579. this._boundingVectors[6].x = minPoint.x;
  103580. this._boundingVectors.push(maxPoint.clone());
  103581. this._boundingVectors[7].y = minPoint.y;
  103582. }
  103583. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  103584. // Property
  103585. /**
  103586. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103587. */
  103588. get: function () {
  103589. return this._capacity;
  103590. },
  103591. enumerable: true,
  103592. configurable: true
  103593. });
  103594. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  103595. /**
  103596. * Gets the minimum vector (in world space) of the block's bounding box
  103597. */
  103598. get: function () {
  103599. return this._minPoint;
  103600. },
  103601. enumerable: true,
  103602. configurable: true
  103603. });
  103604. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  103605. /**
  103606. * Gets the maximum vector (in world space) of the block's bounding box
  103607. */
  103608. get: function () {
  103609. return this._maxPoint;
  103610. },
  103611. enumerable: true,
  103612. configurable: true
  103613. });
  103614. // Methods
  103615. /**
  103616. * Add a new element to this block
  103617. * @param entry defines the element to add
  103618. */
  103619. OctreeBlock.prototype.addEntry = function (entry) {
  103620. if (this.blocks) {
  103621. for (var index = 0; index < this.blocks.length; index++) {
  103622. var block = this.blocks[index];
  103623. block.addEntry(entry);
  103624. }
  103625. return;
  103626. }
  103627. this._creationFunc(entry, this);
  103628. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  103629. this.createInnerBlocks();
  103630. }
  103631. };
  103632. /**
  103633. * Add an array of elements to this block
  103634. * @param entries defines the array of elements to add
  103635. */
  103636. OctreeBlock.prototype.addEntries = function (entries) {
  103637. for (var index = 0; index < entries.length; index++) {
  103638. var mesh = entries[index];
  103639. this.addEntry(mesh);
  103640. }
  103641. };
  103642. /**
  103643. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  103644. * @param frustumPlanes defines the frustum planes to test
  103645. * @param selection defines the array to store current content if selection is positive
  103646. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103647. */
  103648. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  103649. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  103650. if (this.blocks) {
  103651. for (var index = 0; index < this.blocks.length; index++) {
  103652. var block = this.blocks[index];
  103653. block.select(frustumPlanes, selection, allowDuplicate);
  103654. }
  103655. return;
  103656. }
  103657. if (allowDuplicate) {
  103658. selection.concat(this.entries);
  103659. }
  103660. else {
  103661. selection.concatWithNoDuplicate(this.entries);
  103662. }
  103663. }
  103664. };
  103665. /**
  103666. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  103667. * @param sphereCenter defines the bounding sphere center
  103668. * @param sphereRadius defines the bounding sphere radius
  103669. * @param selection defines the array to store current content if selection is positive
  103670. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103671. */
  103672. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  103673. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  103674. if (this.blocks) {
  103675. for (var index = 0; index < this.blocks.length; index++) {
  103676. var block = this.blocks[index];
  103677. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  103678. }
  103679. return;
  103680. }
  103681. if (allowDuplicate) {
  103682. selection.concat(this.entries);
  103683. }
  103684. else {
  103685. selection.concatWithNoDuplicate(this.entries);
  103686. }
  103687. }
  103688. };
  103689. /**
  103690. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  103691. * @param ray defines the ray to test with
  103692. * @param selection defines the array to store current content if selection is positive
  103693. */
  103694. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  103695. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  103696. if (this.blocks) {
  103697. for (var index = 0; index < this.blocks.length; index++) {
  103698. var block = this.blocks[index];
  103699. block.intersectsRay(ray, selection);
  103700. }
  103701. return;
  103702. }
  103703. selection.concatWithNoDuplicate(this.entries);
  103704. }
  103705. };
  103706. /**
  103707. * Subdivide the content into child blocks (this block will then be empty)
  103708. */
  103709. OctreeBlock.prototype.createInnerBlocks = function () {
  103710. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  103711. };
  103712. return OctreeBlock;
  103713. }());
  103714. BABYLON.OctreeBlock = OctreeBlock;
  103715. })(BABYLON || (BABYLON = {}));
  103716. //# sourceMappingURL=babylon.octreeBlock.js.map
  103717. var BABYLON;
  103718. (function (BABYLON) {
  103719. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  103720. if (maxCapacity === void 0) { maxCapacity = 64; }
  103721. if (maxDepth === void 0) { maxDepth = 2; }
  103722. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  103723. if (!component) {
  103724. component = new OctreeSceneComponent(this);
  103725. this._addComponent(component);
  103726. }
  103727. if (!this._selectionOctree) {
  103728. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  103729. }
  103730. var worldExtends = this.getWorldExtends();
  103731. // Update octree
  103732. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  103733. return this._selectionOctree;
  103734. };
  103735. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  103736. get: function () {
  103737. return this._selectionOctree;
  103738. },
  103739. enumerable: true,
  103740. configurable: true
  103741. });
  103742. /**
  103743. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  103744. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  103745. * @param maxCapacity defines the maximum size of each block (64 by default)
  103746. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  103747. * @returns the new octree
  103748. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  103749. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103750. */
  103751. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  103752. if (maxCapacity === void 0) { maxCapacity = 64; }
  103753. if (maxDepth === void 0) { maxDepth = 2; }
  103754. var scene = this.getScene();
  103755. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  103756. if (!component) {
  103757. component = new OctreeSceneComponent(scene);
  103758. scene._addComponent(component);
  103759. }
  103760. if (!this._submeshesOctree) {
  103761. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  103762. }
  103763. this.computeWorldMatrix(true);
  103764. var boundingInfo = this.getBoundingInfo();
  103765. // Update octree
  103766. var bbox = boundingInfo.boundingBox;
  103767. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  103768. return this._submeshesOctree;
  103769. };
  103770. /**
  103771. * Defines the octree scene component responsible to manage any octrees
  103772. * in a given scene.
  103773. */
  103774. var OctreeSceneComponent = /** @class */ (function () {
  103775. /**
  103776. * Creates a new instance of the component for the given scene
  103777. * @param scene Defines the scene to register the component in
  103778. */
  103779. function OctreeSceneComponent(scene) {
  103780. /**
  103781. * The component name helpfull to identify the component in the list of scene components.
  103782. */
  103783. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  103784. /**
  103785. * Indicates if the meshes have been checked to make sure they are isEnabled()
  103786. */
  103787. this.checksIsEnabled = true;
  103788. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  103789. this.scene = scene;
  103790. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  103791. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  103792. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  103793. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  103794. }
  103795. /**
  103796. * Registers the component in a given scene
  103797. */
  103798. OctreeSceneComponent.prototype.register = function () {
  103799. var _this = this;
  103800. this.scene.onMeshRemovedObservable.add(function (mesh) {
  103801. var sceneOctree = _this.scene.selectionOctree;
  103802. if (sceneOctree !== undefined && sceneOctree !== null) {
  103803. var index = sceneOctree.dynamicContent.indexOf(mesh);
  103804. if (index !== -1) {
  103805. sceneOctree.dynamicContent.splice(index, 1);
  103806. }
  103807. }
  103808. });
  103809. this.scene.onMeshImportedObservable.add(function (mesh) {
  103810. var sceneOctree = _this.scene.selectionOctree;
  103811. if (sceneOctree !== undefined && sceneOctree !== null) {
  103812. sceneOctree.addMesh(mesh);
  103813. }
  103814. });
  103815. };
  103816. /**
  103817. * Return the list of active meshes
  103818. * @returns the list of active meshes
  103819. */
  103820. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  103821. if (this.scene._selectionOctree) {
  103822. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  103823. return selection;
  103824. }
  103825. return this.scene._getDefaultMeshCandidates();
  103826. };
  103827. /**
  103828. * Return the list of active sub meshes
  103829. * @param mesh The mesh to get the candidates sub meshes from
  103830. * @returns the list of active sub meshes
  103831. */
  103832. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  103833. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  103834. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  103835. return intersections;
  103836. }
  103837. return this.scene._getDefaultSubMeshCandidates(mesh);
  103838. };
  103839. /**
  103840. * Return the list of sub meshes intersecting with a given local ray
  103841. * @param mesh defines the mesh to find the submesh for
  103842. * @param localRay defines the ray in local space
  103843. * @returns the list of intersecting sub meshes
  103844. */
  103845. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  103846. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  103847. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  103848. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  103849. return intersections;
  103850. }
  103851. return this.scene._getDefaultSubMeshCandidates(mesh);
  103852. };
  103853. /**
  103854. * Return the list of sub meshes colliding with a collider
  103855. * @param mesh defines the mesh to find the submesh for
  103856. * @param collider defines the collider to evaluate the collision against
  103857. * @returns the list of colliding sub meshes
  103858. */
  103859. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  103860. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  103861. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  103862. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  103863. return intersections;
  103864. }
  103865. return this.scene._getDefaultSubMeshCandidates(mesh);
  103866. };
  103867. /**
  103868. * Rebuilds the elements related to this component in case of
  103869. * context lost for instance.
  103870. */
  103871. OctreeSceneComponent.prototype.rebuild = function () {
  103872. // Nothing to do here.
  103873. };
  103874. /**
  103875. * Disposes the component and the associated ressources.
  103876. */
  103877. OctreeSceneComponent.prototype.dispose = function () {
  103878. // Nothing to do here.
  103879. };
  103880. return OctreeSceneComponent;
  103881. }());
  103882. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  103883. })(BABYLON || (BABYLON = {}));
  103884. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  103885. var BABYLON;
  103886. (function (BABYLON) {
  103887. /**
  103888. * Postprocess used to generate anaglyphic rendering
  103889. */
  103890. var AnaglyphPostProcess = /** @class */ (function (_super) {
  103891. __extends(AnaglyphPostProcess, _super);
  103892. /**
  103893. * Creates a new AnaglyphPostProcess
  103894. * @param name defines postprocess name
  103895. * @param options defines creation options or target ratio scale
  103896. * @param rigCameras defines cameras using this postprocess
  103897. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  103898. * @param engine defines hosting engine
  103899. * @param reusable defines if the postprocess will be reused multiple times per frame
  103900. */
  103901. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  103902. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  103903. _this._passedProcess = rigCameras[0]._rigPostProcess;
  103904. _this.onApplyObservable.add(function (effect) {
  103905. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  103906. });
  103907. return _this;
  103908. }
  103909. return AnaglyphPostProcess;
  103910. }(BABYLON.PostProcess));
  103911. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  103912. })(BABYLON || (BABYLON = {}));
  103913. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  103914. var BABYLON;
  103915. (function (BABYLON) {
  103916. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  103917. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  103918. });
  103919. /**
  103920. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  103921. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103922. */
  103923. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  103924. __extends(AnaglyphArcRotateCamera, _super);
  103925. /**
  103926. * Creates a new AnaglyphArcRotateCamera
  103927. * @param name defines camera name
  103928. * @param alpha defines alpha angle (in radians)
  103929. * @param beta defines beta angle (in radians)
  103930. * @param radius defines radius
  103931. * @param target defines camera target
  103932. * @param interaxialDistance defines distance between each color axis
  103933. * @param scene defines the hosting scene
  103934. */
  103935. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  103936. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  103937. _this.interaxialDistance = interaxialDistance;
  103938. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  103939. return _this;
  103940. }
  103941. /**
  103942. * Gets camera class name
  103943. * @returns AnaglyphArcRotateCamera
  103944. */
  103945. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  103946. return "AnaglyphArcRotateCamera";
  103947. };
  103948. return AnaglyphArcRotateCamera;
  103949. }(BABYLON.ArcRotateCamera));
  103950. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  103951. })(BABYLON || (BABYLON = {}));
  103952. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  103953. var BABYLON;
  103954. (function (BABYLON) {
  103955. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  103956. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  103957. });
  103958. /**
  103959. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  103960. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103961. */
  103962. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  103963. __extends(AnaglyphFreeCamera, _super);
  103964. /**
  103965. * Creates a new AnaglyphFreeCamera
  103966. * @param name defines camera name
  103967. * @param position defines initial position
  103968. * @param interaxialDistance defines distance between each color axis
  103969. * @param scene defines the hosting scene
  103970. */
  103971. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  103972. var _this = _super.call(this, name, position, scene) || this;
  103973. _this.interaxialDistance = interaxialDistance;
  103974. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  103975. return _this;
  103976. }
  103977. /**
  103978. * Gets camera class name
  103979. * @returns AnaglyphFreeCamera
  103980. */
  103981. AnaglyphFreeCamera.prototype.getClassName = function () {
  103982. return "AnaglyphFreeCamera";
  103983. };
  103984. return AnaglyphFreeCamera;
  103985. }(BABYLON.FreeCamera));
  103986. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  103987. })(BABYLON || (BABYLON = {}));
  103988. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  103989. var BABYLON;
  103990. (function (BABYLON) {
  103991. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  103992. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  103993. });
  103994. /**
  103995. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  103996. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103997. */
  103998. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  103999. __extends(AnaglyphGamepadCamera, _super);
  104000. /**
  104001. * Creates a new AnaglyphGamepadCamera
  104002. * @param name defines camera name
  104003. * @param position defines initial position
  104004. * @param interaxialDistance defines distance between each color axis
  104005. * @param scene defines the hosting scene
  104006. */
  104007. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104008. var _this = _super.call(this, name, position, scene) || this;
  104009. _this.interaxialDistance = interaxialDistance;
  104010. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104011. return _this;
  104012. }
  104013. /**
  104014. * Gets camera class name
  104015. * @returns AnaglyphGamepadCamera
  104016. */
  104017. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104018. return "AnaglyphGamepadCamera";
  104019. };
  104020. return AnaglyphGamepadCamera;
  104021. }(BABYLON.GamepadCamera));
  104022. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104023. })(BABYLON || (BABYLON = {}));
  104024. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  104025. var BABYLON;
  104026. (function (BABYLON) {
  104027. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104028. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104029. });
  104030. /**
  104031. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104032. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104033. */
  104034. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104035. __extends(AnaglyphUniversalCamera, _super);
  104036. /**
  104037. * Creates a new AnaglyphUniversalCamera
  104038. * @param name defines camera name
  104039. * @param position defines initial position
  104040. * @param interaxialDistance defines distance between each color axis
  104041. * @param scene defines the hosting scene
  104042. */
  104043. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  104044. var _this = _super.call(this, name, position, scene) || this;
  104045. _this.interaxialDistance = interaxialDistance;
  104046. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104047. return _this;
  104048. }
  104049. /**
  104050. * Gets camera class name
  104051. * @returns AnaglyphUniversalCamera
  104052. */
  104053. AnaglyphUniversalCamera.prototype.getClassName = function () {
  104054. return "AnaglyphUniversalCamera";
  104055. };
  104056. return AnaglyphUniversalCamera;
  104057. }(BABYLON.UniversalCamera));
  104058. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  104059. })(BABYLON || (BABYLON = {}));
  104060. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  104061. var BABYLON;
  104062. (function (BABYLON) {
  104063. /**
  104064. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104065. */
  104066. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  104067. __extends(StereoscopicInterlacePostProcess, _super);
  104068. /**
  104069. * Initializes a StereoscopicInterlacePostProcess
  104070. * @param name The name of the effect.
  104071. * @param rigCameras The rig cameras to be appled to the post process
  104072. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104073. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104074. * @param engine The engine which the post process will be applied. (default: current engine)
  104075. * @param reusable If the post process can be reused on the same frame. (default: false)
  104076. */
  104077. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  104078. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  104079. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104080. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104081. _this.onSizeChangedObservable.add(function () {
  104082. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104083. });
  104084. _this.onApplyObservable.add(function (effect) {
  104085. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  104086. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  104087. });
  104088. return _this;
  104089. }
  104090. return StereoscopicInterlacePostProcess;
  104091. }(BABYLON.PostProcess));
  104092. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  104093. })(BABYLON || (BABYLON = {}));
  104094. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  104095. var BABYLON;
  104096. (function (BABYLON) {
  104097. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  104098. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104099. });
  104100. /**
  104101. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104102. * @see http://doc.babylonjs.com/features/cameras
  104103. */
  104104. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  104105. __extends(StereoscopicArcRotateCamera, _super);
  104106. /**
  104107. * Creates a new StereoscopicArcRotateCamera
  104108. * @param name defines camera name
  104109. * @param alpha defines alpha angle (in radians)
  104110. * @param beta defines beta angle (in radians)
  104111. * @param radius defines radius
  104112. * @param target defines camera target
  104113. * @param interaxialDistance defines distance between each color axis
  104114. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104115. * @param scene defines the hosting scene
  104116. */
  104117. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  104118. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104119. _this.interaxialDistance = interaxialDistance;
  104120. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104121. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104122. return _this;
  104123. }
  104124. /**
  104125. * Gets camera class name
  104126. * @returns StereoscopicArcRotateCamera
  104127. */
  104128. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  104129. return "StereoscopicArcRotateCamera";
  104130. };
  104131. return StereoscopicArcRotateCamera;
  104132. }(BABYLON.ArcRotateCamera));
  104133. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  104134. })(BABYLON || (BABYLON = {}));
  104135. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  104136. var BABYLON;
  104137. (function (BABYLON) {
  104138. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104139. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104140. });
  104141. /**
  104142. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104143. * @see http://doc.babylonjs.com/features/cameras
  104144. */
  104145. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  104146. __extends(StereoscopicFreeCamera, _super);
  104147. /**
  104148. * Creates a new StereoscopicFreeCamera
  104149. * @param name defines camera name
  104150. * @param position defines initial position
  104151. * @param interaxialDistance defines distance between each color axis
  104152. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104153. * @param scene defines the hosting scene
  104154. */
  104155. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104156. var _this = _super.call(this, name, position, scene) || this;
  104157. _this.interaxialDistance = interaxialDistance;
  104158. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104159. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104160. return _this;
  104161. }
  104162. /**
  104163. * Gets camera class name
  104164. * @returns StereoscopicFreeCamera
  104165. */
  104166. StereoscopicFreeCamera.prototype.getClassName = function () {
  104167. return "StereoscopicFreeCamera";
  104168. };
  104169. return StereoscopicFreeCamera;
  104170. }(BABYLON.FreeCamera));
  104171. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  104172. })(BABYLON || (BABYLON = {}));
  104173. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  104174. var BABYLON;
  104175. (function (BABYLON) {
  104176. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  104177. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104178. });
  104179. /**
  104180. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104181. * @see http://doc.babylonjs.com/features/cameras
  104182. */
  104183. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  104184. __extends(StereoscopicGamepadCamera, _super);
  104185. /**
  104186. * Creates a new StereoscopicGamepadCamera
  104187. * @param name defines camera name
  104188. * @param position defines initial position
  104189. * @param interaxialDistance defines distance between each color axis
  104190. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104191. * @param scene defines the hosting scene
  104192. */
  104193. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104194. var _this = _super.call(this, name, position, scene) || this;
  104195. _this.interaxialDistance = interaxialDistance;
  104196. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104197. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104198. return _this;
  104199. }
  104200. /**
  104201. * Gets camera class name
  104202. * @returns StereoscopicGamepadCamera
  104203. */
  104204. StereoscopicGamepadCamera.prototype.getClassName = function () {
  104205. return "StereoscopicGamepadCamera";
  104206. };
  104207. return StereoscopicGamepadCamera;
  104208. }(BABYLON.GamepadCamera));
  104209. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  104210. })(BABYLON || (BABYLON = {}));
  104211. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  104212. var BABYLON;
  104213. (function (BABYLON) {
  104214. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104215. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104216. });
  104217. /**
  104218. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104219. * @see http://doc.babylonjs.com/features/cameras
  104220. */
  104221. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  104222. __extends(StereoscopicUniversalCamera, _super);
  104223. /**
  104224. * Creates a new StereoscopicUniversalCamera
  104225. * @param name defines camera name
  104226. * @param position defines initial position
  104227. * @param interaxialDistance defines distance between each color axis
  104228. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104229. * @param scene defines the hosting scene
  104230. */
  104231. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104232. var _this = _super.call(this, name, position, scene) || this;
  104233. _this.interaxialDistance = interaxialDistance;
  104234. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104235. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104236. return _this;
  104237. }
  104238. /**
  104239. * Gets camera class name
  104240. * @returns StereoscopicUniversalCamera
  104241. */
  104242. StereoscopicUniversalCamera.prototype.getClassName = function () {
  104243. return "StereoscopicUniversalCamera";
  104244. };
  104245. return StereoscopicUniversalCamera;
  104246. }(BABYLON.UniversalCamera));
  104247. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  104248. })(BABYLON || (BABYLON = {}));
  104249. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  104250. var BABYLON;
  104251. (function (BABYLON) {
  104252. /**
  104253. * VRDistortionCorrectionPostProcess used for mobile VR
  104254. */
  104255. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  104256. __extends(VRDistortionCorrectionPostProcess, _super);
  104257. /**
  104258. * Initializes the VRDistortionCorrectionPostProcess
  104259. * @param name The name of the effect.
  104260. * @param camera The camera to apply the render pass to.
  104261. * @param isRightEye If this is for the right eye distortion
  104262. * @param vrMetrics All the required metrics for the VR camera
  104263. */
  104264. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  104265. var _this = _super.call(this, name, "vrDistortionCorrection", [
  104266. 'LensCenter',
  104267. 'Scale',
  104268. 'ScaleIn',
  104269. 'HmdWarpParam'
  104270. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  104271. _this._isRightEye = isRightEye;
  104272. _this._distortionFactors = vrMetrics.distortionK;
  104273. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  104274. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  104275. _this.adaptScaleToCurrentViewport = true;
  104276. _this.onSizeChangedObservable.add(function () {
  104277. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  104278. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  104279. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  104280. });
  104281. _this.onApplyObservable.add(function (effect) {
  104282. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  104283. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  104284. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  104285. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  104286. });
  104287. return _this;
  104288. }
  104289. return VRDistortionCorrectionPostProcess;
  104290. }(BABYLON.PostProcess));
  104291. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  104292. })(BABYLON || (BABYLON = {}));
  104293. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  104294. var BABYLON;
  104295. (function (BABYLON) {
  104296. /**
  104297. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  104298. * Screen rotation is taken into account.
  104299. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104300. */
  104301. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  104302. /**
  104303. * Instantiates a new input
  104304. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104305. */
  104306. function FreeCameraDeviceOrientationInput() {
  104307. var _this = this;
  104308. this._screenOrientationAngle = 0;
  104309. this._screenQuaternion = new BABYLON.Quaternion();
  104310. this._alpha = 0;
  104311. this._beta = 0;
  104312. this._gamma = 0;
  104313. this._orientationChanged = function () {
  104314. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && window.screen.orientation['angle'] ? window.screen.orientation.angle : 0));
  104315. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  104316. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  104317. };
  104318. this._deviceOrientation = function (evt) {
  104319. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  104320. _this._beta = evt.beta !== null ? evt.beta : 0;
  104321. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  104322. };
  104323. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  104324. this._orientationChanged();
  104325. }
  104326. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  104327. /**
  104328. * Define the camera controlled by the input.
  104329. */
  104330. get: function () {
  104331. return this._camera;
  104332. },
  104333. set: function (camera) {
  104334. this._camera = camera;
  104335. if (this._camera != null && !this._camera.rotationQuaternion) {
  104336. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  104337. }
  104338. },
  104339. enumerable: true,
  104340. configurable: true
  104341. });
  104342. /**
  104343. * Attach the input controls to a specific dom element to get the input from.
  104344. * @param element Defines the element the controls should be listened from
  104345. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104346. */
  104347. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104348. window.addEventListener("orientationchange", this._orientationChanged);
  104349. window.addEventListener("deviceorientation", this._deviceOrientation);
  104350. //In certain cases, the attach control is called AFTER orientation was changed,
  104351. //So this is needed.
  104352. this._orientationChanged();
  104353. };
  104354. /**
  104355. * Detach the current controls from the specified dom element.
  104356. * @param element Defines the element to stop listening the inputs from
  104357. */
  104358. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  104359. window.removeEventListener("orientationchange", this._orientationChanged);
  104360. window.removeEventListener("deviceorientation", this._deviceOrientation);
  104361. };
  104362. /**
  104363. * Update the current camera state depending on the inputs that have been used this frame.
  104364. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104365. */
  104366. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  104367. //if no device orientation provided, don't update the rotation.
  104368. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  104369. if (!this._alpha) {
  104370. return;
  104371. }
  104372. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  104373. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  104374. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  104375. //Mirror on XY Plane
  104376. this._camera.rotationQuaternion.z *= -1;
  104377. this._camera.rotationQuaternion.w *= -1;
  104378. };
  104379. /**
  104380. * Gets the class name of the current intput.
  104381. * @returns the class name
  104382. */
  104383. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  104384. return "FreeCameraDeviceOrientationInput";
  104385. };
  104386. /**
  104387. * Get the friendly name associated with the input class.
  104388. * @returns the input friendly name
  104389. */
  104390. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  104391. return "deviceOrientation";
  104392. };
  104393. return FreeCameraDeviceOrientationInput;
  104394. }());
  104395. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  104396. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  104397. })(BABYLON || (BABYLON = {}));
  104398. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  104399. var BABYLON;
  104400. (function (BABYLON) {
  104401. /**
  104402. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  104403. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104404. */
  104405. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  104406. /**
  104407. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  104408. */
  104409. function ArcRotateCameraVRDeviceOrientationInput() {
  104410. /**
  104411. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  104412. */
  104413. this.alphaCorrection = 1;
  104414. /**
  104415. * Defines a correction factor applied on the beta value retrieved from the orientation events.
  104416. */
  104417. this.betaCorrection = 1;
  104418. /**
  104419. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  104420. */
  104421. this.gammaCorrection = 1;
  104422. this._alpha = 0;
  104423. this._gamma = 0;
  104424. this._dirty = false;
  104425. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  104426. }
  104427. /**
  104428. * Attach the input controls to a specific dom element to get the input from.
  104429. * @param element Defines the element the controls should be listened from
  104430. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104431. */
  104432. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104433. this.camera.attachControl(element, noPreventDefault);
  104434. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  104435. };
  104436. /** @hidden */
  104437. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  104438. if (evt.alpha !== null) {
  104439. this._alpha = +evt.alpha | 0;
  104440. }
  104441. if (evt.gamma !== null) {
  104442. this._gamma = +evt.gamma | 0;
  104443. }
  104444. this._dirty = true;
  104445. };
  104446. /**
  104447. * Update the current camera state depending on the inputs that have been used this frame.
  104448. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104449. */
  104450. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  104451. if (this._dirty) {
  104452. this._dirty = false;
  104453. if (this._gamma < 0) {
  104454. this._gamma = 180 + this._gamma;
  104455. }
  104456. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  104457. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  104458. }
  104459. };
  104460. /**
  104461. * Detach the current controls from the specified dom element.
  104462. * @param element Defines the element to stop listening the inputs from
  104463. */
  104464. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  104465. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  104466. };
  104467. /**
  104468. * Gets the class name of the current intput.
  104469. * @returns the class name
  104470. */
  104471. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  104472. return "ArcRotateCameraVRDeviceOrientationInput";
  104473. };
  104474. /**
  104475. * Get the friendly name associated with the input class.
  104476. * @returns the input friendly name
  104477. */
  104478. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  104479. return "VRDeviceOrientation";
  104480. };
  104481. return ArcRotateCameraVRDeviceOrientationInput;
  104482. }());
  104483. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  104484. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  104485. })(BABYLON || (BABYLON = {}));
  104486. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  104487. var BABYLON;
  104488. (function (BABYLON) {
  104489. /**
  104490. * This represents all the required metrics to create a VR camera.
  104491. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104492. */
  104493. var VRCameraMetrics = /** @class */ (function () {
  104494. function VRCameraMetrics() {
  104495. /**
  104496. * Define if the current vr camera should compensate the distortion of the lense or not.
  104497. */
  104498. this.compensateDistortion = true;
  104499. }
  104500. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  104501. /**
  104502. * Gets the rendering aspect ratio based on the provided resolutions.
  104503. */
  104504. get: function () {
  104505. return this.hResolution / (2 * this.vResolution);
  104506. },
  104507. enumerable: true,
  104508. configurable: true
  104509. });
  104510. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  104511. /**
  104512. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104513. */
  104514. get: function () {
  104515. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  104516. },
  104517. enumerable: true,
  104518. configurable: true
  104519. });
  104520. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  104521. /**
  104522. * @hidden
  104523. */
  104524. get: function () {
  104525. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104526. var h = (4 * meters) / this.hScreenSize;
  104527. return BABYLON.Matrix.Translation(h, 0, 0);
  104528. },
  104529. enumerable: true,
  104530. configurable: true
  104531. });
  104532. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  104533. /**
  104534. * @hidden
  104535. */
  104536. get: function () {
  104537. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104538. var h = (4 * meters) / this.hScreenSize;
  104539. return BABYLON.Matrix.Translation(-h, 0, 0);
  104540. },
  104541. enumerable: true,
  104542. configurable: true
  104543. });
  104544. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  104545. /**
  104546. * @hidden
  104547. */
  104548. get: function () {
  104549. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  104550. },
  104551. enumerable: true,
  104552. configurable: true
  104553. });
  104554. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  104555. /**
  104556. * @hidden
  104557. */
  104558. get: function () {
  104559. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  104560. },
  104561. enumerable: true,
  104562. configurable: true
  104563. });
  104564. /**
  104565. * Get the default VRMetrics based on the most generic setup.
  104566. * @returns the default vr metrics
  104567. */
  104568. VRCameraMetrics.GetDefault = function () {
  104569. var result = new VRCameraMetrics();
  104570. result.hResolution = 1280;
  104571. result.vResolution = 800;
  104572. result.hScreenSize = 0.149759993;
  104573. result.vScreenSize = 0.0935999975;
  104574. result.vScreenCenter = 0.0467999987;
  104575. result.eyeToScreenDistance = 0.0410000011;
  104576. result.lensSeparationDistance = 0.0635000020;
  104577. result.interpupillaryDistance = 0.0640000030;
  104578. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  104579. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  104580. result.postProcessScaleFactor = 1.714605507808412;
  104581. result.lensCenterOffset = 0.151976421;
  104582. return result;
  104583. };
  104584. return VRCameraMetrics;
  104585. }());
  104586. BABYLON.VRCameraMetrics = VRCameraMetrics;
  104587. })(BABYLON || (BABYLON = {}));
  104588. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  104589. var BABYLON;
  104590. (function (BABYLON) {
  104591. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  104592. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104593. });
  104594. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  104595. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104596. });
  104597. /**
  104598. * This represents a WebVR camera.
  104599. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  104600. * @example http://doc.babylonjs.com/how_to/webvr_camera
  104601. */
  104602. var WebVRFreeCamera = /** @class */ (function (_super) {
  104603. __extends(WebVRFreeCamera, _super);
  104604. /**
  104605. * Instantiates a WebVRFreeCamera.
  104606. * @param name The name of the WebVRFreeCamera
  104607. * @param position The starting anchor position for the camera
  104608. * @param scene The scene the camera belongs to
  104609. * @param webVROptions a set of customizable options for the webVRCamera
  104610. */
  104611. function WebVRFreeCamera(name, position, scene, webVROptions) {
  104612. if (webVROptions === void 0) { webVROptions = {}; }
  104613. var _this = _super.call(this, name, position, scene) || this;
  104614. _this.webVROptions = webVROptions;
  104615. /**
  104616. * @hidden
  104617. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  104618. */
  104619. _this._vrDevice = null;
  104620. /**
  104621. * The rawPose of the vrDevice.
  104622. */
  104623. _this.rawPose = null;
  104624. _this._specsVersion = "1.1";
  104625. _this._attached = false;
  104626. _this._descendants = [];
  104627. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  104628. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  104629. /** @hidden */
  104630. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  104631. _this._standingMatrix = null;
  104632. /**
  104633. * Represents device position in babylon space.
  104634. */
  104635. _this.devicePosition = BABYLON.Vector3.Zero();
  104636. /**
  104637. * Represents device rotation in babylon space.
  104638. */
  104639. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  104640. /**
  104641. * The scale of the device to be used when translating from device space to babylon space.
  104642. */
  104643. _this.deviceScaleFactor = 1;
  104644. _this._deviceToWorld = BABYLON.Matrix.Identity();
  104645. _this._worldToDevice = BABYLON.Matrix.Identity();
  104646. /**
  104647. * References to the webVR controllers for the vrDevice.
  104648. */
  104649. _this.controllers = [];
  104650. /**
  104651. * Emits an event when a controller is attached.
  104652. */
  104653. _this.onControllersAttachedObservable = new BABYLON.Observable();
  104654. /**
  104655. * Emits an event when a controller's mesh has been loaded;
  104656. */
  104657. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  104658. /**
  104659. * Emits an event when the HMD's pose has been updated.
  104660. */
  104661. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  104662. _this._poseSet = false;
  104663. /**
  104664. * If the rig cameras be used as parent instead of this camera.
  104665. */
  104666. _this.rigParenting = true;
  104667. _this._defaultHeight = undefined;
  104668. _this._htmlElementAttached = null;
  104669. _this._detachIfAttached = function () {
  104670. var vrDisplay = _this.getEngine().getVRDevice();
  104671. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  104672. _this.detachControl(_this._htmlElementAttached);
  104673. }
  104674. };
  104675. _this._workingVector = BABYLON.Vector3.Zero();
  104676. _this._oneVector = BABYLON.Vector3.One();
  104677. _this._workingMatrix = BABYLON.Matrix.Identity();
  104678. _this._tmpMatrix = new BABYLON.Matrix();
  104679. _this._cache.position = BABYLON.Vector3.Zero();
  104680. if (webVROptions.defaultHeight) {
  104681. _this._defaultHeight = webVROptions.defaultHeight;
  104682. _this.position.y = _this._defaultHeight;
  104683. }
  104684. _this.minZ = 0.1;
  104685. //legacy support - the compensation boolean was removed.
  104686. if (arguments.length === 5) {
  104687. _this.webVROptions = arguments[4];
  104688. }
  104689. // default webVR options
  104690. if (_this.webVROptions.trackPosition == undefined) {
  104691. _this.webVROptions.trackPosition = true;
  104692. }
  104693. if (_this.webVROptions.controllerMeshes == undefined) {
  104694. _this.webVROptions.controllerMeshes = true;
  104695. }
  104696. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  104697. _this.webVROptions.defaultLightingOnControllers = true;
  104698. }
  104699. _this.rotationQuaternion = new BABYLON.Quaternion();
  104700. if (_this.webVROptions && _this.webVROptions.positionScale) {
  104701. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  104702. }
  104703. //enable VR
  104704. var engine = _this.getEngine();
  104705. _this._onVREnabled = function (success) { if (success) {
  104706. _this.initControllers();
  104707. } };
  104708. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  104709. engine.initWebVR().add(function (event) {
  104710. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  104711. return;
  104712. }
  104713. _this._vrDevice = event.vrDisplay;
  104714. //reset the rig parameters.
  104715. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  104716. if (_this._attached) {
  104717. _this.getEngine().enableVR();
  104718. }
  104719. });
  104720. if (typeof (VRFrameData) !== "undefined") {
  104721. _this._frameData = new VRFrameData();
  104722. }
  104723. /**
  104724. * The idea behind the following lines:
  104725. * objects that have the camera as parent should actually have the rig cameras as a parent.
  104726. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  104727. * the second will not show it correctly.
  104728. *
  104729. * To solve this - each object that has the camera as parent will be added to a protected array.
  104730. * When the rig camera renders, it will take this array and set all of those to be its children.
  104731. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  104732. * Amazing!
  104733. */
  104734. scene.onBeforeCameraRenderObservable.add(function (camera) {
  104735. if (camera.parent === _this && _this.rigParenting) {
  104736. _this._descendants = _this.getDescendants(true, function (n) {
  104737. // don't take the cameras or the controllers!
  104738. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  104739. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  104740. return !isController && !isRigCamera;
  104741. });
  104742. _this._descendants.forEach(function (node) {
  104743. node.parent = camera;
  104744. });
  104745. }
  104746. });
  104747. scene.onAfterCameraRenderObservable.add(function (camera) {
  104748. if (camera.parent === _this && _this.rigParenting) {
  104749. _this._descendants.forEach(function (node) {
  104750. node.parent = _this;
  104751. });
  104752. }
  104753. });
  104754. return _this;
  104755. }
  104756. /**
  104757. * Gets the device distance from the ground in meters.
  104758. * @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.
  104759. */
  104760. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  104761. if (this._standingMatrix) {
  104762. // Add standing matrix offset to get real offset from ground in room
  104763. this._standingMatrix.getTranslationToRef(this._workingVector);
  104764. return this._deviceRoomPosition.y + this._workingVector.y;
  104765. }
  104766. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  104767. return this._defaultHeight || 0;
  104768. };
  104769. /**
  104770. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  104771. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  104772. */
  104773. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  104774. var _this = this;
  104775. if (callback === void 0) { callback = function (bool) { }; }
  104776. // Use standing matrix if available
  104777. this.getEngine().initWebVRAsync().then(function (result) {
  104778. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  104779. callback(false);
  104780. }
  104781. else {
  104782. _this._standingMatrix = new BABYLON.Matrix();
  104783. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  104784. if (!_this.getScene().useRightHandedSystem) {
  104785. [2, 6, 8, 9, 14].forEach(function (num) {
  104786. if (_this._standingMatrix) {
  104787. _this._standingMatrix.m[num] *= -1;
  104788. }
  104789. });
  104790. }
  104791. callback(true);
  104792. }
  104793. });
  104794. };
  104795. /**
  104796. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  104797. * @returns A promise with a boolean set to if the standing matrix is supported.
  104798. */
  104799. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  104800. var _this = this;
  104801. return new Promise(function (res, rej) {
  104802. _this.useStandingMatrix(function (supported) {
  104803. res(supported);
  104804. });
  104805. });
  104806. };
  104807. /**
  104808. * Disposes the camera
  104809. */
  104810. WebVRFreeCamera.prototype.dispose = function () {
  104811. this._detachIfAttached();
  104812. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  104813. if (this._updateCacheWhenTrackingDisabledObserver) {
  104814. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  104815. }
  104816. _super.prototype.dispose.call(this);
  104817. };
  104818. /**
  104819. * Gets a vrController by name.
  104820. * @param name The name of the controller to retreive
  104821. * @returns the controller matching the name specified or null if not found
  104822. */
  104823. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  104824. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  104825. var gp = _a[_i];
  104826. if (gp.hand === name) {
  104827. return gp;
  104828. }
  104829. }
  104830. return null;
  104831. };
  104832. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  104833. /**
  104834. * The controller corrisponding to the users left hand.
  104835. */
  104836. get: function () {
  104837. if (!this._leftController) {
  104838. this._leftController = this.getControllerByName("left");
  104839. }
  104840. return this._leftController;
  104841. },
  104842. enumerable: true,
  104843. configurable: true
  104844. });
  104845. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  104846. /**
  104847. * The controller corrisponding to the users right hand.
  104848. */
  104849. get: function () {
  104850. if (!this._rightController) {
  104851. this._rightController = this.getControllerByName("right");
  104852. }
  104853. return this._rightController;
  104854. },
  104855. enumerable: true,
  104856. configurable: true
  104857. });
  104858. /**
  104859. * Casts a ray forward from the vrCamera's gaze.
  104860. * @param length Length of the ray (default: 100)
  104861. * @returns the ray corrisponding to the gaze
  104862. */
  104863. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  104864. if (length === void 0) { length = 100; }
  104865. if (this.leftCamera) {
  104866. // Use left eye to avoid computation to compute center on every call
  104867. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  104868. }
  104869. else {
  104870. return _super.prototype.getForwardRay.call(this, length);
  104871. }
  104872. };
  104873. /**
  104874. * @hidden
  104875. * Updates the camera based on device's frame data
  104876. */
  104877. WebVRFreeCamera.prototype._checkInputs = function () {
  104878. if (this._vrDevice && this._vrDevice.isPresenting) {
  104879. this._vrDevice.getFrameData(this._frameData);
  104880. this.updateFromDevice(this._frameData.pose);
  104881. }
  104882. _super.prototype._checkInputs.call(this);
  104883. };
  104884. /**
  104885. * Updates the poseControlled values based on the input device pose.
  104886. * @param poseData Pose coming from the device
  104887. */
  104888. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  104889. if (poseData && poseData.orientation) {
  104890. this.rawPose = poseData;
  104891. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  104892. if (this.getScene().useRightHandedSystem) {
  104893. this._deviceRoomRotationQuaternion.z *= -1;
  104894. this._deviceRoomRotationQuaternion.w *= -1;
  104895. }
  104896. if (this.webVROptions.trackPosition && this.rawPose.position) {
  104897. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  104898. if (this.getScene().useRightHandedSystem) {
  104899. this._deviceRoomPosition.z *= -1;
  104900. }
  104901. }
  104902. this._poseSet = true;
  104903. }
  104904. };
  104905. /**
  104906. * WebVR's attach control will start broadcasting frames to the device.
  104907. * Note that in certain browsers (chrome for example) this function must be called
  104908. * within a user-interaction callback. Example:
  104909. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  104910. *
  104911. * @param element html element to attach the vrDevice to
  104912. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  104913. */
  104914. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  104915. _super.prototype.attachControl.call(this, element, noPreventDefault);
  104916. this._attached = true;
  104917. this._htmlElementAttached = element;
  104918. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  104919. if (this._vrDevice) {
  104920. this.getEngine().enableVR();
  104921. }
  104922. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  104923. };
  104924. /**
  104925. * Detaches the camera from the html element and disables VR
  104926. *
  104927. * @param element html element to detach from
  104928. */
  104929. WebVRFreeCamera.prototype.detachControl = function (element) {
  104930. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  104931. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  104932. _super.prototype.detachControl.call(this, element);
  104933. this._attached = false;
  104934. this.getEngine().disableVR();
  104935. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  104936. };
  104937. /**
  104938. * @returns the name of this class
  104939. */
  104940. WebVRFreeCamera.prototype.getClassName = function () {
  104941. return "WebVRFreeCamera";
  104942. };
  104943. /**
  104944. * Calls resetPose on the vrDisplay
  104945. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  104946. */
  104947. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  104948. //uses the vrDisplay's "resetPose()".
  104949. //pitch and roll won't be affected.
  104950. this._vrDevice.resetPose();
  104951. };
  104952. /**
  104953. * @hidden
  104954. * Updates the rig cameras (left and right eye)
  104955. */
  104956. WebVRFreeCamera.prototype._updateRigCameras = function () {
  104957. var camLeft = this._rigCameras[0];
  104958. var camRight = this._rigCameras[1];
  104959. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  104960. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  104961. camLeft.position.copyFrom(this._deviceRoomPosition);
  104962. camRight.position.copyFrom(this._deviceRoomPosition);
  104963. };
  104964. // Remove translation from 6dof headset if trackposition is set to false
  104965. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  104966. if (isViewMatrix === void 0) { isViewMatrix = false; }
  104967. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  104968. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  104969. if (!isViewMatrix) {
  104970. this._tmpMatrix.invert();
  104971. }
  104972. this._tmpMatrix.multiplyToRef(matrix, matrix);
  104973. }
  104974. };
  104975. /**
  104976. * @hidden
  104977. * Updates the cached values of the camera
  104978. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  104979. */
  104980. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  104981. var _this = this;
  104982. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  104983. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  104984. if (!this.updateCacheCalled) {
  104985. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  104986. this.updateCacheCalled = true;
  104987. this.update();
  104988. }
  104989. // Set working vector to the device position in room space rotated by the new rotation
  104990. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  104991. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  104992. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  104993. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  104994. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  104995. // Add translation from anchor position
  104996. this._deviceToWorld.getTranslationToRef(this._workingVector);
  104997. this._workingVector.addInPlace(this.position);
  104998. this._workingVector.subtractInPlace(this._cache.position);
  104999. this._deviceToWorld.setTranslation(this._workingVector);
  105000. // Set an inverted matrix to be used when updating the camera
  105001. this._deviceToWorld.invertToRef(this._worldToDevice);
  105002. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105003. this.controllers.forEach(function (controller) {
  105004. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105005. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105006. controller.update();
  105007. });
  105008. }
  105009. if (!ignoreParentClass) {
  105010. _super.prototype._updateCache.call(this);
  105011. }
  105012. this.updateCacheCalled = false;
  105013. };
  105014. /**
  105015. * @hidden
  105016. * Get current device position in babylon world
  105017. */
  105018. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105019. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105020. };
  105021. /**
  105022. * Updates the current device position and rotation in the babylon world
  105023. */
  105024. WebVRFreeCamera.prototype.update = function () {
  105025. this._computeDevicePosition();
  105026. // Get current device rotation in babylon world
  105027. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105028. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105029. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105030. if (this._poseSet) {
  105031. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105032. }
  105033. _super.prototype.update.call(this);
  105034. };
  105035. /**
  105036. * @hidden
  105037. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105038. * @returns an identity matrix
  105039. */
  105040. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105041. return BABYLON.Matrix.Identity();
  105042. };
  105043. /**
  105044. * This function is called by the two RIG cameras.
  105045. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105046. */
  105047. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105048. var _this = this;
  105049. // Update the parent camera prior to using a child camera to avoid desynchronization
  105050. var parentCamera = this._cameraRigParams["parentCamera"];
  105051. parentCamera._updateCache();
  105052. //WebVR 1.1
  105053. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  105054. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  105055. if (!this.getScene().useRightHandedSystem) {
  105056. [2, 6, 8, 9, 14].forEach(function (num) {
  105057. _this._webvrViewMatrix.m[num] *= -1;
  105058. });
  105059. }
  105060. // update the camera rotation matrix
  105061. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  105062. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  105063. // Computing target and final matrix
  105064. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  105065. // should the view matrix be updated with scale and position offset?
  105066. if (parentCamera.deviceScaleFactor !== 1) {
  105067. this._webvrViewMatrix.invert();
  105068. // scale the position, if set
  105069. if (parentCamera.deviceScaleFactor) {
  105070. this._webvrViewMatrix.m[12] *= parentCamera.deviceScaleFactor;
  105071. this._webvrViewMatrix.m[13] *= parentCamera.deviceScaleFactor;
  105072. this._webvrViewMatrix.m[14] *= parentCamera.deviceScaleFactor;
  105073. }
  105074. this._webvrViewMatrix.invert();
  105075. }
  105076. // Remove translation from 6dof headset if trackposition is set to false
  105077. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  105078. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  105079. // Compute global position
  105080. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  105081. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  105082. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  105083. this._workingMatrix.getTranslationToRef(this._globalPosition);
  105084. this._markSyncedWithParent();
  105085. return this._webvrViewMatrix;
  105086. };
  105087. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  105088. var _this = this;
  105089. var parentCamera = this.parent;
  105090. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  105091. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  105092. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  105093. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  105094. //babylon compatible matrix
  105095. if (!this.getScene().useRightHandedSystem) {
  105096. [8, 9, 10, 11].forEach(function (num) {
  105097. _this._projectionMatrix.m[num] *= -1;
  105098. });
  105099. }
  105100. return this._projectionMatrix;
  105101. };
  105102. /**
  105103. * Initializes the controllers and their meshes
  105104. */
  105105. WebVRFreeCamera.prototype.initControllers = function () {
  105106. var _this = this;
  105107. this.controllers = [];
  105108. var manager = this.getScene().gamepadManager;
  105109. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  105110. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105111. var webVrController = gamepad;
  105112. if (webVrController.defaultModel) {
  105113. webVrController.defaultModel.setEnabled(false);
  105114. }
  105115. if (webVrController.hand === "right") {
  105116. _this._rightController = null;
  105117. }
  105118. if (webVrController.hand === "left") {
  105119. _this._leftController = null;
  105120. }
  105121. var controllerIndex = _this.controllers.indexOf(webVrController);
  105122. if (controllerIndex !== -1) {
  105123. _this.controllers.splice(controllerIndex, 1);
  105124. }
  105125. }
  105126. });
  105127. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  105128. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105129. var webVrController_1 = gamepad;
  105130. if (!_this.webVROptions.trackPosition) {
  105131. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  105132. // Cache must be updated before rendering controllers to avoid them being one frame behind
  105133. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  105134. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  105135. _this._updateCache();
  105136. });
  105137. }
  105138. }
  105139. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  105140. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  105141. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  105142. if (_this.webVROptions.controllerMeshes) {
  105143. if (webVrController_1.defaultModel) {
  105144. webVrController_1.defaultModel.setEnabled(true);
  105145. }
  105146. else {
  105147. // Load the meshes
  105148. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  105149. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  105150. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  105151. if (_this.webVROptions.defaultLightingOnControllers) {
  105152. if (!_this._lightOnControllers) {
  105153. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  105154. }
  105155. var activateLightOnSubMeshes_1 = function (mesh, light) {
  105156. var children = mesh.getChildren();
  105157. if (children && children.length !== 0) {
  105158. children.forEach(function (mesh) {
  105159. light.includedOnlyMeshes.push(mesh);
  105160. activateLightOnSubMeshes_1(mesh, light);
  105161. });
  105162. }
  105163. };
  105164. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  105165. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  105166. }
  105167. });
  105168. }
  105169. }
  105170. webVrController_1.attachToPoseControlledCamera(_this);
  105171. // since this is async - sanity check. Is the controller already stored?
  105172. if (_this.controllers.indexOf(webVrController_1) === -1) {
  105173. //add to the controllers array
  105174. _this.controllers.push(webVrController_1);
  105175. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  105176. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  105177. // So we're overriding setting left & right manually to be sure
  105178. var firstViveWandDetected = false;
  105179. for (var i = 0; i < _this.controllers.length; i++) {
  105180. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  105181. if (!firstViveWandDetected) {
  105182. firstViveWandDetected = true;
  105183. _this.controllers[i].hand = "left";
  105184. }
  105185. else {
  105186. _this.controllers[i].hand = "right";
  105187. }
  105188. }
  105189. }
  105190. //did we find enough controllers? Great! let the developer know.
  105191. if (_this.controllers.length >= 2) {
  105192. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  105193. }
  105194. }
  105195. }
  105196. });
  105197. };
  105198. return WebVRFreeCamera;
  105199. }(BABYLON.FreeCamera));
  105200. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  105201. })(BABYLON || (BABYLON = {}));
  105202. //# sourceMappingURL=babylon.webVRCamera.js.map
  105203. var BABYLON;
  105204. (function (BABYLON) {
  105205. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  105206. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  105207. });
  105208. // We're mainly based on the logic defined into the FreeCamera code
  105209. /**
  105210. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  105211. * being tilted forward or back and left or right.
  105212. */
  105213. var DeviceOrientationCamera = /** @class */ (function (_super) {
  105214. __extends(DeviceOrientationCamera, _super);
  105215. /**
  105216. * Creates a new device orientation camera
  105217. * @param name The name of the camera
  105218. * @param position The start position camera
  105219. * @param scene The scene the camera belongs to
  105220. */
  105221. function DeviceOrientationCamera(name, position, scene) {
  105222. var _this = _super.call(this, name, position, scene) || this;
  105223. _this._quaternionCache = new BABYLON.Quaternion();
  105224. _this.inputs.addDeviceOrientation();
  105225. return _this;
  105226. }
  105227. /**
  105228. * Gets the current instance class name ("DeviceOrientationCamera").
  105229. * This helps avoiding instanceof at run time.
  105230. * @returns the class name
  105231. */
  105232. DeviceOrientationCamera.prototype.getClassName = function () {
  105233. return "DeviceOrientationCamera";
  105234. };
  105235. /**
  105236. * @hidden
  105237. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  105238. */
  105239. DeviceOrientationCamera.prototype._checkInputs = function () {
  105240. _super.prototype._checkInputs.call(this);
  105241. this._quaternionCache.copyFrom(this.rotationQuaternion);
  105242. if (this._initialQuaternion) {
  105243. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105244. }
  105245. };
  105246. /**
  105247. * Reset the camera to its default orientation on the specified axis only.
  105248. * @param axis The axis to reset
  105249. */
  105250. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  105251. var _this = this;
  105252. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  105253. //can only work if this camera has a rotation quaternion already.
  105254. if (!this.rotationQuaternion) {
  105255. return;
  105256. }
  105257. if (!this._initialQuaternion) {
  105258. this._initialQuaternion = new BABYLON.Quaternion();
  105259. }
  105260. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  105261. ['x', 'y', 'z'].forEach(function (axisName) {
  105262. if (!axis[axisName]) {
  105263. _this._initialQuaternion[axisName] = 0;
  105264. }
  105265. else {
  105266. _this._initialQuaternion[axisName] *= -1;
  105267. }
  105268. });
  105269. this._initialQuaternion.normalize();
  105270. //force rotation update
  105271. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105272. };
  105273. return DeviceOrientationCamera;
  105274. }(BABYLON.FreeCamera));
  105275. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  105276. })(BABYLON || (BABYLON = {}));
  105277. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  105278. var BABYLON;
  105279. (function (BABYLON) {
  105280. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105281. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105282. });
  105283. /**
  105284. * Camera used to simulate VR rendering (based on FreeCamera)
  105285. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105286. */
  105287. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  105288. __extends(VRDeviceOrientationFreeCamera, _super);
  105289. /**
  105290. * Creates a new VRDeviceOrientationFreeCamera
  105291. * @param name defines camera name
  105292. * @param position defines the start position of the camera
  105293. * @param scene defines the scene the camera belongs to
  105294. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105295. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105296. */
  105297. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105298. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105299. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105300. var _this = _super.call(this, name, position, scene) || this;
  105301. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105302. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105303. return _this;
  105304. }
  105305. /**
  105306. * Gets camera class name
  105307. * @returns VRDeviceOrientationFreeCamera
  105308. */
  105309. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  105310. return "VRDeviceOrientationFreeCamera";
  105311. };
  105312. return VRDeviceOrientationFreeCamera;
  105313. }(BABYLON.DeviceOrientationCamera));
  105314. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  105315. })(BABYLON || (BABYLON = {}));
  105316. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  105317. var BABYLON;
  105318. (function (BABYLON) {
  105319. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105320. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  105321. });
  105322. /**
  105323. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105324. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105325. */
  105326. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  105327. __extends(VRDeviceOrientationArcRotateCamera, _super);
  105328. /**
  105329. * Creates a new VRDeviceOrientationArcRotateCamera
  105330. * @param name defines camera name
  105331. * @param alpha defines the camera rotation along the logitudinal axis
  105332. * @param beta defines the camera rotation along the latitudinal axis
  105333. * @param radius defines the camera distance from its target
  105334. * @param target defines the camera target
  105335. * @param scene defines the scene the camera belongs to
  105336. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105337. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105338. */
  105339. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  105340. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105341. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105342. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105343. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105344. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105345. _this.inputs.addVRDeviceOrientation();
  105346. return _this;
  105347. }
  105348. /**
  105349. * Gets camera class name
  105350. * @returns VRDeviceOrientationArcRotateCamera
  105351. */
  105352. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  105353. return "VRDeviceOrientationArcRotateCamera";
  105354. };
  105355. return VRDeviceOrientationArcRotateCamera;
  105356. }(BABYLON.ArcRotateCamera));
  105357. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  105358. })(BABYLON || (BABYLON = {}));
  105359. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  105360. var BABYLON;
  105361. (function (BABYLON) {
  105362. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  105363. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  105364. });
  105365. /**
  105366. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105367. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105368. */
  105369. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  105370. __extends(VRDeviceOrientationGamepadCamera, _super);
  105371. /**
  105372. * Creates a new VRDeviceOrientationGamepadCamera
  105373. * @param name defines camera name
  105374. * @param position defines the start position of the camera
  105375. * @param scene defines the scene the camera belongs to
  105376. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105377. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105378. */
  105379. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105380. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105381. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105382. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  105383. _this.inputs.addGamepad();
  105384. return _this;
  105385. }
  105386. /**
  105387. * Gets camera class name
  105388. * @returns VRDeviceOrientationGamepadCamera
  105389. */
  105390. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  105391. return "VRDeviceOrientationGamepadCamera";
  105392. };
  105393. return VRDeviceOrientationGamepadCamera;
  105394. }(BABYLON.VRDeviceOrientationFreeCamera));
  105395. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  105396. })(BABYLON || (BABYLON = {}));
  105397. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  105398. var BABYLON;
  105399. (function (BABYLON) {
  105400. var VRExperienceHelperGazer = /** @class */ (function () {
  105401. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  105402. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  105403. this.scene = scene;
  105404. /** @hidden */
  105405. this._pointerDownOnMeshAsked = false;
  105406. /** @hidden */
  105407. this._isActionableMesh = false;
  105408. /** @hidden */
  105409. this._teleportationRequestInitiated = false;
  105410. /** @hidden */
  105411. this._teleportationBackRequestInitiated = false;
  105412. /** @hidden */
  105413. this._rotationRightAsked = false;
  105414. /** @hidden */
  105415. this._rotationLeftAsked = false;
  105416. /** @hidden */
  105417. this._dpadPressed = true;
  105418. /** @hidden */
  105419. this._activePointer = false;
  105420. this._id = VRExperienceHelperGazer._idCounter++;
  105421. // Gaze tracker
  105422. if (!gazeTrackerToClone) {
  105423. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  105424. this._gazeTracker.bakeCurrentTransformIntoVertices();
  105425. this._gazeTracker.isPickable = false;
  105426. this._gazeTracker.isVisible = false;
  105427. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  105428. targetMat.specularColor = BABYLON.Color3.Black();
  105429. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105430. targetMat.backFaceCulling = false;
  105431. this._gazeTracker.material = targetMat;
  105432. }
  105433. else {
  105434. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  105435. }
  105436. }
  105437. /** @hidden */
  105438. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  105439. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  105440. };
  105441. /** @hidden */
  105442. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  105443. this._pointerDownOnMeshAsked = true;
  105444. if (this._currentHit) {
  105445. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  105446. }
  105447. };
  105448. /** @hidden */
  105449. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  105450. if (this._currentHit) {
  105451. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  105452. }
  105453. this._pointerDownOnMeshAsked = false;
  105454. };
  105455. /** @hidden */
  105456. VRExperienceHelperGazer.prototype._activatePointer = function () {
  105457. this._activePointer = true;
  105458. };
  105459. /** @hidden */
  105460. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  105461. this._activePointer = false;
  105462. };
  105463. /** @hidden */
  105464. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  105465. if (distance === void 0) { distance = 100; }
  105466. };
  105467. VRExperienceHelperGazer.prototype.dispose = function () {
  105468. this._interactionsEnabled = false;
  105469. this._teleportationEnabled = false;
  105470. if (this._gazeTracker) {
  105471. this._gazeTracker.dispose();
  105472. }
  105473. };
  105474. VRExperienceHelperGazer._idCounter = 0;
  105475. return VRExperienceHelperGazer;
  105476. }());
  105477. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  105478. __extends(VRExperienceHelperControllerGazer, _super);
  105479. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  105480. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  105481. _this.webVRController = webVRController;
  105482. // Laser pointer
  105483. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  105484. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  105485. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105486. laserPointerMaterial.alpha = 0.6;
  105487. _this._laserPointer.material = laserPointerMaterial;
  105488. _this._laserPointer.rotation.x = Math.PI / 2;
  105489. _this._laserPointer.position.z = -0.5;
  105490. _this._laserPointer.isVisible = false;
  105491. _this._laserPointer.isPickable = false;
  105492. if (!webVRController.mesh) {
  105493. // Create an empty mesh that is used prior to loading the high quality model
  105494. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  105495. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  105496. preloadPointerPose.rotation.x = -0.7;
  105497. preloadMesh.addChild(preloadPointerPose);
  105498. webVRController.attachToMesh(preloadMesh);
  105499. }
  105500. _this._setLaserPointerParent(webVRController.mesh);
  105501. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  105502. _this._setLaserPointerParent(mesh);
  105503. });
  105504. return _this;
  105505. }
  105506. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  105507. return this.webVRController.getForwardRay(length);
  105508. };
  105509. /** @hidden */
  105510. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  105511. _super.prototype._activatePointer.call(this);
  105512. this._laserPointer.isVisible = true;
  105513. };
  105514. /** @hidden */
  105515. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  105516. _super.prototype._deactivatePointer.call(this);
  105517. this._laserPointer.isVisible = false;
  105518. };
  105519. /** @hidden */
  105520. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  105521. this._laserPointer.material.emissiveColor = color;
  105522. };
  105523. /** @hidden */
  105524. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  105525. var makeNotPick = function (root) {
  105526. root.isPickable = false;
  105527. root.getChildMeshes().forEach(function (c) {
  105528. makeNotPick(c);
  105529. });
  105530. };
  105531. makeNotPick(mesh);
  105532. var childMeshes = mesh.getChildMeshes();
  105533. this.webVRController._pointingPoseNode = null;
  105534. for (var i = 0; i < childMeshes.length; i++) {
  105535. if (childMeshes[i].name && childMeshes[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  105536. mesh = childMeshes[i];
  105537. this.webVRController._pointingPoseNode = mesh;
  105538. break;
  105539. }
  105540. }
  105541. this._laserPointer.parent = mesh;
  105542. };
  105543. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  105544. if (distance === void 0) { distance = 100; }
  105545. this._laserPointer.scaling.y = distance;
  105546. this._laserPointer.position.z = -distance / 2;
  105547. };
  105548. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  105549. _super.prototype.dispose.call(this);
  105550. this._laserPointer.dispose();
  105551. if (this._meshAttachedObserver) {
  105552. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  105553. }
  105554. };
  105555. return VRExperienceHelperControllerGazer;
  105556. }(VRExperienceHelperGazer));
  105557. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  105558. __extends(VRExperienceHelperCameraGazer, _super);
  105559. function VRExperienceHelperCameraGazer(getCamera, scene) {
  105560. var _this = _super.call(this, scene) || this;
  105561. _this.getCamera = getCamera;
  105562. return _this;
  105563. }
  105564. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  105565. var camera = this.getCamera();
  105566. if (camera) {
  105567. return camera.getForwardRay(length);
  105568. }
  105569. else {
  105570. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  105571. }
  105572. };
  105573. return VRExperienceHelperCameraGazer;
  105574. }(VRExperienceHelperGazer));
  105575. /**
  105576. * Helps to quickly add VR support to an existing scene.
  105577. * See http://doc.babylonjs.com/how_to/webvr_helper
  105578. */
  105579. var VRExperienceHelper = /** @class */ (function () {
  105580. /**
  105581. * Instantiates a VRExperienceHelper.
  105582. * Helps to quickly add VR support to an existing scene.
  105583. * @param scene The scene the VRExperienceHelper belongs to.
  105584. * @param webVROptions Options to modify the vr experience helper's behavior.
  105585. */
  105586. function VRExperienceHelper(scene,
  105587. /** Options to modify the vr experience helper's behavior. */
  105588. webVROptions) {
  105589. if (webVROptions === void 0) { webVROptions = {}; }
  105590. var _this = this;
  105591. this.webVROptions = webVROptions;
  105592. // Can the system support WebVR, even if a headset isn't plugged in?
  105593. this._webVRsupported = false;
  105594. // If WebVR is supported, is a headset plugged in and are we ready to present?
  105595. this._webVRready = false;
  105596. // Are we waiting for the requestPresent callback to complete?
  105597. this._webVRrequesting = false;
  105598. // Are we presenting to the headset right now? (this is the vrDevice state)
  105599. this._webVRpresenting = false;
  105600. // Are we presenting in the fullscreen fallback?
  105601. this._fullscreenVRpresenting = false;
  105602. /**
  105603. * Observable raised when entering VR.
  105604. */
  105605. this.onEnteringVRObservable = new BABYLON.Observable();
  105606. /**
  105607. * Observable raised when exiting VR.
  105608. */
  105609. this.onExitingVRObservable = new BABYLON.Observable();
  105610. /**
  105611. * Observable raised when controller mesh is loaded.
  105612. */
  105613. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105614. this._useCustomVRButton = false;
  105615. this._teleportationRequested = false;
  105616. this._teleportActive = false;
  105617. this._floorMeshesCollection = [];
  105618. this._rotationAllowed = true;
  105619. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  105620. this._isDefaultTeleportationTarget = true;
  105621. this._teleportationFillColor = "#444444";
  105622. this._teleportationBorderColor = "#FFFFFF";
  105623. this._rotationAngle = 0;
  105624. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  105625. this._padSensibilityUp = 0.65;
  105626. this._padSensibilityDown = 0.35;
  105627. this._leftController = null;
  105628. this._rightController = null;
  105629. /**
  105630. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105631. */
  105632. this.onNewMeshSelected = new BABYLON.Observable();
  105633. /**
  105634. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105635. */
  105636. this.onNewMeshPicked = new BABYLON.Observable();
  105637. /**
  105638. * Observable raised before camera teleportation
  105639. */
  105640. this.onBeforeCameraTeleport = new BABYLON.Observable();
  105641. /**
  105642. * Observable raised after camera teleportation
  105643. */
  105644. this.onAfterCameraTeleport = new BABYLON.Observable();
  105645. /**
  105646. * Observable raised when current selected mesh gets unselected
  105647. */
  105648. this.onSelectedMeshUnselected = new BABYLON.Observable();
  105649. /**
  105650. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105651. */
  105652. this.teleportationEnabled = true;
  105653. this._teleportationInitialized = false;
  105654. this._interactionsEnabled = false;
  105655. this._interactionsRequested = false;
  105656. this._displayGaze = true;
  105657. this._displayLaserPointer = true;
  105658. /**
  105659. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105660. */
  105661. this.updateGazeTrackerScale = true;
  105662. this._onResize = function () {
  105663. _this.moveButtonToBottomRight();
  105664. if (_this._fullscreenVRpresenting && _this._webVRready) {
  105665. _this.exitVR();
  105666. }
  105667. };
  105668. this._onFullscreenChange = function () {
  105669. if (document.fullscreen !== undefined) {
  105670. _this._fullscreenVRpresenting = document.fullscreen;
  105671. }
  105672. else if (document.mozFullScreen !== undefined) {
  105673. _this._fullscreenVRpresenting = document.mozFullScreen;
  105674. }
  105675. else if (document.webkitIsFullScreen !== undefined) {
  105676. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  105677. }
  105678. else if (document.msIsFullScreen !== undefined) {
  105679. _this._fullscreenVRpresenting = document.msIsFullScreen;
  105680. }
  105681. else if (document.msFullscreenElement !== undefined) {
  105682. _this._fullscreenVRpresenting = document.msFullscreenElement;
  105683. }
  105684. if (!_this._fullscreenVRpresenting && _this._canvas) {
  105685. _this.exitVR();
  105686. if (!_this._useCustomVRButton) {
  105687. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  105688. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  105689. }
  105690. }
  105691. };
  105692. this.beforeRender = function () {
  105693. if (_this._leftController && _this._leftController._activePointer) {
  105694. _this._castRayAndSelectObject(_this._leftController);
  105695. }
  105696. if (_this._rightController && _this._rightController._activePointer) {
  105697. _this._castRayAndSelectObject(_this._rightController);
  105698. }
  105699. if (_this._noControllerIsActive) {
  105700. _this._castRayAndSelectObject(_this._cameraGazer);
  105701. }
  105702. else {
  105703. _this._cameraGazer._gazeTracker.isVisible = false;
  105704. }
  105705. };
  105706. this._onNewGamepadConnected = function (gamepad) {
  105707. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  105708. if (gamepad.leftStick) {
  105709. gamepad.onleftstickchanged(function (stickValues) {
  105710. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  105711. // Listening to classic/xbox gamepad only if no VR controller is active
  105712. if ((!_this._leftController && !_this._rightController) ||
  105713. ((_this._leftController && !_this._leftController._activePointer) &&
  105714. (_this._rightController && !_this._rightController._activePointer))) {
  105715. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  105716. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  105717. }
  105718. }
  105719. });
  105720. }
  105721. if (gamepad.rightStick) {
  105722. gamepad.onrightstickchanged(function (stickValues) {
  105723. if (_this._teleportationInitialized) {
  105724. _this._checkRotate(stickValues, _this._cameraGazer);
  105725. }
  105726. });
  105727. }
  105728. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  105729. gamepad.onbuttondown(function (buttonPressed) {
  105730. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  105731. _this._cameraGazer._selectionPointerDown();
  105732. }
  105733. });
  105734. gamepad.onbuttonup(function (buttonPressed) {
  105735. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  105736. _this._cameraGazer._selectionPointerUp();
  105737. }
  105738. });
  105739. }
  105740. }
  105741. else {
  105742. var webVRController = gamepad;
  105743. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  105744. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  105745. _this._rightController = controller;
  105746. }
  105747. else {
  105748. _this._leftController = controller;
  105749. }
  105750. _this._tryEnableInteractionOnController(controller);
  105751. }
  105752. };
  105753. // 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
  105754. this._tryEnableInteractionOnController = function (controller) {
  105755. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  105756. _this._enableInteractionOnController(controller);
  105757. }
  105758. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  105759. _this._enableTeleportationOnController(controller);
  105760. }
  105761. };
  105762. this._onNewGamepadDisconnected = function (gamepad) {
  105763. if (gamepad instanceof BABYLON.WebVRController) {
  105764. if (gamepad.hand === "left" && _this._leftController != null) {
  105765. _this._leftController.dispose();
  105766. _this._leftController = null;
  105767. }
  105768. if (gamepad.hand === "right" && _this._rightController != null) {
  105769. _this._rightController.dispose();
  105770. _this._rightController = null;
  105771. }
  105772. }
  105773. };
  105774. this._workingVector = BABYLON.Vector3.Zero();
  105775. this._workingQuaternion = BABYLON.Quaternion.Identity();
  105776. this._workingMatrix = BABYLON.Matrix.Identity();
  105777. this._scene = scene;
  105778. this._canvas = scene.getEngine().getRenderingCanvas();
  105779. // Parse options
  105780. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  105781. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  105782. }
  105783. if (webVROptions.createDeviceOrientationCamera === undefined) {
  105784. webVROptions.createDeviceOrientationCamera = true;
  105785. }
  105786. if (webVROptions.laserToggle === undefined) {
  105787. webVROptions.laserToggle = true;
  105788. }
  105789. if (webVROptions.defaultHeight === undefined) {
  105790. webVROptions.defaultHeight = 1.7;
  105791. }
  105792. if (webVROptions.useCustomVRButton) {
  105793. this._useCustomVRButton = true;
  105794. if (webVROptions.customVRButton) {
  105795. this._btnVR = webVROptions.customVRButton;
  105796. }
  105797. }
  105798. if (webVROptions.rayLength) {
  105799. this._rayLength = webVROptions.rayLength;
  105800. }
  105801. this._defaultHeight = webVROptions.defaultHeight;
  105802. if (webVROptions.positionScale) {
  105803. this._rayLength *= webVROptions.positionScale;
  105804. this._defaultHeight *= webVROptions.positionScale;
  105805. }
  105806. this._hasEnteredVR = false;
  105807. // Set position
  105808. if (this._scene.activeCamera) {
  105809. this._position = this._scene.activeCamera.position.clone();
  105810. }
  105811. else {
  105812. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  105813. }
  105814. // Set non-vr camera
  105815. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  105816. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  105817. // Copy data from existing camera
  105818. if (this._scene.activeCamera) {
  105819. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  105820. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  105821. // Set rotation from previous camera
  105822. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  105823. var targetCamera = this._scene.activeCamera;
  105824. if (targetCamera.rotationQuaternion) {
  105825. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  105826. }
  105827. else {
  105828. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  105829. }
  105830. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  105831. }
  105832. }
  105833. this._scene.activeCamera = this._deviceOrientationCamera;
  105834. if (this._canvas) {
  105835. this._scene.activeCamera.attachControl(this._canvas);
  105836. }
  105837. }
  105838. else {
  105839. this._existingCamera = this._scene.activeCamera;
  105840. }
  105841. // Create VR cameras
  105842. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  105843. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  105844. }
  105845. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  105846. this._webVRCamera.useStandingMatrix();
  105847. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  105848. // Create default button
  105849. if (!this._useCustomVRButton) {
  105850. this._btnVR = document.createElement("BUTTON");
  105851. this._btnVR.className = "babylonVRicon";
  105852. this._btnVR.id = "babylonVRiconbtn";
  105853. this._btnVR.title = "Click to switch to VR";
  105854. 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) }";
  105855. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  105856. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  105857. // css += ".babylonVRicon.vrdisplaysupported { }";
  105858. // css += ".babylonVRicon.vrdisplayready { }";
  105859. // css += ".babylonVRicon.vrdisplayrequesting { }";
  105860. var style = document.createElement('style');
  105861. style.appendChild(document.createTextNode(css));
  105862. document.getElementsByTagName('head')[0].appendChild(style);
  105863. this.moveButtonToBottomRight();
  105864. }
  105865. // VR button click event
  105866. if (this._btnVR) {
  105867. this._btnVR.addEventListener("click", function () {
  105868. if (!_this.isInVRMode) {
  105869. _this.enterVR();
  105870. }
  105871. else {
  105872. _this.exitVR();
  105873. }
  105874. });
  105875. }
  105876. // Window events
  105877. window.addEventListener("resize", this._onResize);
  105878. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  105879. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  105880. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  105881. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  105882. document.onmsfullscreenchange = this._onFullscreenChange;
  105883. // Display vr button when headset is connected
  105884. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  105885. this.displayVRButton();
  105886. }
  105887. else {
  105888. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  105889. if (e.vrDisplay) {
  105890. _this.displayVRButton();
  105891. }
  105892. });
  105893. }
  105894. // Exiting VR mode using 'ESC' key on desktop
  105895. this._onKeyDown = function (event) {
  105896. if (event.keyCode === 27 && _this.isInVRMode) {
  105897. _this.exitVR();
  105898. }
  105899. };
  105900. document.addEventListener("keydown", this._onKeyDown);
  105901. // Exiting VR mode double tapping the touch screen
  105902. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  105903. if (_this.isInVRMode) {
  105904. _this.exitVR();
  105905. if (_this._fullscreenVRpresenting) {
  105906. _this._scene.getEngine().switchFullscreen(true);
  105907. }
  105908. }
  105909. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  105910. // Listen for WebVR display changes
  105911. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  105912. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  105913. this._onVRRequestPresentStart = function () {
  105914. _this._webVRrequesting = true;
  105915. _this.updateButtonVisibility();
  105916. };
  105917. this._onVRRequestPresentComplete = function (success) {
  105918. _this._webVRrequesting = false;
  105919. _this.updateButtonVisibility();
  105920. };
  105921. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  105922. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  105923. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  105924. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  105925. scene.onDisposeObservable.add(function () {
  105926. _this.dispose();
  105927. });
  105928. // Gamepad connection events
  105929. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  105930. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  105931. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  105932. this.updateButtonVisibility();
  105933. //create easing functions
  105934. this._circleEase = new BABYLON.CircleEase();
  105935. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  105936. if (this.webVROptions.floorMeshes) {
  105937. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  105938. }
  105939. }
  105940. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  105941. /** Return this.onEnteringVRObservable
  105942. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  105943. */
  105944. get: function () {
  105945. return this.onEnteringVRObservable;
  105946. },
  105947. enumerable: true,
  105948. configurable: true
  105949. });
  105950. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  105951. /** Return this.onExitingVRObservable
  105952. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  105953. */
  105954. get: function () {
  105955. return this.onExitingVRObservable;
  105956. },
  105957. enumerable: true,
  105958. configurable: true
  105959. });
  105960. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  105961. /** Return this.onControllerMeshLoadedObservable
  105962. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  105963. */
  105964. get: function () {
  105965. return this.onControllerMeshLoadedObservable;
  105966. },
  105967. enumerable: true,
  105968. configurable: true
  105969. });
  105970. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  105971. /**
  105972. * The mesh used to display where the user is going to teleport.
  105973. */
  105974. get: function () {
  105975. return this._teleportationTarget;
  105976. },
  105977. /**
  105978. * Sets the mesh to be used to display where the user is going to teleport.
  105979. */
  105980. set: function (value) {
  105981. if (value) {
  105982. value.name = "teleportationTarget";
  105983. this._isDefaultTeleportationTarget = false;
  105984. this._teleportationTarget = value;
  105985. }
  105986. },
  105987. enumerable: true,
  105988. configurable: true
  105989. });
  105990. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  105991. /**
  105992. * 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
  105993. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  105994. * See http://doc.babylonjs.com/resources/baking_transformations
  105995. */
  105996. get: function () {
  105997. return this._cameraGazer._gazeTracker;
  105998. },
  105999. set: function (value) {
  106000. if (value) {
  106001. // Dispose of existing meshes
  106002. if (this._cameraGazer._gazeTracker) {
  106003. this._cameraGazer._gazeTracker.dispose();
  106004. }
  106005. if (this._leftController && this._leftController._gazeTracker) {
  106006. this._leftController._gazeTracker.dispose();
  106007. }
  106008. if (this._rightController && this._rightController._gazeTracker) {
  106009. this._rightController._gazeTracker.dispose();
  106010. }
  106011. // Set and create gaze trackers on head and controllers
  106012. this._cameraGazer._gazeTracker = value;
  106013. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106014. this._cameraGazer._gazeTracker.isPickable = false;
  106015. this._cameraGazer._gazeTracker.isVisible = false;
  106016. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106017. if (this._leftController) {
  106018. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106019. }
  106020. if (this._rightController) {
  106021. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106022. }
  106023. }
  106024. },
  106025. enumerable: true,
  106026. configurable: true
  106027. });
  106028. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106029. /**
  106030. * The gaze tracking mesh corresponding to the left controller
  106031. */
  106032. get: function () {
  106033. if (this._leftController) {
  106034. return this._leftController._gazeTracker;
  106035. }
  106036. return null;
  106037. },
  106038. enumerable: true,
  106039. configurable: true
  106040. });
  106041. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106042. /**
  106043. * The gaze tracking mesh corresponding to the right controller
  106044. */
  106045. get: function () {
  106046. if (this._rightController) {
  106047. return this._rightController._gazeTracker;
  106048. }
  106049. return null;
  106050. },
  106051. enumerable: true,
  106052. configurable: true
  106053. });
  106054. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  106055. /**
  106056. * If the ray of the gaze should be displayed.
  106057. */
  106058. get: function () {
  106059. return this._displayGaze;
  106060. },
  106061. /**
  106062. * Sets if the ray of the gaze should be displayed.
  106063. */
  106064. set: function (value) {
  106065. this._displayGaze = value;
  106066. if (!value) {
  106067. this._cameraGazer._gazeTracker.isVisible = false;
  106068. if (this._leftController) {
  106069. this._leftController._gazeTracker.isVisible = false;
  106070. }
  106071. if (this._rightController) {
  106072. this._rightController._gazeTracker.isVisible = false;
  106073. }
  106074. }
  106075. },
  106076. enumerable: true,
  106077. configurable: true
  106078. });
  106079. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  106080. /**
  106081. * If the ray of the LaserPointer should be displayed.
  106082. */
  106083. get: function () {
  106084. return this._displayLaserPointer;
  106085. },
  106086. /**
  106087. * Sets if the ray of the LaserPointer should be displayed.
  106088. */
  106089. set: function (value) {
  106090. this._displayLaserPointer = value;
  106091. if (!value) {
  106092. if (this._rightController) {
  106093. this._rightController._deactivatePointer();
  106094. this._rightController._gazeTracker.isVisible = false;
  106095. }
  106096. if (this._leftController) {
  106097. this._leftController._deactivatePointer();
  106098. this._leftController._gazeTracker.isVisible = false;
  106099. }
  106100. }
  106101. else {
  106102. if (this._rightController) {
  106103. this._rightController._activatePointer();
  106104. }
  106105. if (this._leftController) {
  106106. this._leftController._activatePointer();
  106107. }
  106108. }
  106109. },
  106110. enumerable: true,
  106111. configurable: true
  106112. });
  106113. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  106114. /**
  106115. * The deviceOrientationCamera used as the camera when not in VR.
  106116. */
  106117. get: function () {
  106118. return this._deviceOrientationCamera;
  106119. },
  106120. enumerable: true,
  106121. configurable: true
  106122. });
  106123. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  106124. /**
  106125. * Based on the current WebVR support, returns the current VR camera used.
  106126. */
  106127. get: function () {
  106128. if (this._webVRready) {
  106129. return this._webVRCamera;
  106130. }
  106131. else {
  106132. return this._scene.activeCamera;
  106133. }
  106134. },
  106135. enumerable: true,
  106136. configurable: true
  106137. });
  106138. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  106139. /**
  106140. * The webVRCamera which is used when in VR.
  106141. */
  106142. get: function () {
  106143. return this._webVRCamera;
  106144. },
  106145. enumerable: true,
  106146. configurable: true
  106147. });
  106148. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  106149. /**
  106150. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106151. */
  106152. get: function () {
  106153. return this._vrDeviceOrientationCamera;
  106154. },
  106155. enumerable: true,
  106156. configurable: true
  106157. });
  106158. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  106159. get: function () {
  106160. var result = this._cameraGazer._teleportationRequestInitiated
  106161. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  106162. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  106163. return result;
  106164. },
  106165. enumerable: true,
  106166. configurable: true
  106167. });
  106168. // Raised when one of the controller has loaded successfully its associated default mesh
  106169. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  106170. if (this._leftController && this._leftController.webVRController == webVRController) {
  106171. if (webVRController.mesh) {
  106172. this._leftController._setLaserPointerParent(webVRController.mesh);
  106173. }
  106174. }
  106175. if (this._rightController && this._rightController.webVRController == webVRController) {
  106176. if (webVRController.mesh) {
  106177. this._rightController._setLaserPointerParent(webVRController.mesh);
  106178. }
  106179. }
  106180. try {
  106181. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  106182. }
  106183. catch (err) {
  106184. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  106185. }
  106186. };
  106187. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  106188. /**
  106189. * Gets a value indicating if we are currently in VR mode.
  106190. */
  106191. get: function () {
  106192. return this._webVRpresenting || this._fullscreenVRpresenting;
  106193. },
  106194. enumerable: true,
  106195. configurable: true
  106196. });
  106197. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  106198. var vrDisplay = this._scene.getEngine().getVRDevice();
  106199. if (vrDisplay) {
  106200. var wasPresenting = this._webVRpresenting;
  106201. this._webVRpresenting = vrDisplay.isPresenting;
  106202. if (wasPresenting && !this._webVRpresenting) {
  106203. this.exitVR();
  106204. }
  106205. }
  106206. else {
  106207. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  106208. }
  106209. this.updateButtonVisibility();
  106210. };
  106211. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  106212. this._webVRsupported = eventArgs.vrSupported;
  106213. this._webVRready = !!eventArgs.vrDisplay;
  106214. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  106215. this.updateButtonVisibility();
  106216. };
  106217. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  106218. if (this._canvas && !this._useCustomVRButton) {
  106219. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  106220. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  106221. }
  106222. };
  106223. VRExperienceHelper.prototype.displayVRButton = function () {
  106224. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  106225. document.body.appendChild(this._btnVR);
  106226. this._btnVRDisplayed = true;
  106227. }
  106228. };
  106229. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  106230. if (!this._btnVR || this._useCustomVRButton) {
  106231. return;
  106232. }
  106233. this._btnVR.className = "babylonVRicon";
  106234. if (this.isInVRMode) {
  106235. this._btnVR.className += " vrdisplaypresenting";
  106236. }
  106237. else {
  106238. if (this._webVRready) {
  106239. this._btnVR.className += " vrdisplayready";
  106240. }
  106241. if (this._webVRsupported) {
  106242. this._btnVR.className += " vrdisplaysupported";
  106243. }
  106244. if (this._webVRrequesting) {
  106245. this._btnVR.className += " vrdisplayrequesting";
  106246. }
  106247. }
  106248. };
  106249. /**
  106250. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106251. * Otherwise, will use the fullscreen API.
  106252. */
  106253. VRExperienceHelper.prototype.enterVR = function () {
  106254. if (this.onEnteringVRObservable) {
  106255. try {
  106256. this.onEnteringVRObservable.notifyObservers(this);
  106257. }
  106258. catch (err) {
  106259. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  106260. }
  106261. }
  106262. if (this._scene.activeCamera) {
  106263. this._position = this._scene.activeCamera.position.clone();
  106264. // make sure that we return to the last active camera
  106265. this._existingCamera = this._scene.activeCamera;
  106266. }
  106267. if (this._webVRrequesting) {
  106268. return;
  106269. }
  106270. // If WebVR is supported and a headset is connected
  106271. if (this._webVRready) {
  106272. if (!this._webVRpresenting) {
  106273. this._webVRCamera.position = this._position;
  106274. this._scene.activeCamera = this._webVRCamera;
  106275. }
  106276. }
  106277. else if (this._vrDeviceOrientationCamera) {
  106278. this._vrDeviceOrientationCamera.position = this._position;
  106279. if (this._scene.activeCamera) {
  106280. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106281. }
  106282. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  106283. this._scene.getEngine().switchFullscreen(true);
  106284. this.updateButtonVisibility();
  106285. }
  106286. if (this._scene.activeCamera && this._canvas) {
  106287. this._scene.activeCamera.attachControl(this._canvas);
  106288. }
  106289. if (this._interactionsEnabled) {
  106290. this._scene.registerBeforeRender(this.beforeRender);
  106291. }
  106292. this._hasEnteredVR = true;
  106293. };
  106294. /**
  106295. * Attempt to exit VR, or fullscreen.
  106296. */
  106297. VRExperienceHelper.prototype.exitVR = function () {
  106298. if (this._hasEnteredVR) {
  106299. if (this.onExitingVRObservable) {
  106300. try {
  106301. this.onExitingVRObservable.notifyObservers(this);
  106302. }
  106303. catch (err) {
  106304. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  106305. }
  106306. }
  106307. if (this._webVRpresenting) {
  106308. this._scene.getEngine().disableVR();
  106309. }
  106310. if (this._scene.activeCamera) {
  106311. this._position = this._scene.activeCamera.position.clone();
  106312. }
  106313. if (this._deviceOrientationCamera) {
  106314. this._deviceOrientationCamera.position = this._position;
  106315. this._scene.activeCamera = this._deviceOrientationCamera;
  106316. if (this._canvas) {
  106317. this._scene.activeCamera.attachControl(this._canvas);
  106318. }
  106319. }
  106320. else if (this._existingCamera) {
  106321. this._existingCamera.position = this._position;
  106322. this._scene.activeCamera = this._existingCamera;
  106323. }
  106324. this.updateButtonVisibility();
  106325. if (this._interactionsEnabled) {
  106326. this._scene.unregisterBeforeRender(this.beforeRender);
  106327. this._cameraGazer._gazeTracker.isVisible = false;
  106328. if (this._leftController) {
  106329. this._leftController._gazeTracker.isVisible = false;
  106330. }
  106331. if (this._rightController) {
  106332. this._rightController._gazeTracker.isVisible = false;
  106333. }
  106334. }
  106335. // resize to update width and height when exiting vr exits fullscreen
  106336. this._scene.getEngine().resize();
  106337. this._hasEnteredVR = false;
  106338. }
  106339. };
  106340. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  106341. /**
  106342. * The position of the vr experience helper.
  106343. */
  106344. get: function () {
  106345. return this._position;
  106346. },
  106347. /**
  106348. * Sets the position of the vr experience helper.
  106349. */
  106350. set: function (value) {
  106351. this._position = value;
  106352. if (this._scene.activeCamera) {
  106353. this._scene.activeCamera.position = value;
  106354. }
  106355. },
  106356. enumerable: true,
  106357. configurable: true
  106358. });
  106359. /**
  106360. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106361. */
  106362. VRExperienceHelper.prototype.enableInteractions = function () {
  106363. var _this = this;
  106364. if (!this._interactionsEnabled) {
  106365. this._interactionsRequested = true;
  106366. if (this._leftController) {
  106367. this._enableInteractionOnController(this._leftController);
  106368. }
  106369. if (this._rightController) {
  106370. this._enableInteractionOnController(this._rightController);
  106371. }
  106372. this.raySelectionPredicate = function (mesh) {
  106373. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  106374. };
  106375. this.meshSelectionPredicate = function (mesh) {
  106376. return true;
  106377. };
  106378. this._raySelectionPredicate = function (mesh) {
  106379. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  106380. && mesh.name.indexOf("teleportationTarget") === -1
  106381. && mesh.name.indexOf("torusTeleportation") === -1)) {
  106382. return _this.raySelectionPredicate(mesh);
  106383. }
  106384. return false;
  106385. };
  106386. this._interactionsEnabled = true;
  106387. }
  106388. };
  106389. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  106390. get: function () {
  106391. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  106392. },
  106393. enumerable: true,
  106394. configurable: true
  106395. });
  106396. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  106397. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  106398. if (this._floorMeshesCollection[i].id === mesh.id) {
  106399. return true;
  106400. }
  106401. }
  106402. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  106403. return true;
  106404. }
  106405. return false;
  106406. };
  106407. /**
  106408. * Adds a floor mesh to be used for teleportation.
  106409. * @param floorMesh the mesh to be used for teleportation.
  106410. */
  106411. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  106412. if (!this._floorMeshesCollection) {
  106413. return;
  106414. }
  106415. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  106416. return;
  106417. }
  106418. this._floorMeshesCollection.push(floorMesh);
  106419. };
  106420. /**
  106421. * Removes a floor mesh from being used for teleportation.
  106422. * @param floorMesh the mesh to be removed.
  106423. */
  106424. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  106425. if (!this._floorMeshesCollection) {
  106426. return;
  106427. }
  106428. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  106429. if (meshIndex !== -1) {
  106430. this._floorMeshesCollection.splice(meshIndex, 1);
  106431. }
  106432. };
  106433. /**
  106434. * Enables interactions and teleportation using the VR controllers and gaze.
  106435. * @param vrTeleportationOptions options to modify teleportation behavior.
  106436. */
  106437. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  106438. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  106439. if (!this._teleportationInitialized) {
  106440. this._teleportationRequested = true;
  106441. this.enableInteractions();
  106442. if (vrTeleportationOptions.floorMeshName) {
  106443. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  106444. }
  106445. if (vrTeleportationOptions.floorMeshes) {
  106446. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  106447. }
  106448. if (this._leftController != null) {
  106449. this._enableTeleportationOnController(this._leftController);
  106450. }
  106451. if (this._rightController != null) {
  106452. this._enableTeleportationOnController(this._rightController);
  106453. }
  106454. // Creates an image processing post process for the vignette not relying
  106455. // on the main scene configuration for image processing to reduce setup and spaces
  106456. // (gamma/linear) conflicts.
  106457. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  106458. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  106459. imageProcessingConfiguration.vignetteEnabled = true;
  106460. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  106461. this._webVRCamera.detachPostProcess(this._postProcessMove);
  106462. this._teleportationInitialized = true;
  106463. if (this._isDefaultTeleportationTarget) {
  106464. this._createTeleportationCircles();
  106465. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  106466. }
  106467. }
  106468. };
  106469. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  106470. var _this = this;
  106471. var controllerMesh = controller.webVRController.mesh;
  106472. if (controllerMesh) {
  106473. controller._interactionsEnabled = true;
  106474. controller._activatePointer();
  106475. if (this.webVROptions.laserToggle) {
  106476. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  106477. // Enabling / disabling laserPointer
  106478. if (_this._displayLaserPointer && stateObject.value === 1) {
  106479. if (controller._activePointer) {
  106480. controller._deactivatePointer();
  106481. }
  106482. else {
  106483. controller._activatePointer();
  106484. }
  106485. if (_this.displayGaze) {
  106486. controller._gazeTracker.isVisible = controller._activePointer;
  106487. }
  106488. }
  106489. });
  106490. }
  106491. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  106492. var gazer = controller;
  106493. if (_this._noControllerIsActive) {
  106494. gazer = _this._cameraGazer;
  106495. }
  106496. if (!gazer._pointerDownOnMeshAsked) {
  106497. if (stateObject.value > _this._padSensibilityUp) {
  106498. gazer._selectionPointerDown();
  106499. }
  106500. }
  106501. else if (stateObject.value < _this._padSensibilityDown) {
  106502. gazer._selectionPointerUp();
  106503. }
  106504. });
  106505. }
  106506. };
  106507. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  106508. // Dont teleport if another gaze already requested teleportation
  106509. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  106510. return;
  106511. }
  106512. if (!gazer._teleportationRequestInitiated) {
  106513. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  106514. gazer._activatePointer();
  106515. gazer._teleportationRequestInitiated = true;
  106516. }
  106517. }
  106518. else {
  106519. // Listening to the proper controller values changes to confirm teleportation
  106520. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  106521. if (this._teleportActive) {
  106522. this.teleportCamera(this._haloCenter);
  106523. }
  106524. gazer._teleportationRequestInitiated = false;
  106525. }
  106526. }
  106527. };
  106528. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  106529. // Only rotate when user is not currently selecting a teleportation location
  106530. if (gazer._teleportationRequestInitiated) {
  106531. return;
  106532. }
  106533. if (!gazer._rotationLeftAsked) {
  106534. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  106535. gazer._rotationLeftAsked = true;
  106536. if (this._rotationAllowed) {
  106537. this._rotateCamera(false);
  106538. }
  106539. }
  106540. }
  106541. else {
  106542. if (stateObject.x > -this._padSensibilityDown) {
  106543. gazer._rotationLeftAsked = false;
  106544. }
  106545. }
  106546. if (!gazer._rotationRightAsked) {
  106547. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  106548. gazer._rotationRightAsked = true;
  106549. if (this._rotationAllowed) {
  106550. this._rotateCamera(true);
  106551. }
  106552. }
  106553. }
  106554. else {
  106555. if (stateObject.x < this._padSensibilityDown) {
  106556. gazer._rotationRightAsked = false;
  106557. }
  106558. }
  106559. };
  106560. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  106561. // Only teleport backwards when user is not currently selecting a teleportation location
  106562. if (gazer._teleportationRequestInitiated) {
  106563. return;
  106564. }
  106565. // Teleport backwards
  106566. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  106567. if (!gazer._teleportationBackRequestInitiated) {
  106568. if (!this.currentVRCamera) {
  106569. return;
  106570. }
  106571. // Get rotation and position of the current camera
  106572. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  106573. var position = this.currentVRCamera.position;
  106574. // If the camera has device position, use that instead
  106575. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  106576. rotation = this.currentVRCamera.deviceRotationQuaternion;
  106577. position = this.currentVRCamera.devicePosition;
  106578. }
  106579. // Get matrix with only the y rotation of the device rotation
  106580. rotation.toEulerAnglesToRef(this._workingVector);
  106581. this._workingVector.z = 0;
  106582. this._workingVector.x = 0;
  106583. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  106584. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  106585. // Rotate backwards ray by device rotation to cast at the ground behind the user
  106586. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  106587. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  106588. var ray = new BABYLON.Ray(position, this._workingVector);
  106589. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  106590. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  106591. this.teleportCamera(hit.pickedPoint);
  106592. }
  106593. gazer._teleportationBackRequestInitiated = true;
  106594. }
  106595. }
  106596. else {
  106597. gazer._teleportationBackRequestInitiated = false;
  106598. }
  106599. };
  106600. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  106601. var _this = this;
  106602. var controllerMesh = controller.webVRController.mesh;
  106603. if (controllerMesh) {
  106604. if (!controller._interactionsEnabled) {
  106605. this._enableInteractionOnController(controller);
  106606. }
  106607. controller._interactionsEnabled = true;
  106608. controller._teleportationEnabled = true;
  106609. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106610. controller._dpadPressed = false;
  106611. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  106612. controller._dpadPressed = stateObject.pressed;
  106613. if (!controller._dpadPressed) {
  106614. controller._rotationLeftAsked = false;
  106615. controller._rotationRightAsked = false;
  106616. controller._teleportationBackRequestInitiated = false;
  106617. }
  106618. });
  106619. }
  106620. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  106621. if (_this.teleportationEnabled) {
  106622. _this._checkTeleportBackwards(stateObject, controller);
  106623. _this._checkTeleportWithRay(stateObject, controller);
  106624. }
  106625. _this._checkRotate(stateObject, controller);
  106626. });
  106627. }
  106628. };
  106629. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  106630. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  106631. this._teleportationTarget.isPickable = false;
  106632. var length = 512;
  106633. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  106634. dynamicTexture.hasAlpha = true;
  106635. var context = dynamicTexture.getContext();
  106636. var centerX = length / 2;
  106637. var centerY = length / 2;
  106638. var radius = 200;
  106639. context.beginPath();
  106640. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  106641. context.fillStyle = this._teleportationFillColor;
  106642. context.fill();
  106643. context.lineWidth = 10;
  106644. context.strokeStyle = this._teleportationBorderColor;
  106645. context.stroke();
  106646. context.closePath();
  106647. dynamicTexture.update();
  106648. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  106649. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  106650. this._teleportationTarget.material = teleportationCircleMaterial;
  106651. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  106652. torus.isPickable = false;
  106653. torus.parent = this._teleportationTarget;
  106654. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  106655. var keys = [];
  106656. keys.push({
  106657. frame: 0,
  106658. value: 0
  106659. });
  106660. keys.push({
  106661. frame: 30,
  106662. value: 0.4
  106663. });
  106664. keys.push({
  106665. frame: 60,
  106666. value: 0
  106667. });
  106668. animationInnerCircle.setKeys(keys);
  106669. var easingFunction = new BABYLON.SineEase();
  106670. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106671. animationInnerCircle.setEasingFunction(easingFunction);
  106672. torus.animations = [];
  106673. torus.animations.push(animationInnerCircle);
  106674. this._scene.beginAnimation(torus, 0, 60, true);
  106675. this._hideTeleportationTarget();
  106676. };
  106677. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  106678. this._teleportActive = true;
  106679. if (this._teleportationInitialized) {
  106680. this._teleportationTarget.isVisible = true;
  106681. if (this._isDefaultTeleportationTarget) {
  106682. this._teleportationTarget.getChildren()[0].isVisible = true;
  106683. }
  106684. }
  106685. };
  106686. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  106687. this._teleportActive = false;
  106688. if (this._teleportationInitialized) {
  106689. this._teleportationTarget.isVisible = false;
  106690. if (this._isDefaultTeleportationTarget) {
  106691. this._teleportationTarget.getChildren()[0].isVisible = false;
  106692. }
  106693. }
  106694. };
  106695. VRExperienceHelper.prototype._rotateCamera = function (right) {
  106696. var _this = this;
  106697. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  106698. return;
  106699. }
  106700. if (right) {
  106701. this._rotationAngle++;
  106702. }
  106703. else {
  106704. this._rotationAngle--;
  106705. }
  106706. this.currentVRCamera.animations = [];
  106707. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  106708. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106709. var animationRotationKeys = [];
  106710. animationRotationKeys.push({
  106711. frame: 0,
  106712. value: this.currentVRCamera.rotationQuaternion
  106713. });
  106714. animationRotationKeys.push({
  106715. frame: 6,
  106716. value: target
  106717. });
  106718. animationRotation.setKeys(animationRotationKeys);
  106719. animationRotation.setEasingFunction(this._circleEase);
  106720. this.currentVRCamera.animations.push(animationRotation);
  106721. this._postProcessMove.animations = [];
  106722. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106723. var vignetteWeightKeys = [];
  106724. vignetteWeightKeys.push({
  106725. frame: 0,
  106726. value: 0
  106727. });
  106728. vignetteWeightKeys.push({
  106729. frame: 3,
  106730. value: 4
  106731. });
  106732. vignetteWeightKeys.push({
  106733. frame: 6,
  106734. value: 0
  106735. });
  106736. animationPP.setKeys(vignetteWeightKeys);
  106737. animationPP.setEasingFunction(this._circleEase);
  106738. this._postProcessMove.animations.push(animationPP);
  106739. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106740. var vignetteStretchKeys = [];
  106741. vignetteStretchKeys.push({
  106742. frame: 0,
  106743. value: 0
  106744. });
  106745. vignetteStretchKeys.push({
  106746. frame: 3,
  106747. value: 10
  106748. });
  106749. vignetteStretchKeys.push({
  106750. frame: 6,
  106751. value: 0
  106752. });
  106753. animationPP2.setKeys(vignetteStretchKeys);
  106754. animationPP2.setEasingFunction(this._circleEase);
  106755. this._postProcessMove.animations.push(animationPP2);
  106756. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  106757. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  106758. this._postProcessMove.samples = 4;
  106759. this._webVRCamera.attachPostProcess(this._postProcessMove);
  106760. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  106761. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  106762. });
  106763. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  106764. };
  106765. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  106766. if (hit.pickedPoint) {
  106767. if (gazer._teleportationRequestInitiated) {
  106768. this._displayTeleportationTarget();
  106769. this._haloCenter.copyFrom(hit.pickedPoint);
  106770. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  106771. }
  106772. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  106773. if (pickNormal) {
  106774. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  106775. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  106776. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  106777. }
  106778. this._teleportationTarget.position.y += 0.1;
  106779. }
  106780. };
  106781. /**
  106782. * Teleports the users feet to the desired location
  106783. * @param location The location where the user's feet should be placed
  106784. */
  106785. VRExperienceHelper.prototype.teleportCamera = function (location) {
  106786. var _this = this;
  106787. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  106788. return;
  106789. }
  106790. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  106791. // offset of the headset from the anchor.
  106792. if (this.webVRCamera.leftCamera) {
  106793. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  106794. this._workingVector.subtractInPlace(this.webVRCamera.position);
  106795. location.subtractToRef(this._workingVector, this._workingVector);
  106796. }
  106797. else {
  106798. this._workingVector.copyFrom(location);
  106799. }
  106800. // Add height to account for user's height offset
  106801. if (this.isInVRMode) {
  106802. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  106803. }
  106804. else {
  106805. this._workingVector.y += this._defaultHeight;
  106806. }
  106807. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  106808. // Create animation from the camera's position to the new location
  106809. this.currentVRCamera.animations = [];
  106810. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106811. var animationCameraTeleportationKeys = [{
  106812. frame: 0,
  106813. value: this.currentVRCamera.position
  106814. },
  106815. {
  106816. frame: 11,
  106817. value: this._workingVector
  106818. }
  106819. ];
  106820. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  106821. animationCameraTeleportation.setEasingFunction(this._circleEase);
  106822. this.currentVRCamera.animations.push(animationCameraTeleportation);
  106823. this._postProcessMove.animations = [];
  106824. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106825. var vignetteWeightKeys = [];
  106826. vignetteWeightKeys.push({
  106827. frame: 0,
  106828. value: 0
  106829. });
  106830. vignetteWeightKeys.push({
  106831. frame: 5,
  106832. value: 8
  106833. });
  106834. vignetteWeightKeys.push({
  106835. frame: 11,
  106836. value: 0
  106837. });
  106838. animationPP.setKeys(vignetteWeightKeys);
  106839. this._postProcessMove.animations.push(animationPP);
  106840. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106841. var vignetteStretchKeys = [];
  106842. vignetteStretchKeys.push({
  106843. frame: 0,
  106844. value: 0
  106845. });
  106846. vignetteStretchKeys.push({
  106847. frame: 5,
  106848. value: 10
  106849. });
  106850. vignetteStretchKeys.push({
  106851. frame: 11,
  106852. value: 0
  106853. });
  106854. animationPP2.setKeys(vignetteStretchKeys);
  106855. this._postProcessMove.animations.push(animationPP2);
  106856. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  106857. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  106858. this._webVRCamera.attachPostProcess(this._postProcessMove);
  106859. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  106860. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  106861. });
  106862. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  106863. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  106864. });
  106865. this._hideTeleportationTarget();
  106866. };
  106867. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  106868. if (normal) {
  106869. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  106870. if (angle < Math.PI / 2) {
  106871. normal.scaleInPlace(-1);
  106872. }
  106873. }
  106874. return normal;
  106875. };
  106876. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  106877. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  106878. return;
  106879. }
  106880. var ray = gazer._getForwardRay(this._rayLength);
  106881. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  106882. if (hit) {
  106883. // Populate the contrllers mesh that can be used for drag/drop
  106884. if (gazer._laserPointer) {
  106885. hit.originMesh = gazer._laserPointer.parent;
  106886. }
  106887. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  106888. }
  106889. gazer._currentHit = hit;
  106890. // Moving the gazeTracker on the mesh face targetted
  106891. if (hit && hit.pickedPoint) {
  106892. if (this._displayGaze) {
  106893. var multiplier = 1;
  106894. gazer._gazeTracker.isVisible = true;
  106895. if (gazer._isActionableMesh) {
  106896. multiplier = 3;
  106897. }
  106898. if (this.updateGazeTrackerScale) {
  106899. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  106900. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  106901. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  106902. }
  106903. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  106904. // To avoid z-fighting
  106905. var deltaFighting = 0.002;
  106906. if (pickNormal) {
  106907. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  106908. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  106909. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  106910. }
  106911. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  106912. if (gazer._gazeTracker.position.x < 0) {
  106913. gazer._gazeTracker.position.x += deltaFighting;
  106914. }
  106915. else {
  106916. gazer._gazeTracker.position.x -= deltaFighting;
  106917. }
  106918. if (gazer._gazeTracker.position.y < 0) {
  106919. gazer._gazeTracker.position.y += deltaFighting;
  106920. }
  106921. else {
  106922. gazer._gazeTracker.position.y -= deltaFighting;
  106923. }
  106924. if (gazer._gazeTracker.position.z < 0) {
  106925. gazer._gazeTracker.position.z += deltaFighting;
  106926. }
  106927. else {
  106928. gazer._gazeTracker.position.z -= deltaFighting;
  106929. }
  106930. }
  106931. // Changing the size of the laser pointer based on the distance from the targetted point
  106932. gazer._updatePointerDistance(hit.distance);
  106933. }
  106934. else {
  106935. gazer._updatePointerDistance();
  106936. gazer._gazeTracker.isVisible = false;
  106937. }
  106938. if (hit && hit.pickedMesh) {
  106939. // The object selected is the floor, we're in a teleportation scenario
  106940. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  106941. // Moving the teleportation area to this targetted point
  106942. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  106943. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  106944. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  106945. }
  106946. gazer._currentMeshSelected = null;
  106947. if (gazer._teleportationRequestInitiated) {
  106948. this._moveTeleportationSelectorTo(hit, gazer, ray);
  106949. }
  106950. return;
  106951. }
  106952. // If not, we're in a selection scenario
  106953. //this._teleportationAllowed = false;
  106954. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  106955. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  106956. this.onNewMeshPicked.notifyObservers(hit);
  106957. gazer._currentMeshSelected = hit.pickedMesh;
  106958. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  106959. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  106960. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  106961. gazer._isActionableMesh = true;
  106962. }
  106963. else {
  106964. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  106965. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  106966. gazer._isActionableMesh = false;
  106967. }
  106968. try {
  106969. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  106970. }
  106971. catch (err) {
  106972. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  106973. }
  106974. }
  106975. else {
  106976. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  106977. gazer._currentMeshSelected = null;
  106978. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  106979. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  106980. }
  106981. }
  106982. }
  106983. else {
  106984. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  106985. gazer._currentMeshSelected = null;
  106986. //this._teleportationAllowed = false;
  106987. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  106988. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  106989. }
  106990. };
  106991. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  106992. if (mesh) {
  106993. this.onSelectedMeshUnselected.notifyObservers(mesh);
  106994. }
  106995. };
  106996. /**
  106997. * Sets the color of the laser ray from the vr controllers.
  106998. * @param color new color for the ray.
  106999. */
  107000. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  107001. if (this._leftController) {
  107002. this._leftController._setLaserPointerColor(color);
  107003. }
  107004. if (this._rightController) {
  107005. this._rightController._setLaserPointerColor(color);
  107006. }
  107007. };
  107008. /**
  107009. * Sets the color of the ray from the vr headsets gaze.
  107010. * @param color new color for the ray.
  107011. */
  107012. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  107013. if (!this._cameraGazer._gazeTracker.material) {
  107014. return;
  107015. }
  107016. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  107017. if (this._leftController) {
  107018. this._leftController._gazeTracker.material.emissiveColor = color;
  107019. }
  107020. if (this._rightController) {
  107021. this._rightController._gazeTracker.material.emissiveColor = color;
  107022. }
  107023. };
  107024. /**
  107025. * Exits VR and disposes of the vr experience helper
  107026. */
  107027. VRExperienceHelper.prototype.dispose = function () {
  107028. if (this.isInVRMode) {
  107029. this.exitVR();
  107030. }
  107031. if (this._postProcessMove) {
  107032. this._postProcessMove.dispose();
  107033. }
  107034. if (this._webVRCamera) {
  107035. this._webVRCamera.dispose();
  107036. }
  107037. if (this._vrDeviceOrientationCamera) {
  107038. this._vrDeviceOrientationCamera.dispose();
  107039. }
  107040. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  107041. document.body.removeChild(this._btnVR);
  107042. }
  107043. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  107044. this._deviceOrientationCamera.dispose();
  107045. }
  107046. if (this._cameraGazer) {
  107047. this._cameraGazer.dispose();
  107048. }
  107049. if (this._leftController) {
  107050. this._leftController.dispose();
  107051. }
  107052. if (this._rightController) {
  107053. this._rightController.dispose();
  107054. }
  107055. if (this._teleportationTarget) {
  107056. this._teleportationTarget.dispose();
  107057. }
  107058. this._floorMeshesCollection = [];
  107059. document.removeEventListener("keydown", this._onKeyDown);
  107060. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107061. window.removeEventListener("resize", this._onResize);
  107062. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  107063. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  107064. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  107065. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  107066. document.onmsfullscreenchange = null;
  107067. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  107068. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  107069. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  107070. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107071. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  107072. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  107073. this._scene.unregisterBeforeRender(this.beforeRender);
  107074. };
  107075. /**
  107076. * Gets the name of the VRExperienceHelper class
  107077. * @returns "VRExperienceHelper"
  107078. */
  107079. VRExperienceHelper.prototype.getClassName = function () {
  107080. return "VRExperienceHelper";
  107081. };
  107082. return VRExperienceHelper;
  107083. }());
  107084. BABYLON.VRExperienceHelper = VRExperienceHelper;
  107085. })(BABYLON || (BABYLON = {}));
  107086. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  107087. // Mainly based on these 2 articles :
  107088. // 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
  107089. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  107090. var BABYLON;
  107091. (function (BABYLON) {
  107092. /**
  107093. * Defines the potential axis of a Joystick
  107094. */
  107095. var JoystickAxis;
  107096. (function (JoystickAxis) {
  107097. /** X axis */
  107098. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  107099. /** Y axis */
  107100. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  107101. /** Z axis */
  107102. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  107103. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  107104. /**
  107105. * Class used to define virtual joystick (used in touch mode)
  107106. */
  107107. var VirtualJoystick = /** @class */ (function () {
  107108. /**
  107109. * Creates a new virtual joystick
  107110. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107111. */
  107112. function VirtualJoystick(leftJoystick) {
  107113. var _this = this;
  107114. if (leftJoystick) {
  107115. this._leftJoystick = true;
  107116. }
  107117. else {
  107118. this._leftJoystick = false;
  107119. }
  107120. VirtualJoystick._globalJoystickIndex++;
  107121. // By default left & right arrow keys are moving the X
  107122. // and up & down keys are moving the Y
  107123. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107124. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107125. this.reverseLeftRight = false;
  107126. this.reverseUpDown = false;
  107127. // collections of pointers
  107128. this._touches = new BABYLON.StringDictionary();
  107129. this.deltaPosition = BABYLON.Vector3.Zero();
  107130. this._joystickSensibility = 25;
  107131. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107132. this._onResize = function (evt) {
  107133. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107134. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107135. if (VirtualJoystick.vjCanvas) {
  107136. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  107137. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  107138. }
  107139. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  107140. };
  107141. // injecting a canvas element on top of the canvas 3D game
  107142. if (!VirtualJoystick.vjCanvas) {
  107143. window.addEventListener("resize", this._onResize, false);
  107144. VirtualJoystick.vjCanvas = document.createElement("canvas");
  107145. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107146. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107147. VirtualJoystick.vjCanvas.width = window.innerWidth;
  107148. VirtualJoystick.vjCanvas.height = window.innerHeight;
  107149. VirtualJoystick.vjCanvas.style.width = "100%";
  107150. VirtualJoystick.vjCanvas.style.height = "100%";
  107151. VirtualJoystick.vjCanvas.style.position = "absolute";
  107152. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  107153. VirtualJoystick.vjCanvas.style.top = "0px";
  107154. VirtualJoystick.vjCanvas.style.left = "0px";
  107155. VirtualJoystick.vjCanvas.style.zIndex = "5";
  107156. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  107157. // Support for jQuery PEP polyfill
  107158. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  107159. var context = VirtualJoystick.vjCanvas.getContext('2d');
  107160. if (!context) {
  107161. throw new Error("Unable to create canvas for virtual joystick");
  107162. }
  107163. VirtualJoystick.vjCanvasContext = context;
  107164. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  107165. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107166. document.body.appendChild(VirtualJoystick.vjCanvas);
  107167. }
  107168. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  107169. this.pressed = false;
  107170. // default joystick color
  107171. this._joystickColor = "cyan";
  107172. this._joystickPointerID = -1;
  107173. // current joystick position
  107174. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  107175. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  107176. // origin joystick position
  107177. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  107178. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  107179. this._onPointerDownHandlerRef = function (evt) {
  107180. _this._onPointerDown(evt);
  107181. };
  107182. this._onPointerMoveHandlerRef = function (evt) {
  107183. _this._onPointerMove(evt);
  107184. };
  107185. this._onPointerUpHandlerRef = function (evt) {
  107186. _this._onPointerUp(evt);
  107187. };
  107188. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  107189. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  107190. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  107191. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  107192. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  107193. evt.preventDefault(); // Disables system menu
  107194. }, false);
  107195. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  107196. }
  107197. /**
  107198. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107199. * @param newJoystickSensibility defines the new sensibility
  107200. */
  107201. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  107202. this._joystickSensibility = newJoystickSensibility;
  107203. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107204. };
  107205. VirtualJoystick.prototype._onPointerDown = function (e) {
  107206. var positionOnScreenCondition;
  107207. e.preventDefault();
  107208. if (this._leftJoystick === true) {
  107209. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  107210. }
  107211. else {
  107212. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  107213. }
  107214. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  107215. // First contact will be dedicated to the virtual joystick
  107216. this._joystickPointerID = e.pointerId;
  107217. this._joystickPointerStartPos.x = e.clientX;
  107218. this._joystickPointerStartPos.y = e.clientY;
  107219. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  107220. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  107221. this._deltaJoystickVector.x = 0;
  107222. this._deltaJoystickVector.y = 0;
  107223. this.pressed = true;
  107224. this._touches.add(e.pointerId.toString(), e);
  107225. }
  107226. else {
  107227. // You can only trigger the action buttons with a joystick declared
  107228. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  107229. this._action();
  107230. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  107231. }
  107232. }
  107233. };
  107234. VirtualJoystick.prototype._onPointerMove = function (e) {
  107235. // If the current pointer is the one associated to the joystick (first touch contact)
  107236. if (this._joystickPointerID == e.pointerId) {
  107237. this._joystickPointerPos.x = e.clientX;
  107238. this._joystickPointerPos.y = e.clientY;
  107239. this._deltaJoystickVector = this._joystickPointerPos.clone();
  107240. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  107241. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  107242. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  107243. switch (this._axisTargetedByLeftAndRight) {
  107244. case JoystickAxis.X:
  107245. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  107246. break;
  107247. case JoystickAxis.Y:
  107248. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  107249. break;
  107250. case JoystickAxis.Z:
  107251. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  107252. break;
  107253. }
  107254. var directionUpDown = this.reverseUpDown ? 1 : -1;
  107255. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  107256. switch (this._axisTargetedByUpAndDown) {
  107257. case JoystickAxis.X:
  107258. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  107259. break;
  107260. case JoystickAxis.Y:
  107261. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  107262. break;
  107263. case JoystickAxis.Z:
  107264. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  107265. break;
  107266. }
  107267. }
  107268. else {
  107269. var data = this._touches.get(e.pointerId.toString());
  107270. if (data) {
  107271. data.x = e.clientX;
  107272. data.y = e.clientY;
  107273. }
  107274. }
  107275. };
  107276. VirtualJoystick.prototype._onPointerUp = function (e) {
  107277. if (this._joystickPointerID == e.pointerId) {
  107278. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  107279. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  107280. this._joystickPointerID = -1;
  107281. this.pressed = false;
  107282. }
  107283. else {
  107284. var touch = this._touches.get(e.pointerId.toString());
  107285. if (touch) {
  107286. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  107287. }
  107288. }
  107289. this._deltaJoystickVector.x = 0;
  107290. this._deltaJoystickVector.y = 0;
  107291. this._touches.remove(e.pointerId.toString());
  107292. };
  107293. /**
  107294. * Change the color of the virtual joystick
  107295. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107296. */
  107297. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  107298. this._joystickColor = newColor;
  107299. };
  107300. /**
  107301. * Defines a callback to call when the joystick is touched
  107302. * @param action defines the callback
  107303. */
  107304. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  107305. this._action = action;
  107306. };
  107307. /**
  107308. * Defines which axis you'd like to control for left & right
  107309. * @param axis defines the axis to use
  107310. */
  107311. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  107312. switch (axis) {
  107313. case JoystickAxis.X:
  107314. case JoystickAxis.Y:
  107315. case JoystickAxis.Z:
  107316. this._axisTargetedByLeftAndRight = axis;
  107317. break;
  107318. default:
  107319. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107320. break;
  107321. }
  107322. };
  107323. /**
  107324. * Defines which axis you'd like to control for up & down
  107325. * @param axis defines the axis to use
  107326. */
  107327. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  107328. switch (axis) {
  107329. case JoystickAxis.X:
  107330. case JoystickAxis.Y:
  107331. case JoystickAxis.Z:
  107332. this._axisTargetedByUpAndDown = axis;
  107333. break;
  107334. default:
  107335. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107336. break;
  107337. }
  107338. };
  107339. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  107340. var _this = this;
  107341. if (this.pressed) {
  107342. this._touches.forEach(function (key, touch) {
  107343. if (touch.pointerId === _this._joystickPointerID) {
  107344. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  107345. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  107346. VirtualJoystick.vjCanvasContext.beginPath();
  107347. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  107348. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107349. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  107350. VirtualJoystick.vjCanvasContext.stroke();
  107351. VirtualJoystick.vjCanvasContext.closePath();
  107352. VirtualJoystick.vjCanvasContext.beginPath();
  107353. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107354. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107355. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  107356. VirtualJoystick.vjCanvasContext.stroke();
  107357. VirtualJoystick.vjCanvasContext.closePath();
  107358. VirtualJoystick.vjCanvasContext.beginPath();
  107359. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107360. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  107361. VirtualJoystick.vjCanvasContext.stroke();
  107362. VirtualJoystick.vjCanvasContext.closePath();
  107363. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  107364. }
  107365. else {
  107366. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  107367. VirtualJoystick.vjCanvasContext.beginPath();
  107368. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  107369. VirtualJoystick.vjCanvasContext.beginPath();
  107370. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  107371. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  107372. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  107373. VirtualJoystick.vjCanvasContext.stroke();
  107374. VirtualJoystick.vjCanvasContext.closePath();
  107375. touch.prevX = touch.x;
  107376. touch.prevY = touch.y;
  107377. }
  107378. });
  107379. }
  107380. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  107381. };
  107382. /**
  107383. * Release internal HTML canvas
  107384. */
  107385. VirtualJoystick.prototype.releaseCanvas = function () {
  107386. if (VirtualJoystick.vjCanvas) {
  107387. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  107388. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  107389. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  107390. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  107391. window.removeEventListener("resize", this._onResize);
  107392. document.body.removeChild(VirtualJoystick.vjCanvas);
  107393. VirtualJoystick.vjCanvas = null;
  107394. }
  107395. };
  107396. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  107397. VirtualJoystick._globalJoystickIndex = 0;
  107398. return VirtualJoystick;
  107399. }());
  107400. BABYLON.VirtualJoystick = VirtualJoystick;
  107401. })(BABYLON || (BABYLON = {}));
  107402. //# sourceMappingURL=babylon.virtualJoystick.js.map
  107403. var BABYLON;
  107404. (function (BABYLON) {
  107405. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  107406. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  107407. });
  107408. /**
  107409. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  107410. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107411. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107412. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107413. */
  107414. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  107415. __extends(VirtualJoysticksCamera, _super);
  107416. /**
  107417. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  107418. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107419. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107420. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107421. * @param name Define the name of the camera in the scene
  107422. * @param position Define the start position of the camera in the scene
  107423. * @param scene Define the scene the camera belongs to
  107424. */
  107425. function VirtualJoysticksCamera(name, position, scene) {
  107426. var _this = _super.call(this, name, position, scene) || this;
  107427. _this.inputs.addVirtualJoystick();
  107428. return _this;
  107429. }
  107430. /**
  107431. * Gets the current object class name.
  107432. * @return the class name
  107433. */
  107434. VirtualJoysticksCamera.prototype.getClassName = function () {
  107435. return "VirtualJoysticksCamera";
  107436. };
  107437. return VirtualJoysticksCamera;
  107438. }(BABYLON.FreeCamera));
  107439. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  107440. })(BABYLON || (BABYLON = {}));
  107441. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  107442. var BABYLON;
  107443. (function (BABYLON) {
  107444. /**
  107445. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107446. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107447. */
  107448. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  107449. function FreeCameraVirtualJoystickInput() {
  107450. }
  107451. /**
  107452. * Gets the left stick of the virtual joystick.
  107453. * @returns The virtual Joystick
  107454. */
  107455. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  107456. return this._leftjoystick;
  107457. };
  107458. /**
  107459. * Gets the right stick of the virtual joystick.
  107460. * @returns The virtual Joystick
  107461. */
  107462. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  107463. return this._rightjoystick;
  107464. };
  107465. /**
  107466. * Update the current camera state depending on the inputs that have been used this frame.
  107467. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107468. */
  107469. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  107470. if (this._leftjoystick) {
  107471. var camera = this.camera;
  107472. var speed = camera._computeLocalCameraSpeed() * 50;
  107473. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  107474. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  107475. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  107476. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  107477. if (!this._leftjoystick.pressed) {
  107478. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  107479. }
  107480. if (!this._rightjoystick.pressed) {
  107481. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  107482. }
  107483. }
  107484. };
  107485. /**
  107486. * Attach the input controls to a specific dom element to get the input from.
  107487. * @param element Defines the element the controls should be listened from
  107488. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107489. */
  107490. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  107491. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  107492. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  107493. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  107494. this._leftjoystick.setJoystickSensibility(0.15);
  107495. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  107496. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  107497. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  107498. this._rightjoystick.reverseUpDown = true;
  107499. this._rightjoystick.setJoystickSensibility(0.05);
  107500. this._rightjoystick.setJoystickColor("yellow");
  107501. };
  107502. /**
  107503. * Detach the current controls from the specified dom element.
  107504. * @param element Defines the element to stop listening the inputs from
  107505. */
  107506. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  107507. this._leftjoystick.releaseCanvas();
  107508. this._rightjoystick.releaseCanvas();
  107509. };
  107510. /**
  107511. * Gets the class name of the current intput.
  107512. * @returns the class name
  107513. */
  107514. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  107515. return "FreeCameraVirtualJoystickInput";
  107516. };
  107517. /**
  107518. * Get the friendly name associated with the input class.
  107519. * @returns the input friendly name
  107520. */
  107521. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  107522. return "virtualJoystick";
  107523. };
  107524. return FreeCameraVirtualJoystickInput;
  107525. }());
  107526. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  107527. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  107528. })(BABYLON || (BABYLON = {}));
  107529. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  107530. var BABYLON;
  107531. (function (BABYLON) {
  107532. /**
  107533. * Class used to specify simplification options
  107534. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107535. */
  107536. var SimplificationSettings = /** @class */ (function () {
  107537. /**
  107538. * Creates a SimplificationSettings
  107539. * @param quality expected quality
  107540. * @param distance distance when this optimized version should be used
  107541. * @param optimizeMesh already optimized mesh
  107542. */
  107543. function SimplificationSettings(
  107544. /** expected quality */
  107545. quality,
  107546. /** distance when this optimized version should be used */
  107547. distance,
  107548. /** already optimized mesh */
  107549. optimizeMesh) {
  107550. this.quality = quality;
  107551. this.distance = distance;
  107552. this.optimizeMesh = optimizeMesh;
  107553. }
  107554. return SimplificationSettings;
  107555. }());
  107556. BABYLON.SimplificationSettings = SimplificationSettings;
  107557. /**
  107558. * Queue used to order the simplification tasks
  107559. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107560. */
  107561. var SimplificationQueue = /** @class */ (function () {
  107562. /**
  107563. * Creates a new queue
  107564. */
  107565. function SimplificationQueue() {
  107566. this.running = false;
  107567. this._simplificationArray = [];
  107568. }
  107569. /**
  107570. * Adds a new simplification task
  107571. * @param task defines a task to add
  107572. */
  107573. SimplificationQueue.prototype.addTask = function (task) {
  107574. this._simplificationArray.push(task);
  107575. };
  107576. /**
  107577. * Execute next task
  107578. */
  107579. SimplificationQueue.prototype.executeNext = function () {
  107580. var task = this._simplificationArray.pop();
  107581. if (task) {
  107582. this.running = true;
  107583. this.runSimplification(task);
  107584. }
  107585. else {
  107586. this.running = false;
  107587. }
  107588. };
  107589. /**
  107590. * Execute a simplification task
  107591. * @param task defines the task to run
  107592. */
  107593. SimplificationQueue.prototype.runSimplification = function (task) {
  107594. var _this = this;
  107595. if (task.parallelProcessing) {
  107596. //parallel simplifier
  107597. task.settings.forEach(function (setting) {
  107598. var simplifier = _this.getSimplifier(task);
  107599. simplifier.simplify(setting, function (newMesh) {
  107600. task.mesh.addLODLevel(setting.distance, newMesh);
  107601. newMesh.isVisible = true;
  107602. //check if it is the last
  107603. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  107604. //all done, run the success callback.
  107605. task.successCallback();
  107606. }
  107607. _this.executeNext();
  107608. });
  107609. });
  107610. }
  107611. else {
  107612. //single simplifier.
  107613. var simplifier = this.getSimplifier(task);
  107614. var runDecimation = function (setting, callback) {
  107615. simplifier.simplify(setting, function (newMesh) {
  107616. task.mesh.addLODLevel(setting.distance, newMesh);
  107617. newMesh.isVisible = true;
  107618. //run the next quality level
  107619. callback();
  107620. });
  107621. };
  107622. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  107623. runDecimation(task.settings[loop.index], function () {
  107624. loop.executeNext();
  107625. });
  107626. }, function () {
  107627. //execution ended, run the success callback.
  107628. if (task.successCallback) {
  107629. task.successCallback();
  107630. }
  107631. _this.executeNext();
  107632. });
  107633. }
  107634. };
  107635. SimplificationQueue.prototype.getSimplifier = function (task) {
  107636. switch (task.simplificationType) {
  107637. case SimplificationType.QUADRATIC:
  107638. default:
  107639. return new QuadraticErrorSimplification(task.mesh);
  107640. }
  107641. };
  107642. return SimplificationQueue;
  107643. }());
  107644. BABYLON.SimplificationQueue = SimplificationQueue;
  107645. /**
  107646. * The implemented types of simplification
  107647. * At the moment only Quadratic Error Decimation is implemented
  107648. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107649. */
  107650. var SimplificationType;
  107651. (function (SimplificationType) {
  107652. /** Quadratic error decimation */
  107653. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  107654. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  107655. var DecimationTriangle = /** @class */ (function () {
  107656. function DecimationTriangle(vertices) {
  107657. this.vertices = vertices;
  107658. this.error = new Array(4);
  107659. this.deleted = false;
  107660. this.isDirty = false;
  107661. this.deletePending = false;
  107662. this.borderFactor = 0;
  107663. }
  107664. return DecimationTriangle;
  107665. }());
  107666. var DecimationVertex = /** @class */ (function () {
  107667. function DecimationVertex(position, id) {
  107668. this.position = position;
  107669. this.id = id;
  107670. this.isBorder = true;
  107671. this.q = new QuadraticMatrix();
  107672. this.triangleCount = 0;
  107673. this.triangleStart = 0;
  107674. this.originalOffsets = [];
  107675. }
  107676. DecimationVertex.prototype.updatePosition = function (newPosition) {
  107677. this.position.copyFrom(newPosition);
  107678. };
  107679. return DecimationVertex;
  107680. }());
  107681. var QuadraticMatrix = /** @class */ (function () {
  107682. function QuadraticMatrix(data) {
  107683. this.data = new Array(10);
  107684. for (var i = 0; i < 10; ++i) {
  107685. if (data && data[i]) {
  107686. this.data[i] = data[i];
  107687. }
  107688. else {
  107689. this.data[i] = 0;
  107690. }
  107691. }
  107692. }
  107693. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  107694. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  107695. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  107696. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  107697. return det;
  107698. };
  107699. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  107700. for (var i = 0; i < 10; ++i) {
  107701. this.data[i] += matrix.data[i];
  107702. }
  107703. };
  107704. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  107705. for (var i = 0; i < 10; ++i) {
  107706. this.data[i] += data[i];
  107707. }
  107708. };
  107709. QuadraticMatrix.prototype.add = function (matrix) {
  107710. var m = new QuadraticMatrix();
  107711. for (var i = 0; i < 10; ++i) {
  107712. m.data[i] = this.data[i] + matrix.data[i];
  107713. }
  107714. return m;
  107715. };
  107716. QuadraticMatrix.FromData = function (a, b, c, d) {
  107717. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  107718. };
  107719. //returning an array to avoid garbage collection
  107720. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  107721. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  107722. };
  107723. return QuadraticMatrix;
  107724. }());
  107725. var Reference = /** @class */ (function () {
  107726. function Reference(vertexId, triangleId) {
  107727. this.vertexId = vertexId;
  107728. this.triangleId = triangleId;
  107729. }
  107730. return Reference;
  107731. }());
  107732. /**
  107733. * An implementation of the Quadratic Error simplification algorithm.
  107734. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  107735. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  107736. * @author RaananW
  107737. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107738. */
  107739. var QuadraticErrorSimplification = /** @class */ (function () {
  107740. function QuadraticErrorSimplification(_mesh) {
  107741. this._mesh = _mesh;
  107742. this.syncIterations = 5000;
  107743. this.aggressiveness = 7;
  107744. this.decimationIterations = 100;
  107745. this.boundingBoxEpsilon = BABYLON.Epsilon;
  107746. }
  107747. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  107748. var _this = this;
  107749. this.initDecimatedMesh();
  107750. //iterating through the submeshes array, one after the other.
  107751. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  107752. _this.initWithMesh(loop.index, function () {
  107753. _this.runDecimation(settings, loop.index, function () {
  107754. loop.executeNext();
  107755. });
  107756. }, settings.optimizeMesh);
  107757. }, function () {
  107758. setTimeout(function () {
  107759. successCallback(_this._reconstructedMesh);
  107760. }, 0);
  107761. });
  107762. };
  107763. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  107764. var _this = this;
  107765. var targetCount = ~~(this.triangles.length * settings.quality);
  107766. var deletedTriangles = 0;
  107767. var triangleCount = this.triangles.length;
  107768. var iterationFunction = function (iteration, callback) {
  107769. setTimeout(function () {
  107770. if (iteration % 5 === 0) {
  107771. _this.updateMesh(iteration === 0);
  107772. }
  107773. for (var i = 0; i < _this.triangles.length; ++i) {
  107774. _this.triangles[i].isDirty = false;
  107775. }
  107776. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  107777. var trianglesIterator = function (i) {
  107778. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  107779. var t = _this.triangles[tIdx];
  107780. if (!t) {
  107781. return;
  107782. }
  107783. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  107784. return;
  107785. }
  107786. for (var j = 0; j < 3; ++j) {
  107787. if (t.error[j] < threshold) {
  107788. var deleted0 = [];
  107789. var deleted1 = [];
  107790. var v0 = t.vertices[j];
  107791. var v1 = t.vertices[(j + 1) % 3];
  107792. if (v0.isBorder || v1.isBorder) {
  107793. continue;
  107794. }
  107795. var p = BABYLON.Vector3.Zero();
  107796. var n = BABYLON.Vector3.Zero();
  107797. var uv = BABYLON.Vector2.Zero();
  107798. var color = new BABYLON.Color4(0, 0, 0, 1);
  107799. _this.calculateError(v0, v1, p, n, uv, color);
  107800. var delTr = new Array();
  107801. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  107802. continue;
  107803. }
  107804. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  107805. continue;
  107806. }
  107807. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  107808. continue;
  107809. }
  107810. var uniqueArray = new Array();
  107811. delTr.forEach(function (deletedT) {
  107812. if (uniqueArray.indexOf(deletedT) === -1) {
  107813. deletedT.deletePending = true;
  107814. uniqueArray.push(deletedT);
  107815. }
  107816. });
  107817. if (uniqueArray.length % 2 !== 0) {
  107818. continue;
  107819. }
  107820. v0.q = v1.q.add(v0.q);
  107821. v0.updatePosition(p);
  107822. var tStart = _this.references.length;
  107823. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  107824. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  107825. var tCount = _this.references.length - tStart;
  107826. if (tCount <= v0.triangleCount) {
  107827. if (tCount) {
  107828. for (var c = 0; c < tCount; c++) {
  107829. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  107830. }
  107831. }
  107832. }
  107833. else {
  107834. v0.triangleStart = tStart;
  107835. }
  107836. v0.triangleCount = tCount;
  107837. break;
  107838. }
  107839. }
  107840. };
  107841. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  107842. }, 0);
  107843. };
  107844. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  107845. if (triangleCount - deletedTriangles <= targetCount) {
  107846. loop.breakLoop();
  107847. }
  107848. else {
  107849. iterationFunction(loop.index, function () {
  107850. loop.executeNext();
  107851. });
  107852. }
  107853. }, function () {
  107854. setTimeout(function () {
  107855. //reconstruct this part of the mesh
  107856. _this.reconstructMesh(submeshIndex);
  107857. successCallback();
  107858. }, 0);
  107859. });
  107860. };
  107861. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  107862. var _this = this;
  107863. this.vertices = [];
  107864. this.triangles = [];
  107865. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  107866. var indices = this._mesh.getIndices();
  107867. var submesh = this._mesh.subMeshes[submeshIndex];
  107868. var findInVertices = function (positionToSearch) {
  107869. if (optimizeMesh) {
  107870. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  107871. if (_this.vertices[ii].position.equals(positionToSearch)) {
  107872. return _this.vertices[ii];
  107873. }
  107874. }
  107875. }
  107876. return null;
  107877. };
  107878. var vertexReferences = [];
  107879. var vertexInit = function (i) {
  107880. if (!positionData) {
  107881. return;
  107882. }
  107883. var offset = i + submesh.verticesStart;
  107884. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  107885. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  107886. vertex.originalOffsets.push(offset);
  107887. if (vertex.id === _this.vertices.length) {
  107888. _this.vertices.push(vertex);
  107889. }
  107890. vertexReferences.push(vertex.id);
  107891. };
  107892. //var totalVertices = mesh.getTotalVertices();
  107893. var totalVertices = submesh.verticesCount;
  107894. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  107895. var indicesInit = function (i) {
  107896. if (!indices) {
  107897. return;
  107898. }
  107899. var offset = (submesh.indexStart / 3) + i;
  107900. var pos = (offset * 3);
  107901. var i0 = indices[pos + 0];
  107902. var i1 = indices[pos + 1];
  107903. var i2 = indices[pos + 2];
  107904. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  107905. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  107906. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  107907. var triangle = new DecimationTriangle([v0, v1, v2]);
  107908. triangle.originalOffset = pos;
  107909. _this.triangles.push(triangle);
  107910. };
  107911. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  107912. _this.init(callback);
  107913. });
  107914. });
  107915. };
  107916. QuadraticErrorSimplification.prototype.init = function (callback) {
  107917. var _this = this;
  107918. var triangleInit1 = function (i) {
  107919. var t = _this.triangles[i];
  107920. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  107921. for (var j = 0; j < 3; j++) {
  107922. 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))));
  107923. }
  107924. };
  107925. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  107926. var triangleInit2 = function (i) {
  107927. var t = _this.triangles[i];
  107928. for (var j = 0; j < 3; ++j) {
  107929. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  107930. }
  107931. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  107932. };
  107933. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  107934. callback();
  107935. });
  107936. });
  107937. };
  107938. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  107939. var newTriangles = [];
  107940. var i;
  107941. for (i = 0; i < this.vertices.length; ++i) {
  107942. this.vertices[i].triangleCount = 0;
  107943. }
  107944. var t;
  107945. var j;
  107946. for (i = 0; i < this.triangles.length; ++i) {
  107947. if (!this.triangles[i].deleted) {
  107948. t = this.triangles[i];
  107949. for (j = 0; j < 3; ++j) {
  107950. t.vertices[j].triangleCount = 1;
  107951. }
  107952. newTriangles.push(t);
  107953. }
  107954. }
  107955. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  107956. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  107957. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  107958. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  107959. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  107960. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  107961. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  107962. var vertexCount = 0;
  107963. for (i = 0; i < this.vertices.length; ++i) {
  107964. var vertex = this.vertices[i];
  107965. vertex.id = vertexCount;
  107966. if (vertex.triangleCount) {
  107967. vertex.originalOffsets.forEach(function (originalOffset) {
  107968. if (!normalData) {
  107969. return;
  107970. }
  107971. newPositionData.push(vertex.position.x);
  107972. newPositionData.push(vertex.position.y);
  107973. newPositionData.push(vertex.position.z);
  107974. newNormalData.push(normalData[originalOffset * 3]);
  107975. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  107976. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  107977. if (uvs && uvs.length) {
  107978. newUVsData.push(uvs[(originalOffset * 2)]);
  107979. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  107980. }
  107981. else if (colorsData && colorsData.length) {
  107982. newColorsData.push(colorsData[(originalOffset * 4)]);
  107983. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  107984. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  107985. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  107986. }
  107987. ++vertexCount;
  107988. });
  107989. }
  107990. }
  107991. var startingIndex = this._reconstructedMesh.getTotalIndices();
  107992. var startingVertex = this._reconstructedMesh.getTotalVertices();
  107993. var submeshesArray = this._reconstructedMesh.subMeshes;
  107994. this._reconstructedMesh.subMeshes = [];
  107995. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  107996. var originalIndices = this._mesh.getIndices();
  107997. for (i = 0; i < newTriangles.length; ++i) {
  107998. t = newTriangles[i]; //now get the new referencing point for each vertex
  107999. [0, 1, 2].forEach(function (idx) {
  108000. var id = originalIndices[t.originalOffset + idx];
  108001. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  108002. if (offset < 0) {
  108003. offset = 0;
  108004. }
  108005. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  108006. });
  108007. }
  108008. //overwriting the old vertex buffers and indices.
  108009. this._reconstructedMesh.setIndices(newIndicesArray);
  108010. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  108011. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  108012. if (newUVsData.length > 0) {
  108013. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  108014. }
  108015. if (newColorsData.length > 0) {
  108016. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  108017. }
  108018. //create submesh
  108019. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  108020. if (submeshIndex > 0) {
  108021. this._reconstructedMesh.subMeshes = [];
  108022. submeshesArray.forEach(function (submesh) {
  108023. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  108024. });
  108025. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  108026. }
  108027. };
  108028. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  108029. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  108030. this._reconstructedMesh.material = this._mesh.material;
  108031. this._reconstructedMesh.parent = this._mesh.parent;
  108032. this._reconstructedMesh.isVisible = false;
  108033. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  108034. };
  108035. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  108036. for (var i = 0; i < vertex1.triangleCount; ++i) {
  108037. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  108038. if (t.deleted) {
  108039. continue;
  108040. }
  108041. var s = this.references[vertex1.triangleStart + i].vertexId;
  108042. var v1 = t.vertices[(s + 1) % 3];
  108043. var v2 = t.vertices[(s + 2) % 3];
  108044. if ((v1 === vertex2 || v2 === vertex2)) {
  108045. deletedArray[i] = true;
  108046. delTr.push(t);
  108047. continue;
  108048. }
  108049. var d1 = v1.position.subtract(point);
  108050. d1 = d1.normalize();
  108051. var d2 = v2.position.subtract(point);
  108052. d2 = d2.normalize();
  108053. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  108054. return true;
  108055. }
  108056. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  108057. deletedArray[i] = false;
  108058. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  108059. return true;
  108060. }
  108061. }
  108062. return false;
  108063. };
  108064. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  108065. var newDeleted = deletedTriangles;
  108066. for (var i = 0; i < vertex.triangleCount; ++i) {
  108067. var ref = this.references[vertex.triangleStart + i];
  108068. var t = this.triangles[ref.triangleId];
  108069. if (t.deleted) {
  108070. continue;
  108071. }
  108072. if (deletedArray[i] && t.deletePending) {
  108073. t.deleted = true;
  108074. newDeleted++;
  108075. continue;
  108076. }
  108077. t.vertices[ref.vertexId] = origVertex;
  108078. t.isDirty = true;
  108079. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  108080. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  108081. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  108082. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108083. this.references.push(ref);
  108084. }
  108085. return newDeleted;
  108086. };
  108087. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  108088. for (var i = 0; i < this.vertices.length; ++i) {
  108089. var vCount = [];
  108090. var vId = [];
  108091. var v = this.vertices[i];
  108092. var j;
  108093. for (j = 0; j < v.triangleCount; ++j) {
  108094. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  108095. for (var ii = 0; ii < 3; ii++) {
  108096. var ofs = 0;
  108097. var vv = triangle.vertices[ii];
  108098. while (ofs < vCount.length) {
  108099. if (vId[ofs] === vv.id) {
  108100. break;
  108101. }
  108102. ++ofs;
  108103. }
  108104. if (ofs === vCount.length) {
  108105. vCount.push(1);
  108106. vId.push(vv.id);
  108107. }
  108108. else {
  108109. vCount[ofs]++;
  108110. }
  108111. }
  108112. }
  108113. for (j = 0; j < vCount.length; ++j) {
  108114. if (vCount[j] === 1) {
  108115. this.vertices[vId[j]].isBorder = true;
  108116. }
  108117. else {
  108118. this.vertices[vId[j]].isBorder = false;
  108119. }
  108120. }
  108121. }
  108122. };
  108123. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  108124. if (identifyBorders === void 0) { identifyBorders = false; }
  108125. var i;
  108126. if (!identifyBorders) {
  108127. var newTrianglesVector = [];
  108128. for (i = 0; i < this.triangles.length; ++i) {
  108129. if (!this.triangles[i].deleted) {
  108130. newTrianglesVector.push(this.triangles[i]);
  108131. }
  108132. }
  108133. this.triangles = newTrianglesVector;
  108134. }
  108135. for (i = 0; i < this.vertices.length; ++i) {
  108136. this.vertices[i].triangleCount = 0;
  108137. this.vertices[i].triangleStart = 0;
  108138. }
  108139. var t;
  108140. var j;
  108141. var v;
  108142. for (i = 0; i < this.triangles.length; ++i) {
  108143. t = this.triangles[i];
  108144. for (j = 0; j < 3; ++j) {
  108145. v = t.vertices[j];
  108146. v.triangleCount++;
  108147. }
  108148. }
  108149. var tStart = 0;
  108150. for (i = 0; i < this.vertices.length; ++i) {
  108151. this.vertices[i].triangleStart = tStart;
  108152. tStart += this.vertices[i].triangleCount;
  108153. this.vertices[i].triangleCount = 0;
  108154. }
  108155. var newReferences = new Array(this.triangles.length * 3);
  108156. for (i = 0; i < this.triangles.length; ++i) {
  108157. t = this.triangles[i];
  108158. for (j = 0; j < 3; ++j) {
  108159. v = t.vertices[j];
  108160. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  108161. v.triangleCount++;
  108162. }
  108163. }
  108164. this.references = newReferences;
  108165. if (identifyBorders) {
  108166. this.identifyBorder();
  108167. }
  108168. };
  108169. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  108170. var x = point.x;
  108171. var y = point.y;
  108172. var z = point.z;
  108173. 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
  108174. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  108175. };
  108176. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  108177. var q = vertex1.q.add(vertex2.q);
  108178. var border = vertex1.isBorder && vertex2.isBorder;
  108179. var error = 0;
  108180. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  108181. if (qDet !== 0 && !border) {
  108182. if (!pointResult) {
  108183. pointResult = BABYLON.Vector3.Zero();
  108184. }
  108185. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  108186. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  108187. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  108188. error = this.vertexError(q, pointResult);
  108189. }
  108190. else {
  108191. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  108192. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  108193. var error1 = this.vertexError(q, vertex1.position);
  108194. var error2 = this.vertexError(q, vertex2.position);
  108195. var error3 = this.vertexError(q, p3);
  108196. error = Math.min(error1, error2, error3);
  108197. if (error === error1) {
  108198. if (pointResult) {
  108199. pointResult.copyFrom(vertex1.position);
  108200. }
  108201. }
  108202. else if (error === error2) {
  108203. if (pointResult) {
  108204. pointResult.copyFrom(vertex2.position);
  108205. }
  108206. }
  108207. else {
  108208. if (pointResult) {
  108209. pointResult.copyFrom(p3);
  108210. }
  108211. }
  108212. }
  108213. return error;
  108214. };
  108215. return QuadraticErrorSimplification;
  108216. }());
  108217. })(BABYLON || (BABYLON = {}));
  108218. //# sourceMappingURL=babylon.meshSimplification.js.map
  108219. var BABYLON;
  108220. (function (BABYLON) {
  108221. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  108222. get: function () {
  108223. if (!this._simplificationQueue) {
  108224. this._simplificationQueue = new BABYLON.SimplificationQueue();
  108225. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  108226. if (!component) {
  108227. component = new SimplicationQueueSceneComponent(this);
  108228. this._addComponent(component);
  108229. }
  108230. }
  108231. return this._simplificationQueue;
  108232. },
  108233. set: function (value) {
  108234. this._simplificationQueue = value;
  108235. },
  108236. enumerable: true,
  108237. configurable: true
  108238. });
  108239. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  108240. if (parallelProcessing === void 0) { parallelProcessing = true; }
  108241. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  108242. this.getScene().simplificationQueue.addTask({
  108243. settings: settings,
  108244. parallelProcessing: parallelProcessing,
  108245. mesh: this,
  108246. simplificationType: simplificationType,
  108247. successCallback: successCallback
  108248. });
  108249. return this;
  108250. };
  108251. /**
  108252. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  108253. * created in a scene
  108254. */
  108255. var SimplicationQueueSceneComponent = /** @class */ (function () {
  108256. /**
  108257. * Creates a new instance of the component for the given scene
  108258. * @param scene Defines the scene to register the component in
  108259. */
  108260. function SimplicationQueueSceneComponent(scene) {
  108261. /**
  108262. * The component name helpfull to identify the component in the list of scene components.
  108263. */
  108264. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  108265. this.scene = scene;
  108266. }
  108267. /**
  108268. * Registers the component in a given scene
  108269. */
  108270. SimplicationQueueSceneComponent.prototype.register = function () {
  108271. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  108272. };
  108273. /**
  108274. * Rebuilds the elements related to this component in case of
  108275. * context lost for instance.
  108276. */
  108277. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  108278. // Nothing to do for this component
  108279. };
  108280. /**
  108281. * Disposes the component and the associated ressources
  108282. */
  108283. SimplicationQueueSceneComponent.prototype.dispose = function () {
  108284. // Nothing to do for this component
  108285. };
  108286. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  108287. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  108288. this.scene._simplificationQueue.executeNext();
  108289. }
  108290. };
  108291. return SimplicationQueueSceneComponent;
  108292. }());
  108293. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  108294. })(BABYLON || (BABYLON = {}));
  108295. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  108296. var BABYLON;
  108297. (function (BABYLON) {
  108298. /**
  108299. * Class used to represent a specific level of detail of a mesh
  108300. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  108301. */
  108302. var MeshLODLevel = /** @class */ (function () {
  108303. /**
  108304. * Creates a new LOD level
  108305. * @param distance defines the distance where this level should star being displayed
  108306. * @param mesh defines the mesh to use to render this level
  108307. */
  108308. function MeshLODLevel(
  108309. /** Defines the distance where this level should star being displayed */
  108310. distance,
  108311. /** Defines the mesh to use to render this level */
  108312. mesh) {
  108313. this.distance = distance;
  108314. this.mesh = mesh;
  108315. }
  108316. return MeshLODLevel;
  108317. }());
  108318. BABYLON.MeshLODLevel = MeshLODLevel;
  108319. })(BABYLON || (BABYLON = {}));
  108320. //# sourceMappingURL=babylon.meshLODLevel.js.map
  108321. var BABYLON;
  108322. (function (BABYLON) {
  108323. /**
  108324. * Defines the root class used to create scene optimization to use with SceneOptimizer
  108325. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108326. */
  108327. var SceneOptimization = /** @class */ (function () {
  108328. /**
  108329. * Creates the SceneOptimization object
  108330. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108331. * @param desc defines the description associated with the optimization
  108332. */
  108333. function SceneOptimization(
  108334. /**
  108335. * Defines the priority of this optimization (0 by default which means first in the list)
  108336. */
  108337. priority) {
  108338. if (priority === void 0) { priority = 0; }
  108339. this.priority = priority;
  108340. }
  108341. /**
  108342. * Gets a string describing the action executed by the current optimization
  108343. * @returns description string
  108344. */
  108345. SceneOptimization.prototype.getDescription = function () {
  108346. return "";
  108347. };
  108348. /**
  108349. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108350. * @param scene defines the current scene where to apply this optimization
  108351. * @param optimizer defines the current optimizer
  108352. * @returns true if everything that can be done was applied
  108353. */
  108354. SceneOptimization.prototype.apply = function (scene, optimizer) {
  108355. return true;
  108356. };
  108357. return SceneOptimization;
  108358. }());
  108359. BABYLON.SceneOptimization = SceneOptimization;
  108360. /**
  108361. * Defines an optimization used to reduce the size of render target textures
  108362. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108363. */
  108364. var TextureOptimization = /** @class */ (function (_super) {
  108365. __extends(TextureOptimization, _super);
  108366. /**
  108367. * Creates the TextureOptimization object
  108368. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108369. * @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
  108370. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  108371. */
  108372. function TextureOptimization(
  108373. /**
  108374. * Defines the priority of this optimization (0 by default which means first in the list)
  108375. */
  108376. priority,
  108377. /**
  108378. * 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
  108379. */
  108380. maximumSize,
  108381. /**
  108382. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  108383. */
  108384. step) {
  108385. if (priority === void 0) { priority = 0; }
  108386. if (maximumSize === void 0) { maximumSize = 1024; }
  108387. if (step === void 0) { step = 0.5; }
  108388. var _this = _super.call(this, priority) || this;
  108389. _this.priority = priority;
  108390. _this.maximumSize = maximumSize;
  108391. _this.step = step;
  108392. return _this;
  108393. }
  108394. /**
  108395. * Gets a string describing the action executed by the current optimization
  108396. * @returns description string
  108397. */
  108398. TextureOptimization.prototype.getDescription = function () {
  108399. return "Reducing render target texture size to " + this.maximumSize;
  108400. };
  108401. /**
  108402. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108403. * @param scene defines the current scene where to apply this optimization
  108404. * @param optimizer defines the current optimizer
  108405. * @returns true if everything that can be done was applied
  108406. */
  108407. TextureOptimization.prototype.apply = function (scene, optimizer) {
  108408. var allDone = true;
  108409. for (var index = 0; index < scene.textures.length; index++) {
  108410. var texture = scene.textures[index];
  108411. if (!texture.canRescale || texture.getContext) {
  108412. continue;
  108413. }
  108414. var currentSize = texture.getSize();
  108415. var maxDimension = Math.max(currentSize.width, currentSize.height);
  108416. if (maxDimension > this.maximumSize) {
  108417. texture.scale(this.step);
  108418. allDone = false;
  108419. }
  108420. }
  108421. return allDone;
  108422. };
  108423. return TextureOptimization;
  108424. }(SceneOptimization));
  108425. BABYLON.TextureOptimization = TextureOptimization;
  108426. /**
  108427. * Defines an optimization used to increase or decrease the rendering resolution
  108428. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108429. */
  108430. var HardwareScalingOptimization = /** @class */ (function (_super) {
  108431. __extends(HardwareScalingOptimization, _super);
  108432. /**
  108433. * Creates the HardwareScalingOptimization object
  108434. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108435. * @param maximumScale defines the maximum scale to use (2 by default)
  108436. * @param step defines the step to use between two passes (0.5 by default)
  108437. */
  108438. function HardwareScalingOptimization(
  108439. /**
  108440. * Defines the priority of this optimization (0 by default which means first in the list)
  108441. */
  108442. priority,
  108443. /**
  108444. * Defines the maximum scale to use (2 by default)
  108445. */
  108446. maximumScale,
  108447. /**
  108448. * Defines the step to use between two passes (0.5 by default)
  108449. */
  108450. step) {
  108451. if (priority === void 0) { priority = 0; }
  108452. if (maximumScale === void 0) { maximumScale = 2; }
  108453. if (step === void 0) { step = 0.25; }
  108454. var _this = _super.call(this, priority) || this;
  108455. _this.priority = priority;
  108456. _this.maximumScale = maximumScale;
  108457. _this.step = step;
  108458. _this._currentScale = -1;
  108459. _this._directionOffset = 1;
  108460. return _this;
  108461. }
  108462. /**
  108463. * Gets a string describing the action executed by the current optimization
  108464. * @return description string
  108465. */
  108466. HardwareScalingOptimization.prototype.getDescription = function () {
  108467. return "Setting hardware scaling level to " + this._currentScale;
  108468. };
  108469. /**
  108470. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108471. * @param scene defines the current scene where to apply this optimization
  108472. * @param optimizer defines the current optimizer
  108473. * @returns true if everything that can be done was applied
  108474. */
  108475. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  108476. if (this._currentScale === -1) {
  108477. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  108478. if (this._currentScale > this.maximumScale) {
  108479. this._directionOffset = -1;
  108480. }
  108481. }
  108482. this._currentScale += this._directionOffset * this.step;
  108483. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  108484. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  108485. };
  108486. return HardwareScalingOptimization;
  108487. }(SceneOptimization));
  108488. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  108489. /**
  108490. * Defines an optimization used to remove shadows
  108491. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108492. */
  108493. var ShadowsOptimization = /** @class */ (function (_super) {
  108494. __extends(ShadowsOptimization, _super);
  108495. function ShadowsOptimization() {
  108496. return _super !== null && _super.apply(this, arguments) || this;
  108497. }
  108498. /**
  108499. * Gets a string describing the action executed by the current optimization
  108500. * @return description string
  108501. */
  108502. ShadowsOptimization.prototype.getDescription = function () {
  108503. return "Turning shadows on/off";
  108504. };
  108505. /**
  108506. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108507. * @param scene defines the current scene where to apply this optimization
  108508. * @param optimizer defines the current optimizer
  108509. * @returns true if everything that can be done was applied
  108510. */
  108511. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  108512. scene.shadowsEnabled = optimizer.isInImprovementMode;
  108513. return true;
  108514. };
  108515. return ShadowsOptimization;
  108516. }(SceneOptimization));
  108517. BABYLON.ShadowsOptimization = ShadowsOptimization;
  108518. /**
  108519. * Defines an optimization used to turn post-processes off
  108520. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108521. */
  108522. var PostProcessesOptimization = /** @class */ (function (_super) {
  108523. __extends(PostProcessesOptimization, _super);
  108524. function PostProcessesOptimization() {
  108525. return _super !== null && _super.apply(this, arguments) || this;
  108526. }
  108527. /**
  108528. * Gets a string describing the action executed by the current optimization
  108529. * @return description string
  108530. */
  108531. PostProcessesOptimization.prototype.getDescription = function () {
  108532. return "Turning post-processes on/off";
  108533. };
  108534. /**
  108535. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108536. * @param scene defines the current scene where to apply this optimization
  108537. * @param optimizer defines the current optimizer
  108538. * @returns true if everything that can be done was applied
  108539. */
  108540. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  108541. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  108542. return true;
  108543. };
  108544. return PostProcessesOptimization;
  108545. }(SceneOptimization));
  108546. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  108547. /**
  108548. * Defines an optimization used to turn lens flares off
  108549. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108550. */
  108551. var LensFlaresOptimization = /** @class */ (function (_super) {
  108552. __extends(LensFlaresOptimization, _super);
  108553. function LensFlaresOptimization() {
  108554. return _super !== null && _super.apply(this, arguments) || this;
  108555. }
  108556. /**
  108557. * Gets a string describing the action executed by the current optimization
  108558. * @return description string
  108559. */
  108560. LensFlaresOptimization.prototype.getDescription = function () {
  108561. return "Turning lens flares on/off";
  108562. };
  108563. /**
  108564. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108565. * @param scene defines the current scene where to apply this optimization
  108566. * @param optimizer defines the current optimizer
  108567. * @returns true if everything that can be done was applied
  108568. */
  108569. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  108570. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  108571. return true;
  108572. };
  108573. return LensFlaresOptimization;
  108574. }(SceneOptimization));
  108575. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  108576. /**
  108577. * Defines an optimization based on user defined callback.
  108578. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108579. */
  108580. var CustomOptimization = /** @class */ (function (_super) {
  108581. __extends(CustomOptimization, _super);
  108582. function CustomOptimization() {
  108583. return _super !== null && _super.apply(this, arguments) || this;
  108584. }
  108585. /**
  108586. * Gets a string describing the action executed by the current optimization
  108587. * @returns description string
  108588. */
  108589. CustomOptimization.prototype.getDescription = function () {
  108590. if (this.onGetDescription) {
  108591. return this.onGetDescription();
  108592. }
  108593. return "Running user defined callback";
  108594. };
  108595. /**
  108596. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108597. * @param scene defines the current scene where to apply this optimization
  108598. * @param optimizer defines the current optimizer
  108599. * @returns true if everything that can be done was applied
  108600. */
  108601. CustomOptimization.prototype.apply = function (scene, optimizer) {
  108602. if (this.onApply) {
  108603. return this.onApply(scene, optimizer);
  108604. }
  108605. return true;
  108606. };
  108607. return CustomOptimization;
  108608. }(SceneOptimization));
  108609. BABYLON.CustomOptimization = CustomOptimization;
  108610. /**
  108611. * Defines an optimization used to turn particles off
  108612. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108613. */
  108614. var ParticlesOptimization = /** @class */ (function (_super) {
  108615. __extends(ParticlesOptimization, _super);
  108616. function ParticlesOptimization() {
  108617. return _super !== null && _super.apply(this, arguments) || this;
  108618. }
  108619. /**
  108620. * Gets a string describing the action executed by the current optimization
  108621. * @return description string
  108622. */
  108623. ParticlesOptimization.prototype.getDescription = function () {
  108624. return "Turning particles on/off";
  108625. };
  108626. /**
  108627. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108628. * @param scene defines the current scene where to apply this optimization
  108629. * @param optimizer defines the current optimizer
  108630. * @returns true if everything that can be done was applied
  108631. */
  108632. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  108633. scene.particlesEnabled = optimizer.isInImprovementMode;
  108634. return true;
  108635. };
  108636. return ParticlesOptimization;
  108637. }(SceneOptimization));
  108638. BABYLON.ParticlesOptimization = ParticlesOptimization;
  108639. /**
  108640. * Defines an optimization used to turn render targets off
  108641. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108642. */
  108643. var RenderTargetsOptimization = /** @class */ (function (_super) {
  108644. __extends(RenderTargetsOptimization, _super);
  108645. function RenderTargetsOptimization() {
  108646. return _super !== null && _super.apply(this, arguments) || this;
  108647. }
  108648. /**
  108649. * Gets a string describing the action executed by the current optimization
  108650. * @return description string
  108651. */
  108652. RenderTargetsOptimization.prototype.getDescription = function () {
  108653. return "Turning render targets off";
  108654. };
  108655. /**
  108656. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108657. * @param scene defines the current scene where to apply this optimization
  108658. * @param optimizer defines the current optimizer
  108659. * @returns true if everything that can be done was applied
  108660. */
  108661. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  108662. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  108663. return true;
  108664. };
  108665. return RenderTargetsOptimization;
  108666. }(SceneOptimization));
  108667. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  108668. /**
  108669. * Defines an optimization used to merge meshes with compatible materials
  108670. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108671. */
  108672. var MergeMeshesOptimization = /** @class */ (function (_super) {
  108673. __extends(MergeMeshesOptimization, _super);
  108674. function MergeMeshesOptimization() {
  108675. var _this = _super !== null && _super.apply(this, arguments) || this;
  108676. _this._canBeMerged = function (abstractMesh) {
  108677. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  108678. return false;
  108679. }
  108680. var mesh = abstractMesh;
  108681. if (mesh.isDisposed()) {
  108682. return false;
  108683. }
  108684. if (!mesh.isVisible || !mesh.isEnabled()) {
  108685. return false;
  108686. }
  108687. if (mesh.instances.length > 0) {
  108688. return false;
  108689. }
  108690. if (mesh.skeleton || mesh.hasLODLevels) {
  108691. return false;
  108692. }
  108693. return true;
  108694. };
  108695. return _this;
  108696. }
  108697. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  108698. /**
  108699. * Gets or sets a boolean which defines if optimization octree has to be updated
  108700. */
  108701. get: function () {
  108702. return MergeMeshesOptimization._UpdateSelectionTree;
  108703. },
  108704. /**
  108705. * Gets or sets a boolean which defines if optimization octree has to be updated
  108706. */
  108707. set: function (value) {
  108708. MergeMeshesOptimization._UpdateSelectionTree = value;
  108709. },
  108710. enumerable: true,
  108711. configurable: true
  108712. });
  108713. /**
  108714. * Gets a string describing the action executed by the current optimization
  108715. * @return description string
  108716. */
  108717. MergeMeshesOptimization.prototype.getDescription = function () {
  108718. return "Merging similar meshes together";
  108719. };
  108720. /**
  108721. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108722. * @param scene defines the current scene where to apply this optimization
  108723. * @param optimizer defines the current optimizer
  108724. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  108725. * @returns true if everything that can be done was applied
  108726. */
  108727. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  108728. var globalPool = scene.meshes.slice(0);
  108729. var globalLength = globalPool.length;
  108730. for (var index = 0; index < globalLength; index++) {
  108731. var currentPool = new Array();
  108732. var current = globalPool[index];
  108733. // Checks
  108734. if (!this._canBeMerged(current)) {
  108735. continue;
  108736. }
  108737. currentPool.push(current);
  108738. // Find compatible meshes
  108739. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  108740. var otherMesh = globalPool[subIndex];
  108741. if (!this._canBeMerged(otherMesh)) {
  108742. continue;
  108743. }
  108744. if (otherMesh.material !== current.material) {
  108745. continue;
  108746. }
  108747. if (otherMesh.checkCollisions !== current.checkCollisions) {
  108748. continue;
  108749. }
  108750. currentPool.push(otherMesh);
  108751. globalLength--;
  108752. globalPool.splice(subIndex, 1);
  108753. subIndex--;
  108754. }
  108755. if (currentPool.length < 2) {
  108756. continue;
  108757. }
  108758. // Merge meshes
  108759. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  108760. }
  108761. // Call the octree system optimization if it is defined.
  108762. var sceneAsAny = scene;
  108763. if (sceneAsAny.createOrUpdateSelectionOctree) {
  108764. if (updateSelectionTree != undefined) {
  108765. if (updateSelectionTree) {
  108766. sceneAsAny.createOrUpdateSelectionOctree();
  108767. }
  108768. }
  108769. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  108770. sceneAsAny.createOrUpdateSelectionOctree();
  108771. }
  108772. }
  108773. return true;
  108774. };
  108775. MergeMeshesOptimization._UpdateSelectionTree = false;
  108776. return MergeMeshesOptimization;
  108777. }(SceneOptimization));
  108778. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  108779. /**
  108780. * Defines a list of options used by SceneOptimizer
  108781. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108782. */
  108783. var SceneOptimizerOptions = /** @class */ (function () {
  108784. /**
  108785. * Creates a new list of options used by SceneOptimizer
  108786. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  108787. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  108788. */
  108789. function SceneOptimizerOptions(
  108790. /**
  108791. * Defines the target frame rate to reach (60 by default)
  108792. */
  108793. targetFrameRate,
  108794. /**
  108795. * Defines the interval between two checkes (2000ms by default)
  108796. */
  108797. trackerDuration) {
  108798. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  108799. if (trackerDuration === void 0) { trackerDuration = 2000; }
  108800. this.targetFrameRate = targetFrameRate;
  108801. this.trackerDuration = trackerDuration;
  108802. /**
  108803. * Gets the list of optimizations to apply
  108804. */
  108805. this.optimizations = new Array();
  108806. }
  108807. /**
  108808. * Add a new optimization
  108809. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  108810. * @returns the current SceneOptimizerOptions
  108811. */
  108812. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  108813. this.optimizations.push(optimization);
  108814. return this;
  108815. };
  108816. /**
  108817. * Add a new custom optimization
  108818. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  108819. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  108820. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108821. * @returns the current SceneOptimizerOptions
  108822. */
  108823. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  108824. if (priority === void 0) { priority = 0; }
  108825. var optimization = new CustomOptimization(priority);
  108826. optimization.onApply = onApply;
  108827. optimization.onGetDescription = onGetDescription;
  108828. this.optimizations.push(optimization);
  108829. return this;
  108830. };
  108831. /**
  108832. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  108833. * @param targetFrameRate defines the target frame rate (60 by default)
  108834. * @returns a SceneOptimizerOptions object
  108835. */
  108836. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  108837. var result = new SceneOptimizerOptions(targetFrameRate);
  108838. var priority = 0;
  108839. result.addOptimization(new MergeMeshesOptimization(priority));
  108840. result.addOptimization(new ShadowsOptimization(priority));
  108841. result.addOptimization(new LensFlaresOptimization(priority));
  108842. // Next priority
  108843. priority++;
  108844. result.addOptimization(new PostProcessesOptimization(priority));
  108845. result.addOptimization(new ParticlesOptimization(priority));
  108846. // Next priority
  108847. priority++;
  108848. result.addOptimization(new TextureOptimization(priority, 1024));
  108849. return result;
  108850. };
  108851. /**
  108852. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  108853. * @param targetFrameRate defines the target frame rate (60 by default)
  108854. * @returns a SceneOptimizerOptions object
  108855. */
  108856. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  108857. var result = new SceneOptimizerOptions(targetFrameRate);
  108858. var priority = 0;
  108859. result.addOptimization(new MergeMeshesOptimization(priority));
  108860. result.addOptimization(new ShadowsOptimization(priority));
  108861. result.addOptimization(new LensFlaresOptimization(priority));
  108862. // Next priority
  108863. priority++;
  108864. result.addOptimization(new PostProcessesOptimization(priority));
  108865. result.addOptimization(new ParticlesOptimization(priority));
  108866. // Next priority
  108867. priority++;
  108868. result.addOptimization(new TextureOptimization(priority, 512));
  108869. // Next priority
  108870. priority++;
  108871. result.addOptimization(new RenderTargetsOptimization(priority));
  108872. // Next priority
  108873. priority++;
  108874. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  108875. return result;
  108876. };
  108877. /**
  108878. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  108879. * @param targetFrameRate defines the target frame rate (60 by default)
  108880. * @returns a SceneOptimizerOptions object
  108881. */
  108882. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  108883. var result = new SceneOptimizerOptions(targetFrameRate);
  108884. var priority = 0;
  108885. result.addOptimization(new MergeMeshesOptimization(priority));
  108886. result.addOptimization(new ShadowsOptimization(priority));
  108887. result.addOptimization(new LensFlaresOptimization(priority));
  108888. // Next priority
  108889. priority++;
  108890. result.addOptimization(new PostProcessesOptimization(priority));
  108891. result.addOptimization(new ParticlesOptimization(priority));
  108892. // Next priority
  108893. priority++;
  108894. result.addOptimization(new TextureOptimization(priority, 256));
  108895. // Next priority
  108896. priority++;
  108897. result.addOptimization(new RenderTargetsOptimization(priority));
  108898. // Next priority
  108899. priority++;
  108900. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  108901. return result;
  108902. };
  108903. return SceneOptimizerOptions;
  108904. }());
  108905. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  108906. /**
  108907. * Class used to run optimizations in order to reach a target frame rate
  108908. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108909. */
  108910. var SceneOptimizer = /** @class */ (function () {
  108911. /**
  108912. * Creates a new SceneOptimizer
  108913. * @param scene defines the scene to work on
  108914. * @param options defines the options to use with the SceneOptimizer
  108915. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  108916. * @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)
  108917. */
  108918. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  108919. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  108920. if (improvementMode === void 0) { improvementMode = false; }
  108921. var _this = this;
  108922. this._isRunning = false;
  108923. this._currentPriorityLevel = 0;
  108924. this._targetFrameRate = 60;
  108925. this._trackerDuration = 2000;
  108926. this._currentFrameRate = 0;
  108927. this._improvementMode = false;
  108928. /**
  108929. * Defines an observable called when the optimizer reaches the target frame rate
  108930. */
  108931. this.onSuccessObservable = new BABYLON.Observable();
  108932. /**
  108933. * Defines an observable called when the optimizer enables an optimization
  108934. */
  108935. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  108936. /**
  108937. * Defines an observable called when the optimizer is not able to reach the target frame rate
  108938. */
  108939. this.onFailureObservable = new BABYLON.Observable();
  108940. if (!options) {
  108941. this._options = new SceneOptimizerOptions();
  108942. }
  108943. else {
  108944. this._options = options;
  108945. }
  108946. if (this._options.targetFrameRate) {
  108947. this._targetFrameRate = this._options.targetFrameRate;
  108948. }
  108949. if (this._options.trackerDuration) {
  108950. this._trackerDuration = this._options.trackerDuration;
  108951. }
  108952. if (autoGeneratePriorities) {
  108953. var priority = 0;
  108954. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  108955. var optim = _a[_i];
  108956. optim.priority = priority++;
  108957. }
  108958. }
  108959. this._improvementMode = improvementMode;
  108960. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  108961. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  108962. _this._sceneDisposeObserver = null;
  108963. _this.dispose();
  108964. });
  108965. }
  108966. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  108967. /**
  108968. * Gets a boolean indicating if the optimizer is in improvement mode
  108969. */
  108970. get: function () {
  108971. return this._improvementMode;
  108972. },
  108973. enumerable: true,
  108974. configurable: true
  108975. });
  108976. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  108977. /**
  108978. * Gets the current priority level (0 at start)
  108979. */
  108980. get: function () {
  108981. return this._currentPriorityLevel;
  108982. },
  108983. enumerable: true,
  108984. configurable: true
  108985. });
  108986. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  108987. /**
  108988. * Gets the current frame rate checked by the SceneOptimizer
  108989. */
  108990. get: function () {
  108991. return this._currentFrameRate;
  108992. },
  108993. enumerable: true,
  108994. configurable: true
  108995. });
  108996. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  108997. /**
  108998. * Gets or sets the current target frame rate (60 by default)
  108999. */
  109000. get: function () {
  109001. return this._targetFrameRate;
  109002. },
  109003. /**
  109004. * Gets or sets the current target frame rate (60 by default)
  109005. */
  109006. set: function (value) {
  109007. this._targetFrameRate = value;
  109008. },
  109009. enumerable: true,
  109010. configurable: true
  109011. });
  109012. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  109013. /**
  109014. * Gets or sets the current interval between two checks (every 2000ms by default)
  109015. */
  109016. get: function () {
  109017. return this._trackerDuration;
  109018. },
  109019. /**
  109020. * Gets or sets the current interval between two checks (every 2000ms by default)
  109021. */
  109022. set: function (value) {
  109023. this._trackerDuration = value;
  109024. },
  109025. enumerable: true,
  109026. configurable: true
  109027. });
  109028. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  109029. /**
  109030. * Gets the list of active optimizations
  109031. */
  109032. get: function () {
  109033. return this._options.optimizations;
  109034. },
  109035. enumerable: true,
  109036. configurable: true
  109037. });
  109038. /**
  109039. * Stops the current optimizer
  109040. */
  109041. SceneOptimizer.prototype.stop = function () {
  109042. this._isRunning = false;
  109043. };
  109044. /**
  109045. * Reset the optimizer to initial step (current priority level = 0)
  109046. */
  109047. SceneOptimizer.prototype.reset = function () {
  109048. this._currentPriorityLevel = 0;
  109049. };
  109050. /**
  109051. * Start the optimizer. By default it will try to reach a specific framerate
  109052. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  109053. */
  109054. SceneOptimizer.prototype.start = function () {
  109055. var _this = this;
  109056. if (this._isRunning) {
  109057. return;
  109058. }
  109059. this._isRunning = true;
  109060. // Let's wait for the scene to be ready before running our check
  109061. this._scene.executeWhenReady(function () {
  109062. setTimeout(function () {
  109063. _this._checkCurrentState();
  109064. }, _this._trackerDuration);
  109065. });
  109066. };
  109067. SceneOptimizer.prototype._checkCurrentState = function () {
  109068. var _this = this;
  109069. if (!this._isRunning) {
  109070. return;
  109071. }
  109072. var scene = this._scene;
  109073. var options = this._options;
  109074. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  109075. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  109076. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  109077. this._isRunning = false;
  109078. this.onSuccessObservable.notifyObservers(this);
  109079. return;
  109080. }
  109081. // Apply current level of optimizations
  109082. var allDone = true;
  109083. var noOptimizationApplied = true;
  109084. for (var index = 0; index < options.optimizations.length; index++) {
  109085. var optimization = options.optimizations[index];
  109086. if (optimization.priority === this._currentPriorityLevel) {
  109087. noOptimizationApplied = false;
  109088. allDone = allDone && optimization.apply(scene, this);
  109089. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  109090. }
  109091. }
  109092. // If no optimization was applied, this is a failure :(
  109093. if (noOptimizationApplied) {
  109094. this._isRunning = false;
  109095. this.onFailureObservable.notifyObservers(this);
  109096. return;
  109097. }
  109098. // If all optimizations were done, move to next level
  109099. if (allDone) {
  109100. this._currentPriorityLevel++;
  109101. }
  109102. // Let's the system running for a specific amount of time before checking FPS
  109103. scene.executeWhenReady(function () {
  109104. setTimeout(function () {
  109105. _this._checkCurrentState();
  109106. }, _this._trackerDuration);
  109107. });
  109108. };
  109109. /**
  109110. * Release all resources
  109111. */
  109112. SceneOptimizer.prototype.dispose = function () {
  109113. this.stop();
  109114. this.onSuccessObservable.clear();
  109115. this.onFailureObservable.clear();
  109116. this.onNewOptimizationAppliedObservable.clear();
  109117. if (this._sceneDisposeObserver) {
  109118. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  109119. }
  109120. };
  109121. /**
  109122. * Helper function to create a SceneOptimizer with one single line of code
  109123. * @param scene defines the scene to work on
  109124. * @param options defines the options to use with the SceneOptimizer
  109125. * @param onSuccess defines a callback to call on success
  109126. * @param onFailure defines a callback to call on failure
  109127. * @returns the new SceneOptimizer object
  109128. */
  109129. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  109130. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  109131. if (onSuccess) {
  109132. optimizer.onSuccessObservable.add(function () {
  109133. onSuccess();
  109134. });
  109135. }
  109136. if (onFailure) {
  109137. optimizer.onFailureObservable.add(function () {
  109138. onFailure();
  109139. });
  109140. }
  109141. optimizer.start();
  109142. return optimizer;
  109143. };
  109144. return SceneOptimizer;
  109145. }());
  109146. BABYLON.SceneOptimizer = SceneOptimizer;
  109147. })(BABYLON || (BABYLON = {}));
  109148. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  109149. var BABYLON;
  109150. (function (BABYLON) {
  109151. /**
  109152. * Gets the outline renderer associated with the scene
  109153. * @returns a OutlineRenderer
  109154. */
  109155. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  109156. if (!this._outlineRenderer) {
  109157. this._outlineRenderer = new OutlineRenderer(this);
  109158. }
  109159. return this._outlineRenderer;
  109160. };
  109161. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  109162. get: function () {
  109163. return this._renderOutline;
  109164. },
  109165. set: function (value) {
  109166. if (value) {
  109167. // Lazy Load the component.
  109168. this.getScene().getOutlineRenderer();
  109169. }
  109170. this._renderOutline = value;
  109171. },
  109172. enumerable: true,
  109173. configurable: true
  109174. });
  109175. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  109176. get: function () {
  109177. return this._renderOverlay;
  109178. },
  109179. set: function (value) {
  109180. if (value) {
  109181. // Lazy Load the component.
  109182. this.getScene().getOutlineRenderer();
  109183. }
  109184. this._renderOverlay = value;
  109185. },
  109186. enumerable: true,
  109187. configurable: true
  109188. });
  109189. /**
  109190. * This class is responsible to draw bothe outline/overlay of meshes.
  109191. * It should not be used directly but through the available method on mesh.
  109192. */
  109193. var OutlineRenderer = /** @class */ (function () {
  109194. /**
  109195. * Instantiates a new outline renderer. (There could be only one per scene).
  109196. * @param scene Defines the scene it belongs to
  109197. */
  109198. function OutlineRenderer(scene) {
  109199. /**
  109200. * The name of the component. Each component must have a unique name.
  109201. */
  109202. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  109203. /**
  109204. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  109205. */
  109206. this.zOffset = 1;
  109207. this.scene = scene;
  109208. this._engine = scene.getEngine();
  109209. this.scene._addComponent(this);
  109210. }
  109211. /**
  109212. * Register the component to one instance of a scene.
  109213. */
  109214. OutlineRenderer.prototype.register = function () {
  109215. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  109216. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  109217. };
  109218. /**
  109219. * Rebuilds the elements related to this component in case of
  109220. * context lost for instance.
  109221. */
  109222. OutlineRenderer.prototype.rebuild = function () {
  109223. // Nothing to do here.
  109224. };
  109225. /**
  109226. * Disposes the component and the associated ressources.
  109227. */
  109228. OutlineRenderer.prototype.dispose = function () {
  109229. // Nothing to do here.
  109230. };
  109231. /**
  109232. * Renders the outline in the canvas.
  109233. * @param subMesh Defines the sumesh to render
  109234. * @param batch Defines the batch of meshes in case of instances
  109235. * @param useOverlay Defines if the rendering is for the overlay or the outline
  109236. */
  109237. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  109238. var _this = this;
  109239. if (useOverlay === void 0) { useOverlay = false; }
  109240. var scene = this.scene;
  109241. var engine = scene.getEngine();
  109242. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  109243. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  109244. return;
  109245. }
  109246. var mesh = subMesh.getRenderingMesh();
  109247. var material = subMesh.getMaterial();
  109248. if (!material || !scene.activeCamera) {
  109249. return;
  109250. }
  109251. engine.enableEffect(this._effect);
  109252. // Logarithmic depth
  109253. if (material.useLogarithmicDepth) {
  109254. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  109255. }
  109256. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  109257. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  109258. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  109259. // Bones
  109260. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  109261. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  109262. }
  109263. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  109264. // Alpha test
  109265. if (material && material.needAlphaTesting()) {
  109266. var alphaTexture = material.getAlphaTestTexture();
  109267. if (alphaTexture) {
  109268. this._effect.setTexture("diffuseSampler", alphaTexture);
  109269. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  109270. }
  109271. }
  109272. engine.setZOffset(-this.zOffset);
  109273. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  109274. engine.setZOffset(0);
  109275. };
  109276. /**
  109277. * Returns whether or not the outline renderer is ready for a given submesh.
  109278. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  109279. * @param subMesh Defines the submesh to check readyness for
  109280. * @param useInstances Defines wheter wee are trying to render instances or not
  109281. * @returns true if ready otherwise false
  109282. */
  109283. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  109284. var defines = [];
  109285. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  109286. var mesh = subMesh.getMesh();
  109287. var material = subMesh.getMaterial();
  109288. if (material) {
  109289. // Alpha test
  109290. if (material.needAlphaTesting()) {
  109291. defines.push("#define ALPHATEST");
  109292. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  109293. attribs.push(BABYLON.VertexBuffer.UVKind);
  109294. defines.push("#define UV1");
  109295. }
  109296. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  109297. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  109298. defines.push("#define UV2");
  109299. }
  109300. }
  109301. //Logarithmic depth
  109302. if (material.useLogarithmicDepth) {
  109303. defines.push("#define LOGARITHMICDEPTH");
  109304. }
  109305. }
  109306. // Bones
  109307. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  109308. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  109309. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  109310. if (mesh.numBoneInfluencers > 4) {
  109311. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  109312. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  109313. }
  109314. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  109315. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  109316. }
  109317. else {
  109318. defines.push("#define NUM_BONE_INFLUENCERS 0");
  109319. }
  109320. // Instances
  109321. if (useInstances) {
  109322. defines.push("#define INSTANCES");
  109323. attribs.push("world0");
  109324. attribs.push("world1");
  109325. attribs.push("world2");
  109326. attribs.push("world3");
  109327. }
  109328. // Get correct effect
  109329. var join = defines.join("\n");
  109330. if (this._cachedDefines !== join) {
  109331. this._cachedDefines = join;
  109332. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  109333. }
  109334. return this._effect.isReady();
  109335. };
  109336. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  109337. // Outline - step 1
  109338. this._savedDepthWrite = this._engine.getDepthWrite();
  109339. if (mesh.renderOutline) {
  109340. this._engine.setDepthWrite(false);
  109341. this.render(subMesh, batch);
  109342. this._engine.setDepthWrite(this._savedDepthWrite);
  109343. }
  109344. };
  109345. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  109346. // Outline - step 2
  109347. if (mesh.renderOutline && this._savedDepthWrite) {
  109348. this._engine.setDepthWrite(true);
  109349. this._engine.setColorWrite(false);
  109350. this.render(subMesh, batch);
  109351. this._engine.setColorWrite(true);
  109352. }
  109353. // Overlay
  109354. if (mesh.renderOverlay) {
  109355. var currentMode = this._engine.getAlphaMode();
  109356. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  109357. this.render(subMesh, batch, true);
  109358. this._engine.setAlphaMode(currentMode);
  109359. }
  109360. };
  109361. return OutlineRenderer;
  109362. }());
  109363. BABYLON.OutlineRenderer = OutlineRenderer;
  109364. })(BABYLON || (BABYLON = {}));
  109365. //# sourceMappingURL=babylon.outlineRenderer.js.map
  109366. var BABYLON;
  109367. (function (BABYLON) {
  109368. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  109369. if (this._edgesRenderer) {
  109370. this._edgesRenderer.dispose();
  109371. this._edgesRenderer = null;
  109372. }
  109373. return this;
  109374. };
  109375. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  109376. if (epsilon === void 0) { epsilon = 0.95; }
  109377. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109378. this.disableEdgesRendering();
  109379. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  109380. return this;
  109381. };
  109382. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  109383. get: function () {
  109384. return this._edgesRenderer;
  109385. },
  109386. enumerable: true,
  109387. configurable: true
  109388. });
  109389. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  109390. if (epsilon === void 0) { epsilon = 0.95; }
  109391. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109392. this.disableEdgesRendering();
  109393. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  109394. return this;
  109395. };
  109396. /**
  109397. * FaceAdjacencies Helper class to generate edges
  109398. */
  109399. var FaceAdjacencies = /** @class */ (function () {
  109400. function FaceAdjacencies() {
  109401. this.edges = new Array();
  109402. this.edgesConnectedCount = 0;
  109403. }
  109404. return FaceAdjacencies;
  109405. }());
  109406. /**
  109407. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  109408. */
  109409. var EdgesRenderer = /** @class */ (function () {
  109410. /**
  109411. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  109412. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  109413. * @param source Mesh used to create edges
  109414. * @param epsilon sum of angles in adjacency to check for edge
  109415. * @param checkVerticesInsteadOfIndices
  109416. * @param generateEdgesLines - should generate Lines or only prepare resources.
  109417. */
  109418. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  109419. if (epsilon === void 0) { epsilon = 0.95; }
  109420. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109421. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  109422. var _this = this;
  109423. /**
  109424. * Define the size of the edges with an orthographic camera
  109425. */
  109426. this.edgesWidthScalerForOrthographic = 1000.0;
  109427. /**
  109428. * Define the size of the edges with a perspective camera
  109429. */
  109430. this.edgesWidthScalerForPerspective = 50.0;
  109431. this._linesPositions = new Array();
  109432. this._linesNormals = new Array();
  109433. this._linesIndices = new Array();
  109434. this._buffers = {};
  109435. this._checkVerticesInsteadOfIndices = false;
  109436. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  109437. this.isEnabled = true;
  109438. this._source = source;
  109439. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  109440. this._epsilon = epsilon;
  109441. this._prepareRessources();
  109442. if (generateEdgesLines) {
  109443. this._generateEdgesLines();
  109444. }
  109445. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  109446. _this._rebuild();
  109447. });
  109448. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  109449. _this.dispose();
  109450. });
  109451. }
  109452. EdgesRenderer.prototype._prepareRessources = function () {
  109453. if (this._lineShader) {
  109454. return;
  109455. }
  109456. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  109457. attributes: ["position", "normal"],
  109458. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  109459. });
  109460. this._lineShader.disableDepthWrite = true;
  109461. this._lineShader.backFaceCulling = false;
  109462. };
  109463. /** @hidden */
  109464. EdgesRenderer.prototype._rebuild = function () {
  109465. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  109466. if (buffer) {
  109467. buffer._rebuild();
  109468. }
  109469. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  109470. if (buffer) {
  109471. buffer._rebuild();
  109472. }
  109473. var scene = this._source.getScene();
  109474. var engine = scene.getEngine();
  109475. this._ib = engine.createIndexBuffer(this._linesIndices);
  109476. };
  109477. /**
  109478. * Releases the required resources for the edges renderer
  109479. */
  109480. EdgesRenderer.prototype.dispose = function () {
  109481. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  109482. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  109483. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  109484. if (buffer) {
  109485. buffer.dispose();
  109486. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  109487. }
  109488. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  109489. if (buffer) {
  109490. buffer.dispose();
  109491. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  109492. }
  109493. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  109494. this._lineShader.dispose();
  109495. };
  109496. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  109497. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  109498. return 0;
  109499. }
  109500. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  109501. return 1;
  109502. }
  109503. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  109504. return 2;
  109505. }
  109506. return -1;
  109507. };
  109508. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  109509. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  109510. return 0;
  109511. }
  109512. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  109513. return 1;
  109514. }
  109515. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  109516. return 2;
  109517. }
  109518. return -1;
  109519. };
  109520. /**
  109521. * Checks if the pair of p0 and p1 is en edge
  109522. * @param faceIndex
  109523. * @param edge
  109524. * @param faceNormals
  109525. * @param p0
  109526. * @param p1
  109527. * @private
  109528. */
  109529. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  109530. var needToCreateLine;
  109531. if (edge === undefined) {
  109532. needToCreateLine = true;
  109533. }
  109534. else {
  109535. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  109536. needToCreateLine = dotProduct < this._epsilon;
  109537. }
  109538. if (needToCreateLine) {
  109539. var offset = this._linesPositions.length / 3;
  109540. var normal = p0.subtract(p1);
  109541. normal.normalize();
  109542. // Positions
  109543. this._linesPositions.push(p0.x);
  109544. this._linesPositions.push(p0.y);
  109545. this._linesPositions.push(p0.z);
  109546. this._linesPositions.push(p0.x);
  109547. this._linesPositions.push(p0.y);
  109548. this._linesPositions.push(p0.z);
  109549. this._linesPositions.push(p1.x);
  109550. this._linesPositions.push(p1.y);
  109551. this._linesPositions.push(p1.z);
  109552. this._linesPositions.push(p1.x);
  109553. this._linesPositions.push(p1.y);
  109554. this._linesPositions.push(p1.z);
  109555. // Normals
  109556. this._linesNormals.push(p1.x);
  109557. this._linesNormals.push(p1.y);
  109558. this._linesNormals.push(p1.z);
  109559. this._linesNormals.push(-1);
  109560. this._linesNormals.push(p1.x);
  109561. this._linesNormals.push(p1.y);
  109562. this._linesNormals.push(p1.z);
  109563. this._linesNormals.push(1);
  109564. this._linesNormals.push(p0.x);
  109565. this._linesNormals.push(p0.y);
  109566. this._linesNormals.push(p0.z);
  109567. this._linesNormals.push(-1);
  109568. this._linesNormals.push(p0.x);
  109569. this._linesNormals.push(p0.y);
  109570. this._linesNormals.push(p0.z);
  109571. this._linesNormals.push(1);
  109572. // Indices
  109573. this._linesIndices.push(offset);
  109574. this._linesIndices.push(offset + 1);
  109575. this._linesIndices.push(offset + 2);
  109576. this._linesIndices.push(offset);
  109577. this._linesIndices.push(offset + 2);
  109578. this._linesIndices.push(offset + 3);
  109579. }
  109580. };
  109581. /**
  109582. * Generates lines edges from adjacencjes
  109583. * @private
  109584. */
  109585. EdgesRenderer.prototype._generateEdgesLines = function () {
  109586. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109587. var indices = this._source.getIndices();
  109588. if (!indices || !positions) {
  109589. return;
  109590. }
  109591. // First let's find adjacencies
  109592. var adjacencies = new Array();
  109593. var faceNormals = new Array();
  109594. var index;
  109595. var faceAdjacencies;
  109596. // Prepare faces
  109597. for (index = 0; index < indices.length; index += 3) {
  109598. faceAdjacencies = new FaceAdjacencies();
  109599. var p0Index = indices[index];
  109600. var p1Index = indices[index + 1];
  109601. var p2Index = indices[index + 2];
  109602. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  109603. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  109604. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  109605. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  109606. faceNormal.normalize();
  109607. faceNormals.push(faceNormal);
  109608. adjacencies.push(faceAdjacencies);
  109609. }
  109610. // Scan
  109611. for (index = 0; index < adjacencies.length; index++) {
  109612. faceAdjacencies = adjacencies[index];
  109613. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  109614. var otherFaceAdjacencies = adjacencies[otherIndex];
  109615. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  109616. break;
  109617. }
  109618. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  109619. continue;
  109620. }
  109621. var otherP0 = indices[otherIndex * 3];
  109622. var otherP1 = indices[otherIndex * 3 + 1];
  109623. var otherP2 = indices[otherIndex * 3 + 2];
  109624. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  109625. var otherEdgeIndex = 0;
  109626. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  109627. continue;
  109628. }
  109629. switch (edgeIndex) {
  109630. case 0:
  109631. if (this._checkVerticesInsteadOfIndices) {
  109632. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109633. }
  109634. else {
  109635. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  109636. }
  109637. break;
  109638. case 1:
  109639. if (this._checkVerticesInsteadOfIndices) {
  109640. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109641. }
  109642. else {
  109643. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  109644. }
  109645. break;
  109646. case 2:
  109647. if (this._checkVerticesInsteadOfIndices) {
  109648. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109649. }
  109650. else {
  109651. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  109652. }
  109653. break;
  109654. }
  109655. if (otherEdgeIndex === -1) {
  109656. continue;
  109657. }
  109658. faceAdjacencies.edges[edgeIndex] = otherIndex;
  109659. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  109660. faceAdjacencies.edgesConnectedCount++;
  109661. otherFaceAdjacencies.edgesConnectedCount++;
  109662. if (faceAdjacencies.edgesConnectedCount === 3) {
  109663. break;
  109664. }
  109665. }
  109666. }
  109667. }
  109668. // Create lines
  109669. for (index = 0; index < adjacencies.length; index++) {
  109670. // 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
  109671. var current = adjacencies[index];
  109672. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  109673. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  109674. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  109675. }
  109676. // Merge into a single mesh
  109677. var engine = this._source.getScene().getEngine();
  109678. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  109679. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  109680. this._ib = engine.createIndexBuffer(this._linesIndices);
  109681. this._indicesCount = this._linesIndices.length;
  109682. };
  109683. /**
  109684. * Checks wether or not the edges renderer is ready to render.
  109685. * @return true if ready, otherwise false.
  109686. */
  109687. EdgesRenderer.prototype.isReady = function () {
  109688. return this._lineShader.isReady();
  109689. };
  109690. /**
  109691. * Renders the edges of the attached mesh,
  109692. */
  109693. EdgesRenderer.prototype.render = function () {
  109694. var scene = this._source.getScene();
  109695. if (!this.isReady() || !scene.activeCamera) {
  109696. return;
  109697. }
  109698. var engine = scene.getEngine();
  109699. this._lineShader._preBind();
  109700. if (this._source.edgesColor.a !== 1) {
  109701. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  109702. }
  109703. else {
  109704. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  109705. }
  109706. // VBOs
  109707. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  109708. scene.resetCachedMaterial();
  109709. this._lineShader.setColor4("color", this._source.edgesColor);
  109710. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  109711. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  109712. }
  109713. else {
  109714. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  109715. }
  109716. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  109717. this._lineShader.bind(this._source.getWorldMatrix());
  109718. // Draw order
  109719. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  109720. this._lineShader.unbind();
  109721. };
  109722. return EdgesRenderer;
  109723. }());
  109724. BABYLON.EdgesRenderer = EdgesRenderer;
  109725. })(BABYLON || (BABYLON = {}));
  109726. //# sourceMappingURL=babylon.edgesRenderer.js.map
  109727. var BABYLON;
  109728. (function (BABYLON) {
  109729. /**
  109730. * FaceAdjacencies Helper class to generate edges
  109731. */
  109732. var FaceAdjacencies = /** @class */ (function () {
  109733. function FaceAdjacencies() {
  109734. this.edges = new Array();
  109735. this.edgesConnectedCount = 0;
  109736. }
  109737. return FaceAdjacencies;
  109738. }());
  109739. /**
  109740. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  109741. */
  109742. var LineEdgesRenderer = /** @class */ (function (_super) {
  109743. __extends(LineEdgesRenderer, _super);
  109744. /**
  109745. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  109746. * @param source LineMesh used to generate edges
  109747. * @param epsilon not important (specified angle for edge detection)
  109748. * @param checkVerticesInsteadOfIndices not important for LineMesh
  109749. */
  109750. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  109751. if (epsilon === void 0) { epsilon = 0.95; }
  109752. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109753. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  109754. _this._generateEdgesLines();
  109755. return _this;
  109756. }
  109757. /**
  109758. * Always create the edge since its a line so only important things are p0 and p1
  109759. * @param faceIndex not important for LineMesh
  109760. * @param edge not important for LineMesh
  109761. * @param faceNormals not important for LineMesh
  109762. * @param p0 beginnig of line
  109763. * @param p1 end of line
  109764. */
  109765. LineEdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  109766. var offset = this._linesPositions.length / 3;
  109767. var normal = p0.subtract(p1);
  109768. normal.normalize();
  109769. // Positions
  109770. this._linesPositions.push(p0.x);
  109771. this._linesPositions.push(p0.y);
  109772. this._linesPositions.push(p0.z);
  109773. this._linesPositions.push(p0.x);
  109774. this._linesPositions.push(p0.y);
  109775. this._linesPositions.push(p0.z);
  109776. this._linesPositions.push(p1.x);
  109777. this._linesPositions.push(p1.y);
  109778. this._linesPositions.push(p1.z);
  109779. this._linesPositions.push(p1.x);
  109780. this._linesPositions.push(p1.y);
  109781. this._linesPositions.push(p1.z);
  109782. // Normals
  109783. this._linesNormals.push(p1.x);
  109784. this._linesNormals.push(p1.y);
  109785. this._linesNormals.push(p1.z);
  109786. this._linesNormals.push(-1);
  109787. this._linesNormals.push(p1.x);
  109788. this._linesNormals.push(p1.y);
  109789. this._linesNormals.push(p1.z);
  109790. this._linesNormals.push(1);
  109791. this._linesNormals.push(p0.x);
  109792. this._linesNormals.push(p0.y);
  109793. this._linesNormals.push(p0.z);
  109794. this._linesNormals.push(-1);
  109795. this._linesNormals.push(p0.x);
  109796. this._linesNormals.push(p0.y);
  109797. this._linesNormals.push(p0.z);
  109798. this._linesNormals.push(1);
  109799. // Indices
  109800. this._linesIndices.push(offset);
  109801. this._linesIndices.push(offset + 1);
  109802. this._linesIndices.push(offset + 2);
  109803. this._linesIndices.push(offset);
  109804. this._linesIndices.push(offset + 2);
  109805. this._linesIndices.push(offset + 3);
  109806. };
  109807. /**
  109808. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  109809. */
  109810. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  109811. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109812. var indices = this._source.getIndices();
  109813. if (!indices || !positions) {
  109814. return;
  109815. }
  109816. // First let's find adjacencies
  109817. var adjacencies = new Array();
  109818. var faceNormals = new Array();
  109819. var index;
  109820. for (var i = 0; i < (positions.length / 3) - 1; i++) {
  109821. var currentAdjecancy = new FaceAdjacencies();
  109822. currentAdjecancy.p0 = new BABYLON.Vector3(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
  109823. currentAdjecancy.p1 = new BABYLON.Vector3(positions[(i + 1) * 3], positions[(i + 1) * 3 + 1], positions[(i + 1) * 3 + 2]);
  109824. adjacencies.push(currentAdjecancy);
  109825. }
  109826. // Create lines
  109827. for (index = 0; index < adjacencies.length; index++) {
  109828. // 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
  109829. var current = adjacencies[index];
  109830. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  109831. }
  109832. // Merge into a single mesh
  109833. var engine = this._source.getScene().getEngine();
  109834. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  109835. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  109836. this._ib = engine.createIndexBuffer(this._linesIndices);
  109837. this._indicesCount = this._linesIndices.length;
  109838. };
  109839. return LineEdgesRenderer;
  109840. }(BABYLON.EdgesRenderer));
  109841. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  109842. })(BABYLON || (BABYLON = {}));
  109843. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  109844. var BABYLON;
  109845. (function (BABYLON) {
  109846. // Adds the parser to the scene parsers.
  109847. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  109848. if (parsedData.effectLayers) {
  109849. if (!container.effectLayers) {
  109850. container.effectLayers = new Array();
  109851. }
  109852. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  109853. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  109854. container.effectLayers.push(effectLayer);
  109855. }
  109856. }
  109857. });
  109858. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  109859. var index = this.effectLayers.indexOf(toRemove);
  109860. if (index !== -1) {
  109861. this.effectLayers.splice(index, 1);
  109862. }
  109863. return index;
  109864. };
  109865. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  109866. this.effectLayers.push(newEffectLayer);
  109867. };
  109868. /**
  109869. * Defines the layer scene component responsible to manage any effect layers
  109870. * in a given scene.
  109871. */
  109872. var EffectLayerSceneComponent = /** @class */ (function () {
  109873. /**
  109874. * Creates a new instance of the component for the given scene
  109875. * @param scene Defines the scene to register the component in
  109876. */
  109877. function EffectLayerSceneComponent(scene) {
  109878. /**
  109879. * The component name helpfull to identify the component in the list of scene components.
  109880. */
  109881. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  109882. this._renderEffects = false;
  109883. this._needStencil = false;
  109884. this._previousStencilState = false;
  109885. this.scene = scene;
  109886. this._engine = scene.getEngine();
  109887. scene.effectLayers = new Array();
  109888. }
  109889. /**
  109890. * Registers the component in a given scene
  109891. */
  109892. EffectLayerSceneComponent.prototype.register = function () {
  109893. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  109894. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  109895. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  109896. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  109897. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  109898. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  109899. };
  109900. /**
  109901. * Rebuilds the elements related to this component in case of
  109902. * context lost for instance.
  109903. */
  109904. EffectLayerSceneComponent.prototype.rebuild = function () {
  109905. var layers = this.scene.effectLayers;
  109906. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  109907. var effectLayer = layers_1[_i];
  109908. effectLayer._rebuild();
  109909. }
  109910. };
  109911. /**
  109912. * Serializes the component data to the specified json object
  109913. * @param serializationObject The object to serialize to
  109914. */
  109915. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  109916. // Effect layers
  109917. serializationObject.effectLayers = [];
  109918. var layers = this.scene.effectLayers;
  109919. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  109920. var effectLayer = layers_2[_i];
  109921. if (effectLayer.serialize) {
  109922. serializationObject.effectLayers.push(effectLayer.serialize());
  109923. }
  109924. }
  109925. };
  109926. /**
  109927. * Adds all the element from the container to the scene
  109928. * @param container the container holding the elements
  109929. */
  109930. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  109931. var _this = this;
  109932. if (!container.effectLayers) {
  109933. return;
  109934. }
  109935. container.effectLayers.forEach(function (o) {
  109936. _this.scene.addEffectLayer(o);
  109937. });
  109938. };
  109939. /**
  109940. * Removes all the elements in the container from the scene
  109941. * @param container contains the elements to remove
  109942. */
  109943. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  109944. var _this = this;
  109945. if (!container.effectLayers) {
  109946. return;
  109947. }
  109948. container.effectLayers.forEach(function (o) {
  109949. _this.scene.removeEffectLayer(o);
  109950. });
  109951. };
  109952. /**
  109953. * Disposes the component and the associated ressources.
  109954. */
  109955. EffectLayerSceneComponent.prototype.dispose = function () {
  109956. var layers = this.scene.effectLayers;
  109957. while (layers.length) {
  109958. layers[0].dispose();
  109959. }
  109960. };
  109961. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  109962. var layers = this.scene.effectLayers;
  109963. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  109964. var layer = layers_3[_i];
  109965. if (!layer.hasMesh(mesh)) {
  109966. continue;
  109967. }
  109968. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  109969. var subMesh = _b[_a];
  109970. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  109971. return false;
  109972. }
  109973. }
  109974. }
  109975. return true;
  109976. };
  109977. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  109978. this._renderEffects = false;
  109979. this._needStencil = false;
  109980. var layers = this.scene.effectLayers;
  109981. if (layers && layers.length > 0) {
  109982. this._previousStencilState = this._engine.getStencilBuffer();
  109983. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  109984. var effectLayer = layers_4[_i];
  109985. if (effectLayer.shouldRender() &&
  109986. (!effectLayer.camera ||
  109987. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  109988. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  109989. this._renderEffects = true;
  109990. this._needStencil = this._needStencil || effectLayer.needStencil();
  109991. var renderTarget = effectLayer._mainTexture;
  109992. if (renderTarget._shouldRender()) {
  109993. this.scene.incrementRenderId();
  109994. renderTarget.render(false, false);
  109995. }
  109996. }
  109997. }
  109998. this.scene.incrementRenderId();
  109999. }
  110000. };
  110001. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  110002. // Activate effect Layer stencil
  110003. if (this._needStencil) {
  110004. this._engine.setStencilBuffer(true);
  110005. }
  110006. };
  110007. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  110008. // Restore effect Layer stencil
  110009. if (this._needStencil) {
  110010. this._engine.setStencilBuffer(this._previousStencilState);
  110011. }
  110012. };
  110013. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  110014. if (this._renderEffects) {
  110015. this._engine.setDepthBuffer(false);
  110016. var layers = this.scene.effectLayers;
  110017. for (var i = 0; i < layers.length; i++) {
  110018. var effectLayer = layers[i];
  110019. if (effectLayer.renderingGroupId === renderingGroupId) {
  110020. if (effectLayer.shouldRender()) {
  110021. effectLayer.render();
  110022. }
  110023. }
  110024. }
  110025. this._engine.setDepthBuffer(true);
  110026. }
  110027. };
  110028. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  110029. if (this._renderEffects) {
  110030. this._draw(-1);
  110031. }
  110032. };
  110033. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  110034. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  110035. this._draw(index);
  110036. }
  110037. };
  110038. return EffectLayerSceneComponent;
  110039. }());
  110040. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  110041. })(BABYLON || (BABYLON = {}));
  110042. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  110043. var __assign = (this && this.__assign) || function () {
  110044. __assign = Object.assign || function(t) {
  110045. for (var s, i = 1, n = arguments.length; i < n; i++) {
  110046. s = arguments[i];
  110047. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  110048. t[p] = s[p];
  110049. }
  110050. return t;
  110051. };
  110052. return __assign.apply(this, arguments);
  110053. };
  110054. var BABYLON;
  110055. (function (BABYLON) {
  110056. /**
  110057. * The effect layer Helps adding post process effect blended with the main pass.
  110058. *
  110059. * This can be for instance use to generate glow or higlight effects on the scene.
  110060. *
  110061. * The effect layer class can not be used directly and is intented to inherited from to be
  110062. * customized per effects.
  110063. */
  110064. var EffectLayer = /** @class */ (function () {
  110065. /**
  110066. * Instantiates a new effect Layer and references it in the scene.
  110067. * @param name The name of the layer
  110068. * @param scene The scene to use the layer in
  110069. */
  110070. function EffectLayer(
  110071. /** The Friendly of the effect in the scene */
  110072. name, scene) {
  110073. this._vertexBuffers = {};
  110074. this._maxSize = 0;
  110075. this._mainTextureDesiredSize = { width: 0, height: 0 };
  110076. this._shouldRender = true;
  110077. this._postProcesses = [];
  110078. this._textures = [];
  110079. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  110080. /**
  110081. * The clear color of the texture used to generate the glow map.
  110082. */
  110083. this.neutralColor = new BABYLON.Color4();
  110084. /**
  110085. * Specifies wether the highlight layer is enabled or not.
  110086. */
  110087. this.isEnabled = true;
  110088. /**
  110089. * An event triggered when the effect layer has been disposed.
  110090. */
  110091. this.onDisposeObservable = new BABYLON.Observable();
  110092. /**
  110093. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  110094. */
  110095. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  110096. /**
  110097. * An event triggered when the generated texture is being merged in the scene.
  110098. */
  110099. this.onBeforeComposeObservable = new BABYLON.Observable();
  110100. /**
  110101. * An event triggered when the generated texture has been merged in the scene.
  110102. */
  110103. this.onAfterComposeObservable = new BABYLON.Observable();
  110104. /**
  110105. * An event triggered when the efffect layer changes its size.
  110106. */
  110107. this.onSizeChangedObservable = new BABYLON.Observable();
  110108. this.name = name;
  110109. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110110. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  110111. if (!component) {
  110112. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  110113. this._scene._addComponent(component);
  110114. }
  110115. this._engine = this._scene.getEngine();
  110116. this._maxSize = this._engine.getCaps().maxTextureSize;
  110117. this._scene.effectLayers.push(this);
  110118. // Generate Buffers
  110119. this._generateIndexBuffer();
  110120. this._genrateVertexBuffer();
  110121. }
  110122. Object.defineProperty(EffectLayer.prototype, "camera", {
  110123. /**
  110124. * Gets the camera attached to the layer.
  110125. */
  110126. get: function () {
  110127. return this._effectLayerOptions.camera;
  110128. },
  110129. enumerable: true,
  110130. configurable: true
  110131. });
  110132. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  110133. /**
  110134. * Gets the rendering group id the layer should render in.
  110135. */
  110136. get: function () {
  110137. return this._effectLayerOptions.renderingGroupId;
  110138. },
  110139. enumerable: true,
  110140. configurable: true
  110141. });
  110142. /**
  110143. * Initializes the effect layer with the required options.
  110144. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  110145. */
  110146. EffectLayer.prototype._init = function (options) {
  110147. // Adapt options
  110148. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  110149. this._setMainTextureSize();
  110150. this._createMainTexture();
  110151. this._createTextureAndPostProcesses();
  110152. this._mergeEffect = this._createMergeEffect();
  110153. };
  110154. /**
  110155. * Generates the index buffer of the full screen quad blending to the main canvas.
  110156. */
  110157. EffectLayer.prototype._generateIndexBuffer = function () {
  110158. // Indices
  110159. var indices = [];
  110160. indices.push(0);
  110161. indices.push(1);
  110162. indices.push(2);
  110163. indices.push(0);
  110164. indices.push(2);
  110165. indices.push(3);
  110166. this._indexBuffer = this._engine.createIndexBuffer(indices);
  110167. };
  110168. /**
  110169. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  110170. */
  110171. EffectLayer.prototype._genrateVertexBuffer = function () {
  110172. // VBO
  110173. var vertices = [];
  110174. vertices.push(1, 1);
  110175. vertices.push(-1, 1);
  110176. vertices.push(-1, -1);
  110177. vertices.push(1, -1);
  110178. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  110179. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  110180. };
  110181. /**
  110182. * Sets the main texture desired size which is the closest power of two
  110183. * of the engine canvas size.
  110184. */
  110185. EffectLayer.prototype._setMainTextureSize = function () {
  110186. if (this._effectLayerOptions.mainTextureFixedSize) {
  110187. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  110188. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  110189. }
  110190. else {
  110191. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  110192. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  110193. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  110194. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  110195. }
  110196. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  110197. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  110198. };
  110199. /**
  110200. * Creates the main texture for the effect layer.
  110201. */
  110202. EffectLayer.prototype._createMainTexture = function () {
  110203. var _this = this;
  110204. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  110205. width: this._mainTextureDesiredSize.width,
  110206. height: this._mainTextureDesiredSize.height
  110207. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  110208. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  110209. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110210. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110211. this._mainTexture.anisotropicFilteringLevel = 1;
  110212. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  110213. this._mainTexture.renderParticles = false;
  110214. this._mainTexture.renderList = null;
  110215. this._mainTexture.ignoreCameraViewport = true;
  110216. // Custom render function
  110217. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  110218. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  110219. var index;
  110220. var engine = _this._scene.getEngine();
  110221. if (depthOnlySubMeshes.length) {
  110222. engine.setColorWrite(false);
  110223. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  110224. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  110225. }
  110226. engine.setColorWrite(true);
  110227. }
  110228. for (index = 0; index < opaqueSubMeshes.length; index++) {
  110229. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  110230. }
  110231. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  110232. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  110233. }
  110234. for (index = 0; index < transparentSubMeshes.length; index++) {
  110235. _this._renderSubMesh(transparentSubMeshes.data[index]);
  110236. }
  110237. };
  110238. this._mainTexture.onClearObservable.add(function (engine) {
  110239. engine.clear(_this.neutralColor, true, true, true);
  110240. });
  110241. };
  110242. /**
  110243. * Checks for the readiness of the element composing the layer.
  110244. * @param subMesh the mesh to check for
  110245. * @param useInstances specify wether or not to use instances to render the mesh
  110246. * @param emissiveTexture the associated emissive texture used to generate the glow
  110247. * @return true if ready otherwise, false
  110248. */
  110249. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  110250. var material = subMesh.getMaterial();
  110251. if (!material) {
  110252. return false;
  110253. }
  110254. if (!material.isReady(subMesh.getMesh(), useInstances)) {
  110255. return false;
  110256. }
  110257. var defines = [];
  110258. var attribs = [BABYLON.VertexBuffer.PositionKind];
  110259. var mesh = subMesh.getMesh();
  110260. var uv1 = false;
  110261. var uv2 = false;
  110262. // Alpha test
  110263. if (material && material.needAlphaTesting()) {
  110264. var alphaTexture = material.getAlphaTestTexture();
  110265. if (alphaTexture) {
  110266. defines.push("#define ALPHATEST");
  110267. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110268. alphaTexture.coordinatesIndex === 1) {
  110269. defines.push("#define DIFFUSEUV2");
  110270. uv2 = true;
  110271. }
  110272. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110273. defines.push("#define DIFFUSEUV1");
  110274. uv1 = true;
  110275. }
  110276. }
  110277. }
  110278. // Emissive
  110279. if (emissiveTexture) {
  110280. defines.push("#define EMISSIVE");
  110281. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110282. emissiveTexture.coordinatesIndex === 1) {
  110283. defines.push("#define EMISSIVEUV2");
  110284. uv2 = true;
  110285. }
  110286. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110287. defines.push("#define EMISSIVEUV1");
  110288. uv1 = true;
  110289. }
  110290. }
  110291. if (uv1) {
  110292. attribs.push(BABYLON.VertexBuffer.UVKind);
  110293. defines.push("#define UV1");
  110294. }
  110295. if (uv2) {
  110296. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  110297. defines.push("#define UV2");
  110298. }
  110299. // Bones
  110300. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  110301. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  110302. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  110303. if (mesh.numBoneInfluencers > 4) {
  110304. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  110305. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  110306. }
  110307. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  110308. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  110309. }
  110310. else {
  110311. defines.push("#define NUM_BONE_INFLUENCERS 0");
  110312. }
  110313. // Morph targets
  110314. var manager = mesh.morphTargetManager;
  110315. var morphInfluencers = 0;
  110316. if (manager) {
  110317. if (manager.numInfluencers > 0) {
  110318. defines.push("#define MORPHTARGETS");
  110319. morphInfluencers = manager.numInfluencers;
  110320. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  110321. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  110322. }
  110323. }
  110324. // Instances
  110325. if (useInstances) {
  110326. defines.push("#define INSTANCES");
  110327. attribs.push("world0");
  110328. attribs.push("world1");
  110329. attribs.push("world2");
  110330. attribs.push("world3");
  110331. }
  110332. // Get correct effect
  110333. var join = defines.join("\n");
  110334. if (this._cachedDefines !== join) {
  110335. this._cachedDefines = join;
  110336. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  110337. }
  110338. return this._effectLayerMapGenerationEffect.isReady();
  110339. };
  110340. /**
  110341. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  110342. */
  110343. EffectLayer.prototype.render = function () {
  110344. var currentEffect = this._mergeEffect;
  110345. // Check
  110346. if (!currentEffect.isReady()) {
  110347. return;
  110348. }
  110349. for (var i = 0; i < this._postProcesses.length; i++) {
  110350. if (!this._postProcesses[i].isReady()) {
  110351. return;
  110352. }
  110353. }
  110354. var engine = this._scene.getEngine();
  110355. this.onBeforeComposeObservable.notifyObservers(this);
  110356. // Render
  110357. engine.enableEffect(currentEffect);
  110358. engine.setState(false);
  110359. // VBOs
  110360. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  110361. // Cache
  110362. var previousAlphaMode = engine.getAlphaMode();
  110363. // Go Blend.
  110364. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  110365. // Blends the map on the main canvas.
  110366. this._internalRender(currentEffect);
  110367. // Restore Alpha
  110368. engine.setAlphaMode(previousAlphaMode);
  110369. this.onAfterComposeObservable.notifyObservers(this);
  110370. // Handle size changes.
  110371. var size = this._mainTexture.getSize();
  110372. this._setMainTextureSize();
  110373. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  110374. // Recreate RTT and post processes on size change.
  110375. this.onSizeChangedObservable.notifyObservers(this);
  110376. this._disposeTextureAndPostProcesses();
  110377. this._createMainTexture();
  110378. this._createTextureAndPostProcesses();
  110379. }
  110380. };
  110381. /**
  110382. * Determine if a given mesh will be used in the current effect.
  110383. * @param mesh mesh to test
  110384. * @returns true if the mesh will be used
  110385. */
  110386. EffectLayer.prototype.hasMesh = function (mesh) {
  110387. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  110388. return true;
  110389. }
  110390. return false;
  110391. };
  110392. /**
  110393. * Returns true if the layer contains information to display, otherwise false.
  110394. * @returns true if the glow layer should be rendered
  110395. */
  110396. EffectLayer.prototype.shouldRender = function () {
  110397. return this.isEnabled && this._shouldRender;
  110398. };
  110399. /**
  110400. * Returns true if the mesh should render, otherwise false.
  110401. * @param mesh The mesh to render
  110402. * @returns true if it should render otherwise false
  110403. */
  110404. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  110405. return true;
  110406. };
  110407. /**
  110408. * Returns true if the mesh should render, otherwise false.
  110409. * @param mesh The mesh to render
  110410. * @returns true if it should render otherwise false
  110411. */
  110412. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  110413. return true;
  110414. };
  110415. /**
  110416. * Renders the submesh passed in parameter to the generation map.
  110417. */
  110418. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  110419. var _this = this;
  110420. if (!this.shouldRender()) {
  110421. return;
  110422. }
  110423. var material = subMesh.getMaterial();
  110424. var mesh = subMesh.getRenderingMesh();
  110425. var scene = this._scene;
  110426. var engine = scene.getEngine();
  110427. if (!material) {
  110428. return;
  110429. }
  110430. // Do not block in blend mode.
  110431. if (material.needAlphaBlendingForMesh(mesh)) {
  110432. return;
  110433. }
  110434. // Culling
  110435. engine.setState(material.backFaceCulling);
  110436. // Managing instances
  110437. var batch = mesh._getInstancesRenderList(subMesh._id);
  110438. if (batch.mustReturn) {
  110439. return;
  110440. }
  110441. // Early Exit per mesh
  110442. if (!this._shouldRenderMesh(mesh)) {
  110443. return;
  110444. }
  110445. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  110446. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  110447. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  110448. engine.enableEffect(this._effectLayerMapGenerationEffect);
  110449. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  110450. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  110451. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  110452. // Alpha test
  110453. if (material && material.needAlphaTesting()) {
  110454. var alphaTexture = material.getAlphaTestTexture();
  110455. if (alphaTexture) {
  110456. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  110457. var textureMatrix = alphaTexture.getTextureMatrix();
  110458. if (textureMatrix) {
  110459. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  110460. }
  110461. }
  110462. }
  110463. // Glow emissive only
  110464. if (this._emissiveTextureAndColor.texture) {
  110465. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  110466. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  110467. }
  110468. // Bones
  110469. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  110470. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  110471. }
  110472. // Morph targets
  110473. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  110474. // Draw
  110475. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  110476. }
  110477. else {
  110478. // Need to reset refresh rate of the main map
  110479. this._mainTexture.resetRefreshCounter();
  110480. }
  110481. };
  110482. /**
  110483. * Rebuild the required buffers.
  110484. * @hidden Internal use only.
  110485. */
  110486. EffectLayer.prototype._rebuild = function () {
  110487. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  110488. if (vb) {
  110489. vb._rebuild();
  110490. }
  110491. this._generateIndexBuffer();
  110492. };
  110493. /**
  110494. * Dispose only the render target textures and post process.
  110495. */
  110496. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  110497. this._mainTexture.dispose();
  110498. for (var i = 0; i < this._postProcesses.length; i++) {
  110499. if (this._postProcesses[i]) {
  110500. this._postProcesses[i].dispose();
  110501. }
  110502. }
  110503. this._postProcesses = [];
  110504. for (var i = 0; i < this._textures.length; i++) {
  110505. if (this._textures[i]) {
  110506. this._textures[i].dispose();
  110507. }
  110508. }
  110509. this._textures = [];
  110510. };
  110511. /**
  110512. * Dispose the highlight layer and free resources.
  110513. */
  110514. EffectLayer.prototype.dispose = function () {
  110515. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  110516. if (vertexBuffer) {
  110517. vertexBuffer.dispose();
  110518. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  110519. }
  110520. if (this._indexBuffer) {
  110521. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  110522. this._indexBuffer = null;
  110523. }
  110524. // Clean textures and post processes
  110525. this._disposeTextureAndPostProcesses();
  110526. // Remove from scene
  110527. var index = this._scene.effectLayers.indexOf(this, 0);
  110528. if (index > -1) {
  110529. this._scene.effectLayers.splice(index, 1);
  110530. }
  110531. // Callback
  110532. this.onDisposeObservable.notifyObservers(this);
  110533. this.onDisposeObservable.clear();
  110534. this.onBeforeRenderMainTextureObservable.clear();
  110535. this.onBeforeComposeObservable.clear();
  110536. this.onAfterComposeObservable.clear();
  110537. this.onSizeChangedObservable.clear();
  110538. };
  110539. /**
  110540. * Gets the class name of the effect layer
  110541. * @returns the string with the class name of the effect layer
  110542. */
  110543. EffectLayer.prototype.getClassName = function () {
  110544. return "EffectLayer";
  110545. };
  110546. /**
  110547. * Creates an effect layer from parsed effect layer data
  110548. * @param parsedEffectLayer defines effect layer data
  110549. * @param scene defines the current scene
  110550. * @param rootUrl defines the root URL containing the effect layer information
  110551. * @returns a parsed effect Layer
  110552. */
  110553. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  110554. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  110555. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  110556. };
  110557. __decorate([
  110558. BABYLON.serialize()
  110559. ], EffectLayer.prototype, "name", void 0);
  110560. __decorate([
  110561. BABYLON.serializeAsColor4()
  110562. ], EffectLayer.prototype, "neutralColor", void 0);
  110563. __decorate([
  110564. BABYLON.serialize()
  110565. ], EffectLayer.prototype, "isEnabled", void 0);
  110566. __decorate([
  110567. BABYLON.serializeAsCameraReference()
  110568. ], EffectLayer.prototype, "camera", null);
  110569. __decorate([
  110570. BABYLON.serialize()
  110571. ], EffectLayer.prototype, "renderingGroupId", null);
  110572. return EffectLayer;
  110573. }());
  110574. BABYLON.EffectLayer = EffectLayer;
  110575. })(BABYLON || (BABYLON = {}));
  110576. //# sourceMappingURL=babylon.effectLayer.js.map
  110577. var BABYLON;
  110578. (function (BABYLON) {
  110579. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  110580. for (var index = 0; index < this.effectLayers.length; index++) {
  110581. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  110582. return this.effectLayers[index];
  110583. }
  110584. }
  110585. return null;
  110586. };
  110587. /**
  110588. * Special Glow Blur post process only blurring the alpha channel
  110589. * It enforces keeping the most luminous color in the color channel.
  110590. */
  110591. var GlowBlurPostProcess = /** @class */ (function (_super) {
  110592. __extends(GlowBlurPostProcess, _super);
  110593. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  110594. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  110595. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  110596. _this.direction = direction;
  110597. _this.kernel = kernel;
  110598. _this.onApplyObservable.add(function (effect) {
  110599. effect.setFloat2("screenSize", _this.width, _this.height);
  110600. effect.setVector2("direction", _this.direction);
  110601. effect.setFloat("blurWidth", _this.kernel);
  110602. });
  110603. return _this;
  110604. }
  110605. return GlowBlurPostProcess;
  110606. }(BABYLON.PostProcess));
  110607. /**
  110608. * The highlight layer Helps adding a glow effect around a mesh.
  110609. *
  110610. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  110611. * glowy meshes to your scene.
  110612. *
  110613. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  110614. */
  110615. var HighlightLayer = /** @class */ (function (_super) {
  110616. __extends(HighlightLayer, _super);
  110617. /**
  110618. * Instantiates a new highlight Layer and references it to the scene..
  110619. * @param name The name of the layer
  110620. * @param scene The scene to use the layer in
  110621. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  110622. */
  110623. function HighlightLayer(name, scene, options) {
  110624. var _this = _super.call(this, name, scene) || this;
  110625. _this.name = name;
  110626. /**
  110627. * Specifies whether or not the inner glow is ACTIVE in the layer.
  110628. */
  110629. _this.innerGlow = true;
  110630. /**
  110631. * Specifies whether or not the outer glow is ACTIVE in the layer.
  110632. */
  110633. _this.outerGlow = true;
  110634. /**
  110635. * An event triggered when the highlight layer is being blurred.
  110636. */
  110637. _this.onBeforeBlurObservable = new BABYLON.Observable();
  110638. /**
  110639. * An event triggered when the highlight layer has been blurred.
  110640. */
  110641. _this.onAfterBlurObservable = new BABYLON.Observable();
  110642. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  110643. _this._meshes = {};
  110644. _this._excludedMeshes = {};
  110645. _this.neutralColor = HighlightLayer.NeutralColor;
  110646. // Warn on stencil
  110647. if (!_this._engine.isStencilEnable) {
  110648. 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 }");
  110649. }
  110650. // Adapt options
  110651. _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);
  110652. // Initialize the layer
  110653. _this._init({
  110654. alphaBlendingMode: _this._options.alphaBlendingMode,
  110655. camera: _this._options.camera,
  110656. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  110657. mainTextureRatio: _this._options.mainTextureRatio,
  110658. renderingGroupId: _this._options.renderingGroupId
  110659. });
  110660. // Do not render as long as no meshes have been added
  110661. _this._shouldRender = false;
  110662. return _this;
  110663. }
  110664. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  110665. /**
  110666. * Gets the horizontal size of the blur.
  110667. */
  110668. get: function () {
  110669. return this._horizontalBlurPostprocess.kernel;
  110670. },
  110671. /**
  110672. * Specifies the horizontal size of the blur.
  110673. */
  110674. set: function (value) {
  110675. this._horizontalBlurPostprocess.kernel = value;
  110676. },
  110677. enumerable: true,
  110678. configurable: true
  110679. });
  110680. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  110681. /**
  110682. * Gets the vertical size of the blur.
  110683. */
  110684. get: function () {
  110685. return this._verticalBlurPostprocess.kernel;
  110686. },
  110687. /**
  110688. * Specifies the vertical size of the blur.
  110689. */
  110690. set: function (value) {
  110691. this._verticalBlurPostprocess.kernel = value;
  110692. },
  110693. enumerable: true,
  110694. configurable: true
  110695. });
  110696. /**
  110697. * Get the effect name of the layer.
  110698. * @return The effect name
  110699. */
  110700. HighlightLayer.prototype.getEffectName = function () {
  110701. return HighlightLayer.EffectName;
  110702. };
  110703. /**
  110704. * Create the merge effect. This is the shader use to blit the information back
  110705. * to the main canvas at the end of the scene rendering.
  110706. */
  110707. HighlightLayer.prototype._createMergeEffect = function () {
  110708. // Effect
  110709. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  110710. };
  110711. /**
  110712. * Creates the render target textures and post processes used in the highlight layer.
  110713. */
  110714. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  110715. var _this = this;
  110716. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  110717. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  110718. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  110719. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  110720. var textureType = 0;
  110721. if (this._engine.getCaps().textureHalfFloatRender) {
  110722. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  110723. }
  110724. else {
  110725. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  110726. }
  110727. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  110728. width: blurTextureWidth,
  110729. height: blurTextureHeight
  110730. }, this._scene, false, true, textureType);
  110731. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110732. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110733. this._blurTexture.anisotropicFilteringLevel = 16;
  110734. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  110735. this._blurTexture.renderParticles = false;
  110736. this._blurTexture.ignoreCameraViewport = true;
  110737. this._textures = [this._blurTexture];
  110738. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  110739. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110740. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  110741. effect.setTexture("textureSampler", _this._mainTexture);
  110742. });
  110743. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110744. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  110745. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  110746. });
  110747. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110748. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  110749. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  110750. });
  110751. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  110752. }
  110753. else {
  110754. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  110755. width: blurTextureWidth,
  110756. height: blurTextureHeight
  110757. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  110758. this._horizontalBlurPostprocess.width = blurTextureWidth;
  110759. this._horizontalBlurPostprocess.height = blurTextureHeight;
  110760. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  110761. effect.setTexture("textureSampler", _this._mainTexture);
  110762. });
  110763. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  110764. width: blurTextureWidth,
  110765. height: blurTextureHeight
  110766. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  110767. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  110768. }
  110769. this._mainTexture.onAfterUnbindObservable.add(function () {
  110770. _this.onBeforeBlurObservable.notifyObservers(_this);
  110771. var internalTexture = _this._blurTexture.getInternalTexture();
  110772. if (internalTexture) {
  110773. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  110774. }
  110775. _this.onAfterBlurObservable.notifyObservers(_this);
  110776. });
  110777. // Prevent autoClear.
  110778. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  110779. };
  110780. /**
  110781. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  110782. */
  110783. HighlightLayer.prototype.needStencil = function () {
  110784. return true;
  110785. };
  110786. /**
  110787. * Checks for the readiness of the element composing the layer.
  110788. * @param subMesh the mesh to check for
  110789. * @param useInstances specify wether or not to use instances to render the mesh
  110790. * @param emissiveTexture the associated emissive texture used to generate the glow
  110791. * @return true if ready otherwise, false
  110792. */
  110793. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  110794. var material = subMesh.getMaterial();
  110795. var mesh = subMesh.getRenderingMesh();
  110796. if (!material || !mesh || !this._meshes) {
  110797. return false;
  110798. }
  110799. var emissiveTexture = null;
  110800. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  110801. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  110802. emissiveTexture = material.emissiveTexture;
  110803. }
  110804. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  110805. };
  110806. /**
  110807. * Implementation specific of rendering the generating effect on the main canvas.
  110808. * @param effect The effect used to render through
  110809. */
  110810. HighlightLayer.prototype._internalRender = function (effect) {
  110811. // Texture
  110812. effect.setTexture("textureSampler", this._blurTexture);
  110813. // Cache
  110814. var engine = this._engine;
  110815. var previousStencilBuffer = engine.getStencilBuffer();
  110816. var previousStencilFunction = engine.getStencilFunction();
  110817. var previousStencilMask = engine.getStencilMask();
  110818. var previousStencilOperationPass = engine.getStencilOperationPass();
  110819. var previousStencilOperationFail = engine.getStencilOperationFail();
  110820. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  110821. var previousStencilReference = engine.getStencilFunctionReference();
  110822. // Stencil operations
  110823. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  110824. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  110825. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  110826. // Draw order
  110827. engine.setStencilMask(0x00);
  110828. engine.setStencilBuffer(true);
  110829. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  110830. // 2 passes inner outer
  110831. if (this.outerGlow) {
  110832. effect.setFloat("offset", 0);
  110833. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  110834. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  110835. }
  110836. if (this.innerGlow) {
  110837. effect.setFloat("offset", 1);
  110838. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  110839. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  110840. }
  110841. // Restore Cache
  110842. engine.setStencilFunction(previousStencilFunction);
  110843. engine.setStencilMask(previousStencilMask);
  110844. engine.setStencilBuffer(previousStencilBuffer);
  110845. engine.setStencilOperationPass(previousStencilOperationPass);
  110846. engine.setStencilOperationFail(previousStencilOperationFail);
  110847. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  110848. engine.setStencilFunctionReference(previousStencilReference);
  110849. };
  110850. /**
  110851. * Returns true if the layer contains information to display, otherwise false.
  110852. */
  110853. HighlightLayer.prototype.shouldRender = function () {
  110854. if (_super.prototype.shouldRender.call(this)) {
  110855. return this._meshes ? true : false;
  110856. }
  110857. return false;
  110858. };
  110859. /**
  110860. * Returns true if the mesh should render, otherwise false.
  110861. * @param mesh The mesh to render
  110862. * @returns true if it should render otherwise false
  110863. */
  110864. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  110865. // Excluded Mesh
  110866. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  110867. return false;
  110868. }
  110869. if (!_super.prototype.hasMesh.call(this, mesh)) {
  110870. return false;
  110871. }
  110872. return true;
  110873. };
  110874. /**
  110875. * Sets the required values for both the emissive texture and and the main color.
  110876. */
  110877. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  110878. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  110879. if (highlightLayerMesh) {
  110880. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  110881. }
  110882. else {
  110883. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  110884. }
  110885. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  110886. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  110887. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  110888. }
  110889. else {
  110890. this._emissiveTextureAndColor.texture = null;
  110891. }
  110892. };
  110893. /**
  110894. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  110895. * @param mesh The mesh to exclude from the highlight layer
  110896. */
  110897. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  110898. if (!this._excludedMeshes) {
  110899. return;
  110900. }
  110901. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  110902. if (!meshExcluded) {
  110903. this._excludedMeshes[mesh.uniqueId] = {
  110904. mesh: mesh,
  110905. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  110906. mesh.getEngine().setStencilBuffer(false);
  110907. }),
  110908. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  110909. mesh.getEngine().setStencilBuffer(true);
  110910. }),
  110911. };
  110912. }
  110913. };
  110914. /**
  110915. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  110916. * @param mesh The mesh to highlight
  110917. */
  110918. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  110919. if (!this._excludedMeshes) {
  110920. return;
  110921. }
  110922. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  110923. if (meshExcluded) {
  110924. if (meshExcluded.beforeRender) {
  110925. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  110926. }
  110927. if (meshExcluded.afterRender) {
  110928. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  110929. }
  110930. }
  110931. this._excludedMeshes[mesh.uniqueId] = null;
  110932. };
  110933. /**
  110934. * Determine if a given mesh will be highlighted by the current HighlightLayer
  110935. * @param mesh mesh to test
  110936. * @returns true if the mesh will be highlighted by the current HighlightLayer
  110937. */
  110938. HighlightLayer.prototype.hasMesh = function (mesh) {
  110939. if (!this._meshes) {
  110940. return false;
  110941. }
  110942. if (!_super.prototype.hasMesh.call(this, mesh)) {
  110943. return false;
  110944. }
  110945. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  110946. };
  110947. /**
  110948. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  110949. * @param mesh The mesh to highlight
  110950. * @param color The color of the highlight
  110951. * @param glowEmissiveOnly Extract the glow from the emissive texture
  110952. */
  110953. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  110954. var _this = this;
  110955. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  110956. if (!this._meshes) {
  110957. return;
  110958. }
  110959. var meshHighlight = this._meshes[mesh.uniqueId];
  110960. if (meshHighlight) {
  110961. meshHighlight.color = color;
  110962. }
  110963. else {
  110964. this._meshes[mesh.uniqueId] = {
  110965. mesh: mesh,
  110966. color: color,
  110967. // Lambda required for capture due to Observable this context
  110968. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  110969. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  110970. _this._defaultStencilReference(mesh);
  110971. }
  110972. else {
  110973. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  110974. }
  110975. }),
  110976. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  110977. glowEmissiveOnly: glowEmissiveOnly
  110978. };
  110979. mesh.onDisposeObservable.add(function () {
  110980. _this._disposeMesh(mesh);
  110981. });
  110982. }
  110983. this._shouldRender = true;
  110984. };
  110985. /**
  110986. * Remove a mesh from the highlight layer in order to make it stop glowing.
  110987. * @param mesh The mesh to highlight
  110988. */
  110989. HighlightLayer.prototype.removeMesh = function (mesh) {
  110990. if (!this._meshes) {
  110991. return;
  110992. }
  110993. var meshHighlight = this._meshes[mesh.uniqueId];
  110994. if (meshHighlight) {
  110995. if (meshHighlight.observerHighlight) {
  110996. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  110997. }
  110998. if (meshHighlight.observerDefault) {
  110999. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111000. }
  111001. delete this._meshes[mesh.uniqueId];
  111002. }
  111003. this._shouldRender = false;
  111004. for (var meshHighlightToCheck in this._meshes) {
  111005. if (this._meshes[meshHighlightToCheck]) {
  111006. this._shouldRender = true;
  111007. break;
  111008. }
  111009. }
  111010. };
  111011. /**
  111012. * Force the stencil to the normal expected value for none glowing parts
  111013. */
  111014. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  111015. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  111016. };
  111017. /**
  111018. * Free any resources and references associated to a mesh.
  111019. * Internal use
  111020. * @param mesh The mesh to free.
  111021. * @hidden
  111022. */
  111023. HighlightLayer.prototype._disposeMesh = function (mesh) {
  111024. this.removeMesh(mesh);
  111025. this.removeExcludedMesh(mesh);
  111026. };
  111027. /**
  111028. * Dispose the highlight layer and free resources.
  111029. */
  111030. HighlightLayer.prototype.dispose = function () {
  111031. if (this._meshes) {
  111032. // Clean mesh references
  111033. for (var id in this._meshes) {
  111034. var meshHighlight = this._meshes[id];
  111035. if (meshHighlight && meshHighlight.mesh) {
  111036. if (meshHighlight.observerHighlight) {
  111037. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111038. }
  111039. if (meshHighlight.observerDefault) {
  111040. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111041. }
  111042. }
  111043. }
  111044. this._meshes = null;
  111045. }
  111046. if (this._excludedMeshes) {
  111047. for (var id in this._excludedMeshes) {
  111048. var meshHighlight = this._excludedMeshes[id];
  111049. if (meshHighlight) {
  111050. if (meshHighlight.beforeRender) {
  111051. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  111052. }
  111053. if (meshHighlight.afterRender) {
  111054. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  111055. }
  111056. }
  111057. }
  111058. this._excludedMeshes = null;
  111059. }
  111060. _super.prototype.dispose.call(this);
  111061. };
  111062. /**
  111063. * Gets the class name of the effect layer
  111064. * @returns the string with the class name of the effect layer
  111065. */
  111066. HighlightLayer.prototype.getClassName = function () {
  111067. return "HighlightLayer";
  111068. };
  111069. /**
  111070. * Serializes this Highlight layer
  111071. * @returns a serialized Highlight layer object
  111072. */
  111073. HighlightLayer.prototype.serialize = function () {
  111074. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111075. serializationObject.customType = "BABYLON.HighlightLayer";
  111076. // Highlighted meshes
  111077. serializationObject.meshes = [];
  111078. if (this._meshes) {
  111079. for (var m in this._meshes) {
  111080. var mesh = this._meshes[m];
  111081. if (mesh) {
  111082. serializationObject.meshes.push({
  111083. glowEmissiveOnly: mesh.glowEmissiveOnly,
  111084. color: mesh.color.asArray(),
  111085. meshId: mesh.mesh.id
  111086. });
  111087. }
  111088. }
  111089. }
  111090. // Excluded meshes
  111091. serializationObject.excludedMeshes = [];
  111092. if (this._excludedMeshes) {
  111093. for (var e in this._excludedMeshes) {
  111094. var excludedMesh = this._excludedMeshes[e];
  111095. if (excludedMesh) {
  111096. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  111097. }
  111098. }
  111099. }
  111100. return serializationObject;
  111101. };
  111102. /**
  111103. * Creates a Highlight layer from parsed Highlight layer data
  111104. * @param parsedHightlightLayer defines the Highlight layer data
  111105. * @param scene defines the current scene
  111106. * @param rootUrl defines the root URL containing the Highlight layer information
  111107. * @returns a parsed Highlight layer
  111108. */
  111109. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  111110. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  111111. var index;
  111112. // Excluded meshes
  111113. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  111114. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  111115. if (mesh) {
  111116. hl.addExcludedMesh(mesh);
  111117. }
  111118. }
  111119. // Included meshes
  111120. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  111121. var highlightedMesh = parsedHightlightLayer.meshes[index];
  111122. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  111123. if (mesh) {
  111124. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  111125. }
  111126. }
  111127. return hl;
  111128. };
  111129. /**
  111130. * Effect Name of the highlight layer.
  111131. */
  111132. HighlightLayer.EffectName = "HighlightLayer";
  111133. /**
  111134. * The neutral color used during the preparation of the glow effect.
  111135. * This is black by default as the blend operation is a blend operation.
  111136. */
  111137. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  111138. /**
  111139. * Stencil value used for glowing meshes.
  111140. */
  111141. HighlightLayer.GlowingMeshStencilReference = 0x02;
  111142. /**
  111143. * Stencil value used for the other meshes in the scene.
  111144. */
  111145. HighlightLayer.NormalMeshStencilReference = 0x01;
  111146. __decorate([
  111147. BABYLON.serialize()
  111148. ], HighlightLayer.prototype, "innerGlow", void 0);
  111149. __decorate([
  111150. BABYLON.serialize()
  111151. ], HighlightLayer.prototype, "outerGlow", void 0);
  111152. __decorate([
  111153. BABYLON.serialize()
  111154. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  111155. __decorate([
  111156. BABYLON.serialize()
  111157. ], HighlightLayer.prototype, "blurVerticalSize", null);
  111158. __decorate([
  111159. BABYLON.serialize("options")
  111160. ], HighlightLayer.prototype, "_options", void 0);
  111161. return HighlightLayer;
  111162. }(BABYLON.EffectLayer));
  111163. BABYLON.HighlightLayer = HighlightLayer;
  111164. })(BABYLON || (BABYLON = {}));
  111165. //# sourceMappingURL=babylon.highlightLayer.js.map
  111166. var BABYLON;
  111167. (function (BABYLON) {
  111168. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  111169. for (var index = 0; index < this.effectLayers.length; index++) {
  111170. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  111171. return this.effectLayers[index];
  111172. }
  111173. }
  111174. return null;
  111175. };
  111176. /**
  111177. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  111178. *
  111179. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111180. * glowy meshes to your scene.
  111181. *
  111182. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  111183. */
  111184. var GlowLayer = /** @class */ (function (_super) {
  111185. __extends(GlowLayer, _super);
  111186. /**
  111187. * Instantiates a new glow Layer and references it to the scene.
  111188. * @param name The name of the layer
  111189. * @param scene The scene to use the layer in
  111190. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  111191. */
  111192. function GlowLayer(name, scene, options) {
  111193. var _this = _super.call(this, name, scene) || this;
  111194. _this._intensity = 1.0;
  111195. _this._includedOnlyMeshes = [];
  111196. _this._excludedMeshes = [];
  111197. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  111198. // Adapt options
  111199. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  111200. // Initialize the layer
  111201. _this._init({
  111202. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  111203. camera: _this._options.camera,
  111204. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  111205. mainTextureRatio: _this._options.mainTextureRatio,
  111206. renderingGroupId: _this._options.renderingGroupId
  111207. });
  111208. return _this;
  111209. }
  111210. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  111211. /**
  111212. * Gets the kernel size of the blur.
  111213. */
  111214. get: function () {
  111215. return this._horizontalBlurPostprocess1.kernel;
  111216. },
  111217. /**
  111218. * Sets the kernel size of the blur.
  111219. */
  111220. set: function (value) {
  111221. this._horizontalBlurPostprocess1.kernel = value;
  111222. this._verticalBlurPostprocess1.kernel = value;
  111223. this._horizontalBlurPostprocess2.kernel = value;
  111224. this._verticalBlurPostprocess2.kernel = value;
  111225. },
  111226. enumerable: true,
  111227. configurable: true
  111228. });
  111229. Object.defineProperty(GlowLayer.prototype, "intensity", {
  111230. /**
  111231. * Gets the glow intensity.
  111232. */
  111233. get: function () {
  111234. return this._intensity;
  111235. },
  111236. /**
  111237. * Sets the glow intensity.
  111238. */
  111239. set: function (value) {
  111240. this._intensity = value;
  111241. },
  111242. enumerable: true,
  111243. configurable: true
  111244. });
  111245. /**
  111246. * Get the effect name of the layer.
  111247. * @return The effect name
  111248. */
  111249. GlowLayer.prototype.getEffectName = function () {
  111250. return GlowLayer.EffectName;
  111251. };
  111252. /**
  111253. * Create the merge effect. This is the shader use to blit the information back
  111254. * to the main canvas at the end of the scene rendering.
  111255. */
  111256. GlowLayer.prototype._createMergeEffect = function () {
  111257. // Effect
  111258. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  111259. };
  111260. /**
  111261. * Creates the render target textures and post processes used in the glow layer.
  111262. */
  111263. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  111264. var _this = this;
  111265. var blurTextureWidth = this._mainTextureDesiredSize.width;
  111266. var blurTextureHeight = this._mainTextureDesiredSize.height;
  111267. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  111268. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  111269. var textureType = 0;
  111270. if (this._engine.getCaps().textureHalfFloatRender) {
  111271. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  111272. }
  111273. else {
  111274. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  111275. }
  111276. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  111277. width: blurTextureWidth,
  111278. height: blurTextureHeight
  111279. }, this._scene, false, true, textureType);
  111280. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111281. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111282. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111283. this._blurTexture1.renderParticles = false;
  111284. this._blurTexture1.ignoreCameraViewport = true;
  111285. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  111286. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  111287. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  111288. width: blurTextureWidth2,
  111289. height: blurTextureHeight2
  111290. }, this._scene, false, true, textureType);
  111291. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111292. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111293. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111294. this._blurTexture2.renderParticles = false;
  111295. this._blurTexture2.ignoreCameraViewport = true;
  111296. this._textures = [this._blurTexture1, this._blurTexture2];
  111297. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111298. width: blurTextureWidth,
  111299. height: blurTextureHeight
  111300. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111301. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  111302. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  111303. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  111304. effect.setTexture("textureSampler", _this._mainTexture);
  111305. });
  111306. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111307. width: blurTextureWidth,
  111308. height: blurTextureHeight
  111309. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111310. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111311. width: blurTextureWidth2,
  111312. height: blurTextureHeight2
  111313. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111314. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  111315. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  111316. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  111317. effect.setTexture("textureSampler", _this._blurTexture1);
  111318. });
  111319. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111320. width: blurTextureWidth2,
  111321. height: blurTextureHeight2
  111322. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111323. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111324. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  111325. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111326. this._mainTexture.samples = this._options.mainTextureSamples;
  111327. this._mainTexture.onAfterUnbindObservable.add(function () {
  111328. var internalTexture = _this._blurTexture1.getInternalTexture();
  111329. if (internalTexture) {
  111330. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  111331. internalTexture = _this._blurTexture2.getInternalTexture();
  111332. if (internalTexture) {
  111333. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  111334. }
  111335. }
  111336. });
  111337. // Prevent autoClear.
  111338. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  111339. };
  111340. /**
  111341. * Checks for the readiness of the element composing the layer.
  111342. * @param subMesh the mesh to check for
  111343. * @param useInstances specify wether or not to use instances to render the mesh
  111344. * @param emissiveTexture the associated emissive texture used to generate the glow
  111345. * @return true if ready otherwise, false
  111346. */
  111347. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  111348. var material = subMesh.getMaterial();
  111349. var mesh = subMesh.getRenderingMesh();
  111350. if (!material || !mesh) {
  111351. return false;
  111352. }
  111353. var emissiveTexture = material.emissiveTexture;
  111354. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111355. };
  111356. /**
  111357. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111358. */
  111359. GlowLayer.prototype.needStencil = function () {
  111360. return false;
  111361. };
  111362. /**
  111363. * Implementation specific of rendering the generating effect on the main canvas.
  111364. * @param effect The effect used to render through
  111365. */
  111366. GlowLayer.prototype._internalRender = function (effect) {
  111367. // Texture
  111368. effect.setTexture("textureSampler", this._blurTexture1);
  111369. effect.setTexture("textureSampler2", this._blurTexture2);
  111370. effect.setFloat("offset", this._intensity);
  111371. // Cache
  111372. var engine = this._engine;
  111373. var previousStencilBuffer = engine.getStencilBuffer();
  111374. // Draw order
  111375. engine.setStencilBuffer(false);
  111376. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111377. // Draw order
  111378. engine.setStencilBuffer(previousStencilBuffer);
  111379. };
  111380. /**
  111381. * Sets the required values for both the emissive texture and and the main color.
  111382. */
  111383. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  111384. var textureLevel = 1.0;
  111385. if (this.customEmissiveTextureSelector) {
  111386. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  111387. }
  111388. else {
  111389. if (material) {
  111390. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  111391. if (this._emissiveTextureAndColor.texture) {
  111392. textureLevel = this._emissiveTextureAndColor.texture.level;
  111393. }
  111394. }
  111395. else {
  111396. this._emissiveTextureAndColor.texture = null;
  111397. }
  111398. }
  111399. if (this.customEmissiveColorSelector) {
  111400. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  111401. }
  111402. else {
  111403. if (material.emissiveColor) {
  111404. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  111405. }
  111406. else {
  111407. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  111408. }
  111409. }
  111410. };
  111411. /**
  111412. * Returns true if the mesh should render, otherwise false.
  111413. * @param mesh The mesh to render
  111414. * @returns true if it should render otherwise false
  111415. */
  111416. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  111417. return this.hasMesh(mesh);
  111418. };
  111419. /**
  111420. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  111421. * @param mesh The mesh to exclude from the glow layer
  111422. */
  111423. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  111424. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  111425. this._excludedMeshes.push(mesh.uniqueId);
  111426. }
  111427. };
  111428. /**
  111429. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  111430. * @param mesh The mesh to remove
  111431. */
  111432. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  111433. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  111434. if (index !== -1) {
  111435. this._excludedMeshes.splice(index, 1);
  111436. }
  111437. };
  111438. /**
  111439. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  111440. * @param mesh The mesh to include in the glow layer
  111441. */
  111442. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  111443. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  111444. this._includedOnlyMeshes.push(mesh.uniqueId);
  111445. }
  111446. };
  111447. /**
  111448. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  111449. * @param mesh The mesh to remove
  111450. */
  111451. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  111452. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  111453. if (index !== -1) {
  111454. this._includedOnlyMeshes.splice(index, 1);
  111455. }
  111456. };
  111457. /**
  111458. * Determine if a given mesh will be used in the glow layer
  111459. * @param mesh The mesh to test
  111460. * @returns true if the mesh will be highlighted by the current glow layer
  111461. */
  111462. GlowLayer.prototype.hasMesh = function (mesh) {
  111463. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111464. return false;
  111465. }
  111466. // Included Mesh
  111467. if (this._includedOnlyMeshes.length) {
  111468. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  111469. }
  111470. // Excluded Mesh
  111471. if (this._excludedMeshes.length) {
  111472. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  111473. }
  111474. return true;
  111475. };
  111476. /**
  111477. * Free any resources and references associated to a mesh.
  111478. * Internal use
  111479. * @param mesh The mesh to free.
  111480. * @hidden
  111481. */
  111482. GlowLayer.prototype._disposeMesh = function (mesh) {
  111483. this.removeIncludedOnlyMesh(mesh);
  111484. this.removeExcludedMesh(mesh);
  111485. };
  111486. /**
  111487. * Gets the class name of the effect layer
  111488. * @returns the string with the class name of the effect layer
  111489. */
  111490. GlowLayer.prototype.getClassName = function () {
  111491. return "GlowLayer";
  111492. };
  111493. /**
  111494. * Serializes this glow layer
  111495. * @returns a serialized glow layer object
  111496. */
  111497. GlowLayer.prototype.serialize = function () {
  111498. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111499. serializationObject.customType = "BABYLON.GlowLayer";
  111500. var index;
  111501. // Included meshes
  111502. serializationObject.includedMeshes = [];
  111503. if (this._includedOnlyMeshes.length) {
  111504. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  111505. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  111506. if (mesh) {
  111507. serializationObject.includedMeshes.push(mesh.id);
  111508. }
  111509. }
  111510. }
  111511. // Excluded meshes
  111512. serializationObject.excludedMeshes = [];
  111513. if (this._excludedMeshes.length) {
  111514. for (index = 0; index < this._excludedMeshes.length; index++) {
  111515. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  111516. if (mesh) {
  111517. serializationObject.excludedMeshes.push(mesh.id);
  111518. }
  111519. }
  111520. }
  111521. return serializationObject;
  111522. };
  111523. /**
  111524. * Creates a Glow Layer from parsed glow layer data
  111525. * @param parsedGlowLayer defines glow layer data
  111526. * @param scene defines the current scene
  111527. * @param rootUrl defines the root URL containing the glow layer information
  111528. * @returns a parsed Glow Layer
  111529. */
  111530. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  111531. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  111532. var index;
  111533. // Excluded meshes
  111534. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  111535. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  111536. if (mesh) {
  111537. gl.addExcludedMesh(mesh);
  111538. }
  111539. }
  111540. // Included meshes
  111541. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  111542. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  111543. if (mesh) {
  111544. gl.addIncludedOnlyMesh(mesh);
  111545. }
  111546. }
  111547. return gl;
  111548. };
  111549. /**
  111550. * Effect Name of the layer.
  111551. */
  111552. GlowLayer.EffectName = "GlowLayer";
  111553. /**
  111554. * The default blur kernel size used for the glow.
  111555. */
  111556. GlowLayer.DefaultBlurKernelSize = 32;
  111557. /**
  111558. * The default texture size ratio used for the glow.
  111559. */
  111560. GlowLayer.DefaultTextureRatio = 0.5;
  111561. __decorate([
  111562. BABYLON.serialize()
  111563. ], GlowLayer.prototype, "blurKernelSize", null);
  111564. __decorate([
  111565. BABYLON.serialize()
  111566. ], GlowLayer.prototype, "intensity", null);
  111567. __decorate([
  111568. BABYLON.serialize("options")
  111569. ], GlowLayer.prototype, "_options", void 0);
  111570. return GlowLayer;
  111571. }(BABYLON.EffectLayer));
  111572. BABYLON.GlowLayer = GlowLayer;
  111573. })(BABYLON || (BABYLON = {}));
  111574. //# sourceMappingURL=babylon.glowLayer.js.map
  111575. var BABYLON;
  111576. (function (BABYLON) {
  111577. /**
  111578. * Defines the list of states available for a task inside a AssetsManager
  111579. */
  111580. var AssetTaskState;
  111581. (function (AssetTaskState) {
  111582. /**
  111583. * Initialization
  111584. */
  111585. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  111586. /**
  111587. * Running
  111588. */
  111589. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  111590. /**
  111591. * Done
  111592. */
  111593. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  111594. /**
  111595. * Error
  111596. */
  111597. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  111598. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  111599. /**
  111600. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  111601. */
  111602. var AbstractAssetTask = /** @class */ (function () {
  111603. /**
  111604. * Creates a new AssetsManager
  111605. * @param name defines the name of the task
  111606. */
  111607. function AbstractAssetTask(
  111608. /**
  111609. * Task name
  111610. */ name) {
  111611. this.name = name;
  111612. this._isCompleted = false;
  111613. this._taskState = AssetTaskState.INIT;
  111614. }
  111615. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  111616. /**
  111617. * Get if the task is completed
  111618. */
  111619. get: function () {
  111620. return this._isCompleted;
  111621. },
  111622. enumerable: true,
  111623. configurable: true
  111624. });
  111625. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  111626. /**
  111627. * Gets the current state of the task
  111628. */
  111629. get: function () {
  111630. return this._taskState;
  111631. },
  111632. enumerable: true,
  111633. configurable: true
  111634. });
  111635. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  111636. /**
  111637. * Gets the current error object (if task is in error)
  111638. */
  111639. get: function () {
  111640. return this._errorObject;
  111641. },
  111642. enumerable: true,
  111643. configurable: true
  111644. });
  111645. /**
  111646. * Internal only
  111647. * @hidden
  111648. */
  111649. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  111650. if (this._errorObject) {
  111651. return;
  111652. }
  111653. this._errorObject = {
  111654. message: message,
  111655. exception: exception
  111656. };
  111657. };
  111658. /**
  111659. * Execute the current task
  111660. * @param scene defines the scene where you want your assets to be loaded
  111661. * @param onSuccess is a callback called when the task is successfully executed
  111662. * @param onError is a callback called if an error occurs
  111663. */
  111664. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  111665. var _this = this;
  111666. this._taskState = AssetTaskState.RUNNING;
  111667. this.runTask(scene, function () {
  111668. _this.onDoneCallback(onSuccess, onError);
  111669. }, function (msg, exception) {
  111670. _this.onErrorCallback(onError, msg, exception);
  111671. });
  111672. };
  111673. /**
  111674. * Execute the current task
  111675. * @param scene defines the scene where you want your assets to be loaded
  111676. * @param onSuccess is a callback called when the task is successfully executed
  111677. * @param onError is a callback called if an error occurs
  111678. */
  111679. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111680. throw new Error("runTask is not implemented");
  111681. };
  111682. /**
  111683. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  111684. * This can be used with failed tasks that have the reason for failure fixed.
  111685. */
  111686. AbstractAssetTask.prototype.reset = function () {
  111687. this._taskState = AssetTaskState.INIT;
  111688. };
  111689. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  111690. this._taskState = AssetTaskState.ERROR;
  111691. this._errorObject = {
  111692. message: message,
  111693. exception: exception
  111694. };
  111695. if (this.onError) {
  111696. this.onError(this, message, exception);
  111697. }
  111698. onError();
  111699. };
  111700. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  111701. try {
  111702. this._taskState = AssetTaskState.DONE;
  111703. this._isCompleted = true;
  111704. if (this.onSuccess) {
  111705. this.onSuccess(this);
  111706. }
  111707. onSuccess();
  111708. }
  111709. catch (e) {
  111710. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  111711. }
  111712. };
  111713. return AbstractAssetTask;
  111714. }());
  111715. BABYLON.AbstractAssetTask = AbstractAssetTask;
  111716. /**
  111717. * Class used to share progress information about assets loading
  111718. */
  111719. var AssetsProgressEvent = /** @class */ (function () {
  111720. /**
  111721. * Creates a AssetsProgressEvent
  111722. * @param remainingCount defines the number of remaining tasks to process
  111723. * @param totalCount defines the total number of tasks
  111724. * @param task defines the task that was just processed
  111725. */
  111726. function AssetsProgressEvent(remainingCount, totalCount, task) {
  111727. this.remainingCount = remainingCount;
  111728. this.totalCount = totalCount;
  111729. this.task = task;
  111730. }
  111731. return AssetsProgressEvent;
  111732. }());
  111733. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  111734. /**
  111735. * Define a task used by AssetsManager to load meshes
  111736. */
  111737. var MeshAssetTask = /** @class */ (function (_super) {
  111738. __extends(MeshAssetTask, _super);
  111739. /**
  111740. * Creates a new MeshAssetTask
  111741. * @param name defines the name of the task
  111742. * @param meshesNames defines the list of mesh's names you want to load
  111743. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  111744. * @param sceneFilename defines the filename of the scene to load from
  111745. */
  111746. function MeshAssetTask(
  111747. /**
  111748. * Defines the name of the task
  111749. */
  111750. name,
  111751. /**
  111752. * Defines the list of mesh's names you want to load
  111753. */
  111754. meshesNames,
  111755. /**
  111756. * Defines the root url to use as a base to load your meshes and associated resources
  111757. */
  111758. rootUrl,
  111759. /**
  111760. * Defines the filename of the scene to load from
  111761. */
  111762. sceneFilename) {
  111763. var _this = _super.call(this, name) || this;
  111764. _this.name = name;
  111765. _this.meshesNames = meshesNames;
  111766. _this.rootUrl = rootUrl;
  111767. _this.sceneFilename = sceneFilename;
  111768. return _this;
  111769. }
  111770. /**
  111771. * Execute the current task
  111772. * @param scene defines the scene where you want your assets to be loaded
  111773. * @param onSuccess is a callback called when the task is successfully executed
  111774. * @param onError is a callback called if an error occurs
  111775. */
  111776. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111777. var _this = this;
  111778. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  111779. _this.loadedMeshes = meshes;
  111780. _this.loadedParticleSystems = particleSystems;
  111781. _this.loadedSkeletons = skeletons;
  111782. onSuccess();
  111783. }, null, function (scene, message, exception) {
  111784. onError(message, exception);
  111785. });
  111786. };
  111787. return MeshAssetTask;
  111788. }(AbstractAssetTask));
  111789. BABYLON.MeshAssetTask = MeshAssetTask;
  111790. /**
  111791. * Define a task used by AssetsManager to load text content
  111792. */
  111793. var TextFileAssetTask = /** @class */ (function (_super) {
  111794. __extends(TextFileAssetTask, _super);
  111795. /**
  111796. * Creates a new TextFileAssetTask object
  111797. * @param name defines the name of the task
  111798. * @param url defines the location of the file to load
  111799. */
  111800. function TextFileAssetTask(
  111801. /**
  111802. * Defines the name of the task
  111803. */
  111804. name,
  111805. /**
  111806. * Defines the location of the file to load
  111807. */
  111808. url) {
  111809. var _this = _super.call(this, name) || this;
  111810. _this.name = name;
  111811. _this.url = url;
  111812. return _this;
  111813. }
  111814. /**
  111815. * Execute the current task
  111816. * @param scene defines the scene where you want your assets to be loaded
  111817. * @param onSuccess is a callback called when the task is successfully executed
  111818. * @param onError is a callback called if an error occurs
  111819. */
  111820. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111821. var _this = this;
  111822. scene._loadFile(this.url, function (data) {
  111823. _this.text = data;
  111824. onSuccess();
  111825. }, undefined, false, false, function (request, exception) {
  111826. if (request) {
  111827. onError(request.status + " " + request.statusText, exception);
  111828. }
  111829. });
  111830. };
  111831. return TextFileAssetTask;
  111832. }(AbstractAssetTask));
  111833. BABYLON.TextFileAssetTask = TextFileAssetTask;
  111834. /**
  111835. * Define a task used by AssetsManager to load binary data
  111836. */
  111837. var BinaryFileAssetTask = /** @class */ (function (_super) {
  111838. __extends(BinaryFileAssetTask, _super);
  111839. /**
  111840. * Creates a new BinaryFileAssetTask object
  111841. * @param name defines the name of the new task
  111842. * @param url defines the location of the file to load
  111843. */
  111844. function BinaryFileAssetTask(
  111845. /**
  111846. * Defines the name of the task
  111847. */
  111848. name,
  111849. /**
  111850. * Defines the location of the file to load
  111851. */
  111852. url) {
  111853. var _this = _super.call(this, name) || this;
  111854. _this.name = name;
  111855. _this.url = url;
  111856. return _this;
  111857. }
  111858. /**
  111859. * Execute the current task
  111860. * @param scene defines the scene where you want your assets to be loaded
  111861. * @param onSuccess is a callback called when the task is successfully executed
  111862. * @param onError is a callback called if an error occurs
  111863. */
  111864. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111865. var _this = this;
  111866. scene._loadFile(this.url, function (data) {
  111867. _this.data = data;
  111868. onSuccess();
  111869. }, undefined, true, true, function (request, exception) {
  111870. if (request) {
  111871. onError(request.status + " " + request.statusText, exception);
  111872. }
  111873. });
  111874. };
  111875. return BinaryFileAssetTask;
  111876. }(AbstractAssetTask));
  111877. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  111878. /**
  111879. * Define a task used by AssetsManager to load images
  111880. */
  111881. var ImageAssetTask = /** @class */ (function (_super) {
  111882. __extends(ImageAssetTask, _super);
  111883. /**
  111884. * Creates a new ImageAssetTask
  111885. * @param name defines the name of the task
  111886. * @param url defines the location of the image to load
  111887. */
  111888. function ImageAssetTask(
  111889. /**
  111890. * Defines the name of the task
  111891. */
  111892. name,
  111893. /**
  111894. * Defines the location of the image to load
  111895. */
  111896. url) {
  111897. var _this = _super.call(this, name) || this;
  111898. _this.name = name;
  111899. _this.url = url;
  111900. return _this;
  111901. }
  111902. /**
  111903. * Execute the current task
  111904. * @param scene defines the scene where you want your assets to be loaded
  111905. * @param onSuccess is a callback called when the task is successfully executed
  111906. * @param onError is a callback called if an error occurs
  111907. */
  111908. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111909. var _this = this;
  111910. var img = new Image();
  111911. BABYLON.Tools.SetCorsBehavior(this.url, img);
  111912. img.onload = function () {
  111913. _this.image = img;
  111914. onSuccess();
  111915. };
  111916. img.onerror = function (err) {
  111917. onError("Error loading image", err);
  111918. };
  111919. img.src = this.url;
  111920. };
  111921. return ImageAssetTask;
  111922. }(AbstractAssetTask));
  111923. BABYLON.ImageAssetTask = ImageAssetTask;
  111924. /**
  111925. * Define a task used by AssetsManager to load 2D textures
  111926. */
  111927. var TextureAssetTask = /** @class */ (function (_super) {
  111928. __extends(TextureAssetTask, _super);
  111929. /**
  111930. * Creates a new TextureAssetTask object
  111931. * @param name defines the name of the task
  111932. * @param url defines the location of the file to load
  111933. * @param noMipmap defines if mipmap should not be generated (default is false)
  111934. * @param invertY defines if texture must be inverted on Y axis (default is false)
  111935. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  111936. */
  111937. function TextureAssetTask(
  111938. /**
  111939. * Defines the name of the task
  111940. */
  111941. name,
  111942. /**
  111943. * Defines the location of the file to load
  111944. */
  111945. url,
  111946. /**
  111947. * Defines if mipmap should not be generated (default is false)
  111948. */
  111949. noMipmap,
  111950. /**
  111951. * Defines if texture must be inverted on Y axis (default is false)
  111952. */
  111953. invertY,
  111954. /**
  111955. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  111956. */
  111957. samplingMode) {
  111958. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  111959. var _this = _super.call(this, name) || this;
  111960. _this.name = name;
  111961. _this.url = url;
  111962. _this.noMipmap = noMipmap;
  111963. _this.invertY = invertY;
  111964. _this.samplingMode = samplingMode;
  111965. return _this;
  111966. }
  111967. /**
  111968. * Execute the current task
  111969. * @param scene defines the scene where you want your assets to be loaded
  111970. * @param onSuccess is a callback called when the task is successfully executed
  111971. * @param onError is a callback called if an error occurs
  111972. */
  111973. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111974. var onload = function () {
  111975. onSuccess();
  111976. };
  111977. var onerror = function (message, exception) {
  111978. onError(message, exception);
  111979. };
  111980. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  111981. };
  111982. return TextureAssetTask;
  111983. }(AbstractAssetTask));
  111984. BABYLON.TextureAssetTask = TextureAssetTask;
  111985. /**
  111986. * Define a task used by AssetsManager to load cube textures
  111987. */
  111988. var CubeTextureAssetTask = /** @class */ (function (_super) {
  111989. __extends(CubeTextureAssetTask, _super);
  111990. /**
  111991. * Creates a new CubeTextureAssetTask
  111992. * @param name defines the name of the task
  111993. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  111994. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  111995. * @param noMipmap defines if mipmaps should not be generated (default is false)
  111996. * @param files defines the explicit list of files (undefined by default)
  111997. */
  111998. function CubeTextureAssetTask(
  111999. /**
  112000. * Defines the name of the task
  112001. */
  112002. name,
  112003. /**
  112004. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112005. */
  112006. url,
  112007. /**
  112008. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112009. */
  112010. extensions,
  112011. /**
  112012. * Defines if mipmaps should not be generated (default is false)
  112013. */
  112014. noMipmap,
  112015. /**
  112016. * Defines the explicit list of files (undefined by default)
  112017. */
  112018. files) {
  112019. var _this = _super.call(this, name) || this;
  112020. _this.name = name;
  112021. _this.url = url;
  112022. _this.extensions = extensions;
  112023. _this.noMipmap = noMipmap;
  112024. _this.files = files;
  112025. return _this;
  112026. }
  112027. /**
  112028. * Execute the current task
  112029. * @param scene defines the scene where you want your assets to be loaded
  112030. * @param onSuccess is a callback called when the task is successfully executed
  112031. * @param onError is a callback called if an error occurs
  112032. */
  112033. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112034. var onload = function () {
  112035. onSuccess();
  112036. };
  112037. var onerror = function (message, exception) {
  112038. onError(message, exception);
  112039. };
  112040. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  112041. };
  112042. return CubeTextureAssetTask;
  112043. }(AbstractAssetTask));
  112044. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  112045. /**
  112046. * Define a task used by AssetsManager to load HDR cube textures
  112047. */
  112048. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  112049. __extends(HDRCubeTextureAssetTask, _super);
  112050. /**
  112051. * Creates a new HDRCubeTextureAssetTask object
  112052. * @param name defines the name of the task
  112053. * @param url defines the location of the file to load
  112054. * @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.
  112055. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112056. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112057. * @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)
  112058. * @param reserved Internal use only
  112059. */
  112060. function HDRCubeTextureAssetTask(
  112061. /**
  112062. * Defines the name of the task
  112063. */
  112064. name,
  112065. /**
  112066. * Defines the location of the file to load
  112067. */
  112068. url,
  112069. /**
  112070. * Defines the desired size (the more it increases the longer the generation will be)
  112071. */
  112072. size,
  112073. /**
  112074. * Defines if mipmaps should not be generated (default is false)
  112075. */
  112076. noMipmap,
  112077. /**
  112078. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112079. */
  112080. generateHarmonics,
  112081. /**
  112082. * 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)
  112083. */
  112084. gammaSpace,
  112085. /**
  112086. * Internal Use Only
  112087. */
  112088. reserved) {
  112089. if (noMipmap === void 0) { noMipmap = false; }
  112090. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112091. if (gammaSpace === void 0) { gammaSpace = false; }
  112092. if (reserved === void 0) { reserved = false; }
  112093. var _this = _super.call(this, name) || this;
  112094. _this.name = name;
  112095. _this.url = url;
  112096. _this.size = size;
  112097. _this.noMipmap = noMipmap;
  112098. _this.generateHarmonics = generateHarmonics;
  112099. _this.gammaSpace = gammaSpace;
  112100. _this.reserved = reserved;
  112101. return _this;
  112102. }
  112103. /**
  112104. * Execute the current task
  112105. * @param scene defines the scene where you want your assets to be loaded
  112106. * @param onSuccess is a callback called when the task is successfully executed
  112107. * @param onError is a callback called if an error occurs
  112108. */
  112109. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  112110. var onload = function () {
  112111. onSuccess();
  112112. };
  112113. var onerror = function (message, exception) {
  112114. onError(message, exception);
  112115. };
  112116. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  112117. };
  112118. return HDRCubeTextureAssetTask;
  112119. }(AbstractAssetTask));
  112120. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  112121. /**
  112122. * This class can be used to easily import assets into a scene
  112123. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  112124. */
  112125. var AssetsManager = /** @class */ (function () {
  112126. /**
  112127. * Creates a new AssetsManager
  112128. * @param scene defines the scene to work on
  112129. */
  112130. function AssetsManager(scene) {
  112131. this._isLoading = false;
  112132. this._tasks = new Array();
  112133. this._waitingTasksCount = 0;
  112134. this._totalTasksCount = 0;
  112135. /**
  112136. * Observable called when all tasks are processed
  112137. */
  112138. this.onTaskSuccessObservable = new BABYLON.Observable();
  112139. /**
  112140. * Observable called when a task had an error
  112141. */
  112142. this.onTaskErrorObservable = new BABYLON.Observable();
  112143. /**
  112144. * Observable called when a task is successful
  112145. */
  112146. this.onTasksDoneObservable = new BABYLON.Observable();
  112147. /**
  112148. * Observable called when a task is done (whatever the result is)
  112149. */
  112150. this.onProgressObservable = new BABYLON.Observable();
  112151. /**
  112152. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  112153. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  112154. */
  112155. this.useDefaultLoadingScreen = true;
  112156. this._scene = scene;
  112157. }
  112158. /**
  112159. * Add a MeshAssetTask to the list of active tasks
  112160. * @param taskName defines the name of the new task
  112161. * @param meshesNames defines the name of meshes to load
  112162. * @param rootUrl defines the root url to use to locate files
  112163. * @param sceneFilename defines the filename of the scene file
  112164. * @returns a new MeshAssetTask object
  112165. */
  112166. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  112167. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  112168. this._tasks.push(task);
  112169. return task;
  112170. };
  112171. /**
  112172. * Add a TextFileAssetTask to the list of active tasks
  112173. * @param taskName defines the name of the new task
  112174. * @param url defines the url of the file to load
  112175. * @returns a new TextFileAssetTask object
  112176. */
  112177. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  112178. var task = new TextFileAssetTask(taskName, url);
  112179. this._tasks.push(task);
  112180. return task;
  112181. };
  112182. /**
  112183. * Add a BinaryFileAssetTask to the list of active tasks
  112184. * @param taskName defines the name of the new task
  112185. * @param url defines the url of the file to load
  112186. * @returns a new BinaryFileAssetTask object
  112187. */
  112188. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  112189. var task = new BinaryFileAssetTask(taskName, url);
  112190. this._tasks.push(task);
  112191. return task;
  112192. };
  112193. /**
  112194. * Add a ImageAssetTask to the list of active tasks
  112195. * @param taskName defines the name of the new task
  112196. * @param url defines the url of the file to load
  112197. * @returns a new ImageAssetTask object
  112198. */
  112199. AssetsManager.prototype.addImageTask = function (taskName, url) {
  112200. var task = new ImageAssetTask(taskName, url);
  112201. this._tasks.push(task);
  112202. return task;
  112203. };
  112204. /**
  112205. * Add a TextureAssetTask to the list of active tasks
  112206. * @param taskName defines the name of the new task
  112207. * @param url defines the url of the file to load
  112208. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112209. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  112210. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  112211. * @returns a new TextureAssetTask object
  112212. */
  112213. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  112214. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112215. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  112216. this._tasks.push(task);
  112217. return task;
  112218. };
  112219. /**
  112220. * Add a CubeTextureAssetTask to the list of active tasks
  112221. * @param taskName defines the name of the new task
  112222. * @param url defines the url of the file to load
  112223. * @param extensions defines the extension to use to load the cube map (can be null)
  112224. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112225. * @param files defines the list of files to load (can be null)
  112226. * @returns a new CubeTextureAssetTask object
  112227. */
  112228. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  112229. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  112230. this._tasks.push(task);
  112231. return task;
  112232. };
  112233. /**
  112234. *
  112235. * Add a HDRCubeTextureAssetTask to the list of active tasks
  112236. * @param taskName defines the name of the new task
  112237. * @param url defines the url of the file to load
  112238. * @param size defines the size you want for the cubemap (can be null)
  112239. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112240. * @param generateHarmonics defines if you want to automatically generate (true by default)
  112241. * @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)
  112242. * @param reserved Internal use only
  112243. * @returns a new HDRCubeTextureAssetTask object
  112244. */
  112245. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  112246. if (noMipmap === void 0) { noMipmap = false; }
  112247. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112248. if (gammaSpace === void 0) { gammaSpace = false; }
  112249. if (reserved === void 0) { reserved = false; }
  112250. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  112251. this._tasks.push(task);
  112252. return task;
  112253. };
  112254. /**
  112255. * Remove a task from the assets manager.
  112256. * @param task the task to remove
  112257. */
  112258. AssetsManager.prototype.removeTask = function (task) {
  112259. var index = this._tasks.indexOf(task);
  112260. if (index > -1) {
  112261. this._tasks.splice(index, 1);
  112262. }
  112263. };
  112264. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  112265. this._waitingTasksCount--;
  112266. try {
  112267. if (this.onProgress) {
  112268. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  112269. }
  112270. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  112271. }
  112272. catch (e) {
  112273. BABYLON.Tools.Error("Error running progress callbacks.");
  112274. console.log(e);
  112275. }
  112276. if (this._waitingTasksCount === 0) {
  112277. try {
  112278. if (this.onFinish) {
  112279. this.onFinish(this._tasks);
  112280. }
  112281. // Let's remove successfull tasks
  112282. var currentTasks = this._tasks.slice();
  112283. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  112284. var task = currentTasks_1[_i];
  112285. if (task.taskState === AssetTaskState.DONE) {
  112286. var index = this._tasks.indexOf(task);
  112287. if (index > -1) {
  112288. this._tasks.splice(index, 1);
  112289. }
  112290. }
  112291. }
  112292. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112293. }
  112294. catch (e) {
  112295. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  112296. console.log(e);
  112297. }
  112298. this._isLoading = false;
  112299. this._scene.getEngine().hideLoadingUI();
  112300. }
  112301. };
  112302. AssetsManager.prototype._runTask = function (task) {
  112303. var _this = this;
  112304. var done = function () {
  112305. try {
  112306. if (_this.onTaskSuccess) {
  112307. _this.onTaskSuccess(task);
  112308. }
  112309. _this.onTaskSuccessObservable.notifyObservers(task);
  112310. _this._decreaseWaitingTasksCount(task);
  112311. }
  112312. catch (e) {
  112313. error("Error executing task success callbacks", e);
  112314. }
  112315. };
  112316. var error = function (message, exception) {
  112317. task._setErrorObject(message, exception);
  112318. if (_this.onTaskError) {
  112319. _this.onTaskError(task);
  112320. }
  112321. _this.onTaskErrorObservable.notifyObservers(task);
  112322. _this._decreaseWaitingTasksCount(task);
  112323. };
  112324. task.run(this._scene, done, error);
  112325. };
  112326. /**
  112327. * Reset the AssetsManager and remove all tasks
  112328. * @return the current instance of the AssetsManager
  112329. */
  112330. AssetsManager.prototype.reset = function () {
  112331. this._isLoading = false;
  112332. this._tasks = new Array();
  112333. return this;
  112334. };
  112335. /**
  112336. * Start the loading process
  112337. * @return the current instance of the AssetsManager
  112338. */
  112339. AssetsManager.prototype.load = function () {
  112340. if (this._isLoading) {
  112341. return this;
  112342. }
  112343. this._isLoading = true;
  112344. this._waitingTasksCount = this._tasks.length;
  112345. this._totalTasksCount = this._tasks.length;
  112346. if (this._waitingTasksCount === 0) {
  112347. this._isLoading = false;
  112348. if (this.onFinish) {
  112349. this.onFinish(this._tasks);
  112350. }
  112351. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112352. return this;
  112353. }
  112354. if (this.useDefaultLoadingScreen) {
  112355. this._scene.getEngine().displayLoadingUI();
  112356. }
  112357. for (var index = 0; index < this._tasks.length; index++) {
  112358. var task = this._tasks[index];
  112359. if (task.taskState === AssetTaskState.INIT) {
  112360. this._runTask(task);
  112361. }
  112362. }
  112363. return this;
  112364. };
  112365. return AssetsManager;
  112366. }());
  112367. BABYLON.AssetsManager = AssetsManager;
  112368. })(BABYLON || (BABYLON = {}));
  112369. //# sourceMappingURL=babylon.assetsManager.js.map
  112370. var BABYLON;
  112371. (function (BABYLON) {
  112372. var serializedGeometries = [];
  112373. var serializeGeometry = function (geometry, serializationGeometries) {
  112374. if (serializedGeometries[geometry.id]) {
  112375. return;
  112376. }
  112377. if (geometry.doNotSerialize) {
  112378. return;
  112379. }
  112380. if (geometry instanceof BABYLON.BoxGeometry) {
  112381. serializationGeometries.boxes.push(geometry.serialize());
  112382. }
  112383. else if (geometry instanceof BABYLON.SphereGeometry) {
  112384. serializationGeometries.spheres.push(geometry.serialize());
  112385. }
  112386. else if (geometry instanceof BABYLON.CylinderGeometry) {
  112387. serializationGeometries.cylinders.push(geometry.serialize());
  112388. }
  112389. else if (geometry instanceof BABYLON.TorusGeometry) {
  112390. serializationGeometries.toruses.push(geometry.serialize());
  112391. }
  112392. else if (geometry instanceof BABYLON.GroundGeometry) {
  112393. serializationGeometries.grounds.push(geometry.serialize());
  112394. }
  112395. else if (geometry instanceof BABYLON.Plane) {
  112396. serializationGeometries.planes.push(geometry.serialize());
  112397. }
  112398. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  112399. serializationGeometries.torusKnots.push(geometry.serialize());
  112400. }
  112401. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  112402. throw new Error("Unknown primitive type");
  112403. }
  112404. else {
  112405. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  112406. }
  112407. serializedGeometries[geometry.id] = true;
  112408. };
  112409. var serializeMesh = function (mesh, serializationScene) {
  112410. var serializationObject = {};
  112411. // Geometry
  112412. var geometry = mesh._geometry;
  112413. if (geometry) {
  112414. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  112415. // 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
  112416. serializeGeometry(geometry, serializationScene.geometries);
  112417. }
  112418. }
  112419. // Custom
  112420. if (mesh.serialize) {
  112421. mesh.serialize(serializationObject);
  112422. }
  112423. return serializationObject;
  112424. };
  112425. var finalizeSingleMesh = function (mesh, serializationObject) {
  112426. //only works if the mesh is already loaded
  112427. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  112428. //serialize material
  112429. if (mesh.material) {
  112430. if (mesh.material instanceof BABYLON.MultiMaterial) {
  112431. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  112432. serializationObject.materials = serializationObject.materials || [];
  112433. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  112434. serializationObject.multiMaterials.push(mesh.material.serialize());
  112435. var _loop_1 = function (submaterial) {
  112436. if (submaterial) {
  112437. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  112438. serializationObject.materials.push(submaterial.serialize());
  112439. }
  112440. }
  112441. };
  112442. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  112443. var submaterial = _a[_i];
  112444. _loop_1(submaterial);
  112445. }
  112446. }
  112447. }
  112448. else {
  112449. serializationObject.materials = serializationObject.materials || [];
  112450. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  112451. serializationObject.materials.push(mesh.material.serialize());
  112452. }
  112453. }
  112454. }
  112455. //serialize geometry
  112456. var geometry = mesh._geometry;
  112457. if (geometry) {
  112458. if (!serializationObject.geometries) {
  112459. serializationObject.geometries = {};
  112460. serializationObject.geometries.boxes = [];
  112461. serializationObject.geometries.spheres = [];
  112462. serializationObject.geometries.cylinders = [];
  112463. serializationObject.geometries.toruses = [];
  112464. serializationObject.geometries.grounds = [];
  112465. serializationObject.geometries.planes = [];
  112466. serializationObject.geometries.torusKnots = [];
  112467. serializationObject.geometries.vertexData = [];
  112468. }
  112469. serializeGeometry(geometry, serializationObject.geometries);
  112470. }
  112471. // Skeletons
  112472. if (mesh.skeleton) {
  112473. serializationObject.skeletons = serializationObject.skeletons || [];
  112474. serializationObject.skeletons.push(mesh.skeleton.serialize());
  112475. }
  112476. //serialize the actual mesh
  112477. serializationObject.meshes = serializationObject.meshes || [];
  112478. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  112479. }
  112480. };
  112481. /**
  112482. * Class used to serialize a scene into a string
  112483. */
  112484. var SceneSerializer = /** @class */ (function () {
  112485. function SceneSerializer() {
  112486. }
  112487. /**
  112488. * Clear cache used by a previous serialization
  112489. */
  112490. SceneSerializer.ClearCache = function () {
  112491. serializedGeometries = [];
  112492. };
  112493. /**
  112494. * Serialize a scene into a JSON compatible object
  112495. * @param scene defines the scene to serialize
  112496. * @returns a JSON compatible object
  112497. */
  112498. SceneSerializer.Serialize = function (scene) {
  112499. var serializationObject = {};
  112500. SceneSerializer.ClearCache();
  112501. // Scene
  112502. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  112503. serializationObject.autoClear = scene.autoClear;
  112504. serializationObject.clearColor = scene.clearColor.asArray();
  112505. serializationObject.ambientColor = scene.ambientColor.asArray();
  112506. serializationObject.gravity = scene.gravity.asArray();
  112507. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  112508. serializationObject.workerCollisions = scene.workerCollisions;
  112509. // Fog
  112510. if (scene.fogMode && scene.fogMode !== 0) {
  112511. serializationObject.fogMode = scene.fogMode;
  112512. serializationObject.fogColor = scene.fogColor.asArray();
  112513. serializationObject.fogStart = scene.fogStart;
  112514. serializationObject.fogEnd = scene.fogEnd;
  112515. serializationObject.fogDensity = scene.fogDensity;
  112516. }
  112517. //Physics
  112518. if (scene.isPhysicsEnabled()) {
  112519. var physicEngine = scene.getPhysicsEngine();
  112520. if (physicEngine) {
  112521. serializationObject.physicsEnabled = true;
  112522. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  112523. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  112524. }
  112525. }
  112526. // Metadata
  112527. if (scene.metadata) {
  112528. serializationObject.metadata = scene.metadata;
  112529. }
  112530. // Morph targets
  112531. serializationObject.morphTargetManagers = [];
  112532. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  112533. var abstractMesh = _a[_i];
  112534. var manager = abstractMesh.morphTargetManager;
  112535. if (manager) {
  112536. serializationObject.morphTargetManagers.push(manager.serialize());
  112537. }
  112538. }
  112539. // Lights
  112540. serializationObject.lights = [];
  112541. var index;
  112542. var light;
  112543. for (index = 0; index < scene.lights.length; index++) {
  112544. light = scene.lights[index];
  112545. if (!light.doNotSerialize) {
  112546. serializationObject.lights.push(light.serialize());
  112547. }
  112548. }
  112549. // Cameras
  112550. serializationObject.cameras = [];
  112551. for (index = 0; index < scene.cameras.length; index++) {
  112552. var camera = scene.cameras[index];
  112553. if (!camera.doNotSerialize) {
  112554. serializationObject.cameras.push(camera.serialize());
  112555. }
  112556. }
  112557. if (scene.activeCamera) {
  112558. serializationObject.activeCameraID = scene.activeCamera.id;
  112559. }
  112560. // Animations
  112561. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  112562. // Materials
  112563. serializationObject.materials = [];
  112564. serializationObject.multiMaterials = [];
  112565. var material;
  112566. for (index = 0; index < scene.materials.length; index++) {
  112567. material = scene.materials[index];
  112568. if (!material.doNotSerialize) {
  112569. serializationObject.materials.push(material.serialize());
  112570. }
  112571. }
  112572. // MultiMaterials
  112573. serializationObject.multiMaterials = [];
  112574. for (index = 0; index < scene.multiMaterials.length; index++) {
  112575. var multiMaterial = scene.multiMaterials[index];
  112576. serializationObject.multiMaterials.push(multiMaterial.serialize());
  112577. }
  112578. // Environment texture
  112579. if (scene.environmentTexture) {
  112580. serializationObject.environmentTexture = scene.environmentTexture.name;
  112581. }
  112582. // Skeletons
  112583. serializationObject.skeletons = [];
  112584. for (index = 0; index < scene.skeletons.length; index++) {
  112585. var skeleton = scene.skeletons[index];
  112586. if (!skeleton.doNotSerialize) {
  112587. serializationObject.skeletons.push(skeleton.serialize());
  112588. }
  112589. }
  112590. // Transform nodes
  112591. serializationObject.transformNodes = [];
  112592. for (index = 0; index < scene.transformNodes.length; index++) {
  112593. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  112594. }
  112595. // Geometries
  112596. serializationObject.geometries = {};
  112597. serializationObject.geometries.boxes = [];
  112598. serializationObject.geometries.spheres = [];
  112599. serializationObject.geometries.cylinders = [];
  112600. serializationObject.geometries.toruses = [];
  112601. serializationObject.geometries.grounds = [];
  112602. serializationObject.geometries.planes = [];
  112603. serializationObject.geometries.torusKnots = [];
  112604. serializationObject.geometries.vertexData = [];
  112605. serializedGeometries = [];
  112606. var geometries = scene.getGeometries();
  112607. for (index = 0; index < geometries.length; index++) {
  112608. var geometry = geometries[index];
  112609. if (geometry.isReady()) {
  112610. serializeGeometry(geometry, serializationObject.geometries);
  112611. }
  112612. }
  112613. // Meshes
  112614. serializationObject.meshes = [];
  112615. for (index = 0; index < scene.meshes.length; index++) {
  112616. var abstractMesh = scene.meshes[index];
  112617. if (abstractMesh instanceof BABYLON.Mesh) {
  112618. var mesh = abstractMesh;
  112619. if (!mesh.doNotSerialize) {
  112620. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  112621. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  112622. }
  112623. }
  112624. }
  112625. }
  112626. // Particles Systems
  112627. serializationObject.particleSystems = [];
  112628. for (index = 0; index < scene.particleSystems.length; index++) {
  112629. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  112630. }
  112631. // Action Manager
  112632. if (scene.actionManager) {
  112633. serializationObject.actions = scene.actionManager.serialize("scene");
  112634. }
  112635. // Components
  112636. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  112637. var component = _c[_b];
  112638. component.serialize(serializationObject);
  112639. }
  112640. return serializationObject;
  112641. };
  112642. /**
  112643. * Serialize a mesh into a JSON compatible object
  112644. * @param toSerialize defines the mesh to serialize
  112645. * @param withParents defines if parents must be serialized as well
  112646. * @param withChildren defines if children must be serialized as well
  112647. * @returns a JSON compatible object
  112648. */
  112649. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  112650. if (withParents === void 0) { withParents = false; }
  112651. if (withChildren === void 0) { withChildren = false; }
  112652. var serializationObject = {};
  112653. SceneSerializer.ClearCache();
  112654. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  112655. if (withParents || withChildren) {
  112656. //deliberate for loop! not for each, appended should be processed as well.
  112657. for (var i = 0; i < toSerialize.length; ++i) {
  112658. if (withChildren) {
  112659. toSerialize[i].getDescendants().forEach(function (node) {
  112660. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  112661. toSerialize.push(node);
  112662. }
  112663. });
  112664. }
  112665. //make sure the array doesn't contain the object already
  112666. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  112667. toSerialize.push(toSerialize[i].parent);
  112668. }
  112669. }
  112670. }
  112671. toSerialize.forEach(function (mesh) {
  112672. finalizeSingleMesh(mesh, serializationObject);
  112673. });
  112674. return serializationObject;
  112675. };
  112676. return SceneSerializer;
  112677. }());
  112678. BABYLON.SceneSerializer = SceneSerializer;
  112679. })(BABYLON || (BABYLON = {}));
  112680. //# sourceMappingURL=babylon.sceneSerializer.js.map
  112681. var BABYLON;
  112682. (function (BABYLON) {
  112683. /**
  112684. * Class used to generate realtime reflection / refraction cube textures
  112685. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  112686. */
  112687. var ReflectionProbe = /** @class */ (function () {
  112688. /**
  112689. * Creates a new reflection probe
  112690. * @param name defines the name of the probe
  112691. * @param size defines the texture resolution (for each face)
  112692. * @param scene defines the hosting scene
  112693. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  112694. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  112695. */
  112696. function ReflectionProbe(
  112697. /** defines the name of the probe */
  112698. name, size, scene, generateMipMaps, useFloat) {
  112699. if (generateMipMaps === void 0) { generateMipMaps = true; }
  112700. if (useFloat === void 0) { useFloat = false; }
  112701. var _this = this;
  112702. this.name = name;
  112703. this._viewMatrix = BABYLON.Matrix.Identity();
  112704. this._target = BABYLON.Vector3.Zero();
  112705. this._add = BABYLON.Vector3.Zero();
  112706. this._invertYAxis = false;
  112707. /** Gets or sets probe position (center of the cube map) */
  112708. this.position = BABYLON.Vector3.Zero();
  112709. this._scene = scene;
  112710. // Create the scene field if not exist.
  112711. if (!this._scene.reflectionProbes) {
  112712. this._scene.reflectionProbes = new Array();
  112713. }
  112714. this._scene.reflectionProbes.push(this);
  112715. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  112716. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  112717. switch (faceIndex) {
  112718. case 0:
  112719. _this._add.copyFromFloats(1, 0, 0);
  112720. break;
  112721. case 1:
  112722. _this._add.copyFromFloats(-1, 0, 0);
  112723. break;
  112724. case 2:
  112725. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  112726. break;
  112727. case 3:
  112728. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  112729. break;
  112730. case 4:
  112731. _this._add.copyFromFloats(0, 0, 1);
  112732. break;
  112733. case 5:
  112734. _this._add.copyFromFloats(0, 0, -1);
  112735. break;
  112736. }
  112737. if (_this._attachedMesh) {
  112738. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  112739. }
  112740. _this.position.addToRef(_this._add, _this._target);
  112741. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  112742. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  112743. scene._forcedViewPosition = _this.position;
  112744. });
  112745. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  112746. scene._forcedViewPosition = null;
  112747. scene.updateTransformMatrix(true);
  112748. });
  112749. if (scene.activeCamera) {
  112750. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  112751. }
  112752. }
  112753. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  112754. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  112755. get: function () {
  112756. return this._renderTargetTexture.samples;
  112757. },
  112758. set: function (value) {
  112759. this._renderTargetTexture.samples = value;
  112760. },
  112761. enumerable: true,
  112762. configurable: true
  112763. });
  112764. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  112765. /** Gets or sets the refresh rate to use (on every frame by default) */
  112766. get: function () {
  112767. return this._renderTargetTexture.refreshRate;
  112768. },
  112769. set: function (value) {
  112770. this._renderTargetTexture.refreshRate = value;
  112771. },
  112772. enumerable: true,
  112773. configurable: true
  112774. });
  112775. /**
  112776. * Gets the hosting scene
  112777. * @returns a Scene
  112778. */
  112779. ReflectionProbe.prototype.getScene = function () {
  112780. return this._scene;
  112781. };
  112782. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  112783. /** Gets the internal CubeTexture used to render to */
  112784. get: function () {
  112785. return this._renderTargetTexture;
  112786. },
  112787. enumerable: true,
  112788. configurable: true
  112789. });
  112790. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  112791. /** Gets the list of meshes to render */
  112792. get: function () {
  112793. return this._renderTargetTexture.renderList;
  112794. },
  112795. enumerable: true,
  112796. configurable: true
  112797. });
  112798. /**
  112799. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  112800. * @param mesh defines the mesh to attach to
  112801. */
  112802. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  112803. this._attachedMesh = mesh;
  112804. };
  112805. /**
  112806. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  112807. * @param renderingGroupId The rendering group id corresponding to its index
  112808. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  112809. */
  112810. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  112811. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  112812. };
  112813. /**
  112814. * Clean all associated resources
  112815. */
  112816. ReflectionProbe.prototype.dispose = function () {
  112817. var index = this._scene.reflectionProbes.indexOf(this);
  112818. if (index !== -1) {
  112819. // Remove from the scene if found
  112820. this._scene.reflectionProbes.splice(index, 1);
  112821. }
  112822. if (this._renderTargetTexture) {
  112823. this._renderTargetTexture.dispose();
  112824. this._renderTargetTexture = null;
  112825. }
  112826. };
  112827. return ReflectionProbe;
  112828. }());
  112829. BABYLON.ReflectionProbe = ReflectionProbe;
  112830. })(BABYLON || (BABYLON = {}));
  112831. //# sourceMappingURL=babylon.reflectionProbe.js.map
  112832. var BABYLON;
  112833. (function (BABYLON) {
  112834. /**
  112835. * Defines the layer scene component responsible to manage any layers
  112836. * in a given scene.
  112837. */
  112838. var LayerSceneComponent = /** @class */ (function () {
  112839. /**
  112840. * Creates a new instance of the component for the given scene
  112841. * @param scene Defines the scene to register the component in
  112842. */
  112843. function LayerSceneComponent(scene) {
  112844. /**
  112845. * The component name helpfull to identify the component in the list of scene components.
  112846. */
  112847. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  112848. this.scene = scene;
  112849. this._engine = scene.getEngine();
  112850. scene.layers = new Array();
  112851. }
  112852. /**
  112853. * Registers the component in a given scene
  112854. */
  112855. LayerSceneComponent.prototype.register = function () {
  112856. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  112857. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  112858. };
  112859. /**
  112860. * Rebuilds the elements related to this component in case of
  112861. * context lost for instance.
  112862. */
  112863. LayerSceneComponent.prototype.rebuild = function () {
  112864. var layers = this.scene.layers;
  112865. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  112866. var layer = layers_1[_i];
  112867. layer._rebuild();
  112868. }
  112869. };
  112870. /**
  112871. * Disposes the component and the associated ressources.
  112872. */
  112873. LayerSceneComponent.prototype.dispose = function () {
  112874. var layers = this.scene.layers;
  112875. while (layers.length) {
  112876. layers[0].dispose();
  112877. }
  112878. };
  112879. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  112880. var layers = this.scene.layers;
  112881. if (layers.length) {
  112882. this._engine.setDepthBuffer(false);
  112883. var cameraLayerMask = camera.layerMask;
  112884. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  112885. var layer = layers_2[_i];
  112886. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  112887. layer.render();
  112888. }
  112889. }
  112890. this._engine.setDepthBuffer(true);
  112891. }
  112892. };
  112893. LayerSceneComponent.prototype._drawBackground = function (camera) {
  112894. this._draw(camera, true);
  112895. };
  112896. LayerSceneComponent.prototype._drawForeground = function (camera) {
  112897. this._draw(camera, false);
  112898. };
  112899. return LayerSceneComponent;
  112900. }());
  112901. BABYLON.LayerSceneComponent = LayerSceneComponent;
  112902. })(BABYLON || (BABYLON = {}));
  112903. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  112904. var BABYLON;
  112905. (function (BABYLON) {
  112906. /**
  112907. * This represents a full screen 2d layer.
  112908. * This can be usefull to display a picture in the background of your scene for instance.
  112909. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112910. */
  112911. var Layer = /** @class */ (function () {
  112912. /**
  112913. * Instantiates a new layer.
  112914. * This represents a full screen 2d layer.
  112915. * This can be usefull to display a picture in the background of your scene for instance.
  112916. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112917. * @param name Define the name of the layer in the scene
  112918. * @param imgUrl Define the url of the texture to display in the layer
  112919. * @param scene Define the scene the layer belongs to
  112920. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  112921. * @param color Defines a color for the layer
  112922. */
  112923. function Layer(
  112924. /**
  112925. * Define the name of the layer.
  112926. */
  112927. name, imgUrl, scene, isBackground, color) {
  112928. this.name = name;
  112929. /**
  112930. * Define the scale of the layer in order to zoom in out of the texture.
  112931. */
  112932. this.scale = new BABYLON.Vector2(1, 1);
  112933. /**
  112934. * Define an offset for the layer in order to shift the texture.
  112935. */
  112936. this.offset = new BABYLON.Vector2(0, 0);
  112937. /**
  112938. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  112939. */
  112940. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  112941. /**
  112942. * Define a mask to restrict the layer to only some of the scene cameras.
  112943. */
  112944. this.layerMask = 0x0FFFFFFF;
  112945. this._vertexBuffers = {};
  112946. /**
  112947. * An event triggered when the layer is disposed.
  112948. */
  112949. this.onDisposeObservable = new BABYLON.Observable();
  112950. /**
  112951. * An event triggered before rendering the scene
  112952. */
  112953. this.onBeforeRenderObservable = new BABYLON.Observable();
  112954. /**
  112955. * An event triggered after rendering the scene
  112956. */
  112957. this.onAfterRenderObservable = new BABYLON.Observable();
  112958. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  112959. this.isBackground = isBackground === undefined ? true : isBackground;
  112960. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  112961. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  112962. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  112963. if (!layerComponent) {
  112964. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  112965. this._scene._addComponent(layerComponent);
  112966. }
  112967. this._scene.layers.push(this);
  112968. var engine = this._scene.getEngine();
  112969. // VBO
  112970. var vertices = [];
  112971. vertices.push(1, 1);
  112972. vertices.push(-1, 1);
  112973. vertices.push(-1, -1);
  112974. vertices.push(1, -1);
  112975. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  112976. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  112977. this._createIndexBuffer();
  112978. // Effects
  112979. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  112980. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  112981. }
  112982. Object.defineProperty(Layer.prototype, "onDispose", {
  112983. /**
  112984. * Back compatibility with callback before the onDisposeObservable existed.
  112985. * The set callback will be triggered when the layer has been disposed.
  112986. */
  112987. set: function (callback) {
  112988. if (this._onDisposeObserver) {
  112989. this.onDisposeObservable.remove(this._onDisposeObserver);
  112990. }
  112991. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  112992. },
  112993. enumerable: true,
  112994. configurable: true
  112995. });
  112996. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  112997. /**
  112998. * Back compatibility with callback before the onBeforeRenderObservable existed.
  112999. * The set callback will be triggered just before rendering the layer.
  113000. */
  113001. set: function (callback) {
  113002. if (this._onBeforeRenderObserver) {
  113003. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  113004. }
  113005. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  113006. },
  113007. enumerable: true,
  113008. configurable: true
  113009. });
  113010. Object.defineProperty(Layer.prototype, "onAfterRender", {
  113011. /**
  113012. * Back compatibility with callback before the onAfterRenderObservable existed.
  113013. * The set callback will be triggered just after rendering the layer.
  113014. */
  113015. set: function (callback) {
  113016. if (this._onAfterRenderObserver) {
  113017. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  113018. }
  113019. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  113020. },
  113021. enumerable: true,
  113022. configurable: true
  113023. });
  113024. Layer.prototype._createIndexBuffer = function () {
  113025. var engine = this._scene.getEngine();
  113026. // Indices
  113027. var indices = [];
  113028. indices.push(0);
  113029. indices.push(1);
  113030. indices.push(2);
  113031. indices.push(0);
  113032. indices.push(2);
  113033. indices.push(3);
  113034. this._indexBuffer = engine.createIndexBuffer(indices);
  113035. };
  113036. /** @hidden */
  113037. Layer.prototype._rebuild = function () {
  113038. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113039. if (vb) {
  113040. vb._rebuild();
  113041. }
  113042. this._createIndexBuffer();
  113043. };
  113044. /**
  113045. * Renders the layer in the scene.
  113046. */
  113047. Layer.prototype.render = function () {
  113048. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  113049. // Check
  113050. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  113051. return;
  113052. }
  113053. var engine = this._scene.getEngine();
  113054. this.onBeforeRenderObservable.notifyObservers(this);
  113055. // Render
  113056. engine.enableEffect(currentEffect);
  113057. engine.setState(false);
  113058. // Texture
  113059. currentEffect.setTexture("textureSampler", this.texture);
  113060. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  113061. // Color
  113062. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  113063. // Scale / offset
  113064. currentEffect.setVector2("offset", this.offset);
  113065. currentEffect.setVector2("scale", this.scale);
  113066. // VBOs
  113067. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113068. // Draw order
  113069. if (!this.alphaTest) {
  113070. engine.setAlphaMode(this.alphaBlendingMode);
  113071. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113072. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  113073. }
  113074. else {
  113075. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113076. }
  113077. this.onAfterRenderObservable.notifyObservers(this);
  113078. };
  113079. /**
  113080. * Disposes and releases the associated ressources.
  113081. */
  113082. Layer.prototype.dispose = function () {
  113083. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113084. if (vertexBuffer) {
  113085. vertexBuffer.dispose();
  113086. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113087. }
  113088. if (this._indexBuffer) {
  113089. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113090. this._indexBuffer = null;
  113091. }
  113092. if (this.texture) {
  113093. this.texture.dispose();
  113094. this.texture = null;
  113095. }
  113096. // Remove from scene
  113097. var index = this._scene.layers.indexOf(this);
  113098. this._scene.layers.splice(index, 1);
  113099. // Callback
  113100. this.onDisposeObservable.notifyObservers(this);
  113101. this.onDisposeObservable.clear();
  113102. this.onAfterRenderObservable.clear();
  113103. this.onBeforeRenderObservable.clear();
  113104. };
  113105. return Layer;
  113106. }());
  113107. BABYLON.Layer = Layer;
  113108. })(BABYLON || (BABYLON = {}));
  113109. //# sourceMappingURL=babylon.layer.js.map
  113110. var BABYLON;
  113111. (function (BABYLON) {
  113112. /**
  113113. * Class used to host texture specific utilities
  113114. */
  113115. var TextureTools = /** @class */ (function () {
  113116. function TextureTools() {
  113117. }
  113118. /**
  113119. * Uses the GPU to create a copy texture rescaled at a given size
  113120. * @param texture Texture to copy from
  113121. * @param width defines the desired width
  113122. * @param height defines the desired height
  113123. * @param useBilinearMode defines if bilinear mode has to be used
  113124. * @return the generated texture
  113125. */
  113126. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  113127. if (useBilinearMode === void 0) { useBilinearMode = true; }
  113128. var scene = texture.getScene();
  113129. var engine = scene.getEngine();
  113130. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  113131. rtt.wrapU = texture.wrapU;
  113132. rtt.wrapV = texture.wrapV;
  113133. rtt.uOffset = texture.uOffset;
  113134. rtt.vOffset = texture.vOffset;
  113135. rtt.uScale = texture.uScale;
  113136. rtt.vScale = texture.vScale;
  113137. rtt.uAng = texture.uAng;
  113138. rtt.vAng = texture.vAng;
  113139. rtt.wAng = texture.wAng;
  113140. rtt.coordinatesIndex = texture.coordinatesIndex;
  113141. rtt.level = texture.level;
  113142. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  113143. rtt._texture.isReady = false;
  113144. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113145. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113146. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113147. passPostProcess.getEffect().executeWhenCompiled(function () {
  113148. passPostProcess.onApply = function (effect) {
  113149. effect.setTexture("textureSampler", texture);
  113150. };
  113151. var internalTexture = rtt.getInternalTexture();
  113152. if (internalTexture) {
  113153. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  113154. engine.unBindFramebuffer(internalTexture);
  113155. rtt.disposeFramebufferObjects();
  113156. passPostProcess.dispose();
  113157. internalTexture.isReady = true;
  113158. }
  113159. });
  113160. return rtt;
  113161. };
  113162. /**
  113163. * Gets an environment BRDF texture for a given scene
  113164. * @param scene defines the hosting scene
  113165. * @returns the environment BRDF texture
  113166. */
  113167. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  113168. if (!scene._environmentBRDFTexture) {
  113169. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113170. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113171. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113172. scene._environmentBRDFTexture = texture;
  113173. }
  113174. return scene._environmentBRDFTexture;
  113175. };
  113176. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  113177. return TextureTools;
  113178. }());
  113179. BABYLON.TextureTools = TextureTools;
  113180. })(BABYLON || (BABYLON = {}));
  113181. //# sourceMappingURL=babylon.textureTools.js.map
  113182. var BABYLON;
  113183. (function (BABYLON) {
  113184. /**
  113185. * 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.
  113186. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  113187. */
  113188. var FramingBehavior = /** @class */ (function () {
  113189. function FramingBehavior() {
  113190. this._mode = FramingBehavior.FitFrustumSidesMode;
  113191. this._radiusScale = 1.0;
  113192. this._positionScale = 0.5;
  113193. this._defaultElevation = 0.3;
  113194. this._elevationReturnTime = 1500;
  113195. this._elevationReturnWaitTime = 1000;
  113196. this._zoomStopsAnimation = false;
  113197. this._framingTime = 1500;
  113198. /**
  113199. * Define if the behavior should automatically change the configured
  113200. * camera limits and sensibilities.
  113201. */
  113202. this.autoCorrectCameraLimitsAndSensibility = true;
  113203. this._isPointerDown = false;
  113204. this._lastInteractionTime = -Infinity;
  113205. // Framing control
  113206. this._animatables = new Array();
  113207. this._betaIsAnimating = false;
  113208. }
  113209. Object.defineProperty(FramingBehavior.prototype, "name", {
  113210. /**
  113211. * Gets the name of the behavior.
  113212. */
  113213. get: function () {
  113214. return "Framing";
  113215. },
  113216. enumerable: true,
  113217. configurable: true
  113218. });
  113219. Object.defineProperty(FramingBehavior.prototype, "mode", {
  113220. /**
  113221. * Gets current mode used by the behavior.
  113222. */
  113223. get: function () {
  113224. return this._mode;
  113225. },
  113226. /**
  113227. * Sets the current mode used by the behavior
  113228. */
  113229. set: function (mode) {
  113230. this._mode = mode;
  113231. },
  113232. enumerable: true,
  113233. configurable: true
  113234. });
  113235. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  113236. /**
  113237. * Gets the scale applied to the radius
  113238. */
  113239. get: function () {
  113240. return this._radiusScale;
  113241. },
  113242. /**
  113243. * Sets the scale applied to the radius (1 by default)
  113244. */
  113245. set: function (radius) {
  113246. this._radiusScale = radius;
  113247. },
  113248. enumerable: true,
  113249. configurable: true
  113250. });
  113251. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  113252. /**
  113253. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113254. */
  113255. get: function () {
  113256. return this._positionScale;
  113257. },
  113258. /**
  113259. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113260. */
  113261. set: function (scale) {
  113262. this._positionScale = scale;
  113263. },
  113264. enumerable: true,
  113265. configurable: true
  113266. });
  113267. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  113268. /**
  113269. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113270. * behaviour is triggered, in radians.
  113271. */
  113272. get: function () {
  113273. return this._defaultElevation;
  113274. },
  113275. /**
  113276. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113277. * behaviour is triggered, in radians.
  113278. */
  113279. set: function (elevation) {
  113280. this._defaultElevation = elevation;
  113281. },
  113282. enumerable: true,
  113283. configurable: true
  113284. });
  113285. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  113286. /**
  113287. * Gets the time (in milliseconds) taken to return to the default beta position.
  113288. * Negative value indicates camera should not return to default.
  113289. */
  113290. get: function () {
  113291. return this._elevationReturnTime;
  113292. },
  113293. /**
  113294. * Sets the time (in milliseconds) taken to return to the default beta position.
  113295. * Negative value indicates camera should not return to default.
  113296. */
  113297. set: function (speed) {
  113298. this._elevationReturnTime = speed;
  113299. },
  113300. enumerable: true,
  113301. configurable: true
  113302. });
  113303. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  113304. /**
  113305. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113306. */
  113307. get: function () {
  113308. return this._elevationReturnWaitTime;
  113309. },
  113310. /**
  113311. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113312. */
  113313. set: function (time) {
  113314. this._elevationReturnWaitTime = time;
  113315. },
  113316. enumerable: true,
  113317. configurable: true
  113318. });
  113319. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  113320. /**
  113321. * Gets the flag that indicates if user zooming should stop animation.
  113322. */
  113323. get: function () {
  113324. return this._zoomStopsAnimation;
  113325. },
  113326. /**
  113327. * Sets the flag that indicates if user zooming should stop animation.
  113328. */
  113329. set: function (flag) {
  113330. this._zoomStopsAnimation = flag;
  113331. },
  113332. enumerable: true,
  113333. configurable: true
  113334. });
  113335. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  113336. /**
  113337. * Gets the transition time when framing the mesh, in milliseconds
  113338. */
  113339. get: function () {
  113340. return this._framingTime;
  113341. },
  113342. /**
  113343. * Sets the transition time when framing the mesh, in milliseconds
  113344. */
  113345. set: function (time) {
  113346. this._framingTime = time;
  113347. },
  113348. enumerable: true,
  113349. configurable: true
  113350. });
  113351. /**
  113352. * Initializes the behavior.
  113353. */
  113354. FramingBehavior.prototype.init = function () {
  113355. // Do notihng
  113356. };
  113357. /**
  113358. * Attaches the behavior to its arc rotate camera.
  113359. * @param camera Defines the camera to attach the behavior to
  113360. */
  113361. FramingBehavior.prototype.attach = function (camera) {
  113362. var _this = this;
  113363. this._attachedCamera = camera;
  113364. var scene = this._attachedCamera.getScene();
  113365. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  113366. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  113367. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  113368. _this._isPointerDown = true;
  113369. return;
  113370. }
  113371. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  113372. _this._isPointerDown = false;
  113373. }
  113374. });
  113375. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  113376. if (mesh) {
  113377. _this.zoomOnMesh(mesh);
  113378. }
  113379. });
  113380. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  113381. // Stop the animation if there is user interaction and the animation should stop for this interaction
  113382. _this._applyUserInteraction();
  113383. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  113384. // back to the default position after a given timeout
  113385. _this._maintainCameraAboveGround();
  113386. });
  113387. };
  113388. /**
  113389. * Detaches the behavior from its current arc rotate camera.
  113390. */
  113391. FramingBehavior.prototype.detach = function () {
  113392. if (!this._attachedCamera) {
  113393. return;
  113394. }
  113395. var scene = this._attachedCamera.getScene();
  113396. if (this._onPrePointerObservableObserver) {
  113397. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  113398. }
  113399. if (this._onAfterCheckInputsObserver) {
  113400. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  113401. }
  113402. if (this._onMeshTargetChangedObserver) {
  113403. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  113404. }
  113405. this._attachedCamera = null;
  113406. };
  113407. /**
  113408. * Targets the given mesh and updates zoom level accordingly.
  113409. * @param mesh The mesh to target.
  113410. * @param radius Optional. If a cached radius position already exists, overrides default.
  113411. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113412. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113413. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113414. */
  113415. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  113416. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113417. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113418. mesh.computeWorldMatrix(true);
  113419. var boundingBox = mesh.getBoundingInfo().boundingBox;
  113420. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  113421. };
  113422. /**
  113423. * Targets the given mesh with its children and updates zoom level accordingly.
  113424. * @param mesh The mesh to target.
  113425. * @param radius Optional. If a cached radius position already exists, overrides default.
  113426. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113427. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113428. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113429. */
  113430. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  113431. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113432. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113433. mesh.computeWorldMatrix(true);
  113434. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  113435. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  113436. };
  113437. /**
  113438. * Targets the given meshes with their children and updates zoom level accordingly.
  113439. * @param meshes The mesh to target.
  113440. * @param radius Optional. If a cached radius position already exists, overrides default.
  113441. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113442. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113443. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113444. */
  113445. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  113446. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113447. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113448. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  113449. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  113450. for (var i = 0; i < meshes.length; i++) {
  113451. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  113452. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  113453. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  113454. }
  113455. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  113456. };
  113457. /**
  113458. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  113459. * @param minimumWorld Determines the smaller position of the bounding box extend
  113460. * @param maximumWorld Determines the bigger position of the bounding box extend
  113461. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113462. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113463. */
  113464. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  113465. var _this = this;
  113466. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113467. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113468. var zoomTarget;
  113469. if (!this._attachedCamera) {
  113470. return;
  113471. }
  113472. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  113473. var bottom = minimumWorld.y;
  113474. var top = maximumWorld.y;
  113475. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  113476. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  113477. if (focusOnOriginXZ) {
  113478. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  113479. }
  113480. else {
  113481. var centerWorld = minimumWorld.add(radiusWorld);
  113482. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  113483. }
  113484. if (!this._vectorTransition) {
  113485. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  113486. }
  113487. this._betaIsAnimating = true;
  113488. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  113489. if (animatable) {
  113490. this._animatables.push(animatable);
  113491. }
  113492. // sets the radius and lower radius bounds
  113493. // Small delta ensures camera is not always at lower zoom limit.
  113494. var radius = 0;
  113495. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  113496. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  113497. if (this.autoCorrectCameraLimitsAndSensibility) {
  113498. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  113499. }
  113500. radius = position;
  113501. }
  113502. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  113503. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  113504. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  113505. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  113506. }
  113507. }
  113508. // Set sensibilities
  113509. if (this.autoCorrectCameraLimitsAndSensibility) {
  113510. var extend = maximumWorld.subtract(minimumWorld).length();
  113511. this._attachedCamera.panningSensibility = 5000 / extend;
  113512. this._attachedCamera.wheelPrecision = 100 / radius;
  113513. }
  113514. // transition to new radius
  113515. if (!this._radiusTransition) {
  113516. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  113517. }
  113518. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  113519. _this.stopAllAnimations();
  113520. if (onAnimationEnd) {
  113521. onAnimationEnd();
  113522. }
  113523. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  113524. _this._attachedCamera.storeState();
  113525. }
  113526. });
  113527. if (animatable) {
  113528. this._animatables.push(animatable);
  113529. }
  113530. };
  113531. /**
  113532. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  113533. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  113534. * frustum width.
  113535. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  113536. * to fully enclose the mesh in the viewing frustum.
  113537. */
  113538. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  113539. var size = maximumWorld.subtract(minimumWorld);
  113540. var boxVectorGlobalDiagonal = size.length();
  113541. var frustumSlope = this._getFrustumSlope();
  113542. // Formula for setting distance
  113543. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  113544. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  113545. // Horizon distance
  113546. var radius = radiusWithoutFraming * this._radiusScale;
  113547. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  113548. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  113549. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  113550. var camera = this._attachedCamera;
  113551. if (!camera) {
  113552. return 0;
  113553. }
  113554. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  113555. // Don't exceed the requested limit
  113556. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  113557. }
  113558. // Don't exceed the upper radius limit
  113559. if (camera.upperRadiusLimit) {
  113560. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  113561. }
  113562. return distance;
  113563. };
  113564. /**
  113565. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  113566. * is automatically returned to its default position (expected to be above ground plane).
  113567. */
  113568. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  113569. var _this = this;
  113570. if (this._elevationReturnTime < 0) {
  113571. return;
  113572. }
  113573. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  113574. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  113575. var limitBeta = Math.PI * 0.5;
  113576. // Bring the camera back up if below the ground plane
  113577. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  113578. this._betaIsAnimating = true;
  113579. //Transition to new position
  113580. this.stopAllAnimations();
  113581. if (!this._betaTransition) {
  113582. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  113583. }
  113584. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  113585. _this._clearAnimationLocks();
  113586. _this.stopAllAnimations();
  113587. });
  113588. if (animatabe) {
  113589. this._animatables.push(animatabe);
  113590. }
  113591. }
  113592. };
  113593. /**
  113594. * Returns the frustum slope based on the canvas ratio and camera FOV
  113595. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  113596. */
  113597. FramingBehavior.prototype._getFrustumSlope = function () {
  113598. // Calculate the viewport ratio
  113599. // Aspect Ratio is Height/Width.
  113600. var camera = this._attachedCamera;
  113601. if (!camera) {
  113602. return BABYLON.Vector2.Zero();
  113603. }
  113604. var engine = camera.getScene().getEngine();
  113605. var aspectRatio = engine.getAspectRatio(camera);
  113606. // Camera FOV is the vertical field of view (top-bottom) in radians.
  113607. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  113608. var frustumSlopeY = Math.tan(camera.fov / 2);
  113609. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  113610. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  113611. // along the forward vector.
  113612. var frustumSlopeX = frustumSlopeY * aspectRatio;
  113613. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  113614. };
  113615. /**
  113616. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  113617. */
  113618. FramingBehavior.prototype._clearAnimationLocks = function () {
  113619. this._betaIsAnimating = false;
  113620. };
  113621. /**
  113622. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  113623. */
  113624. FramingBehavior.prototype._applyUserInteraction = function () {
  113625. if (this.isUserIsMoving) {
  113626. this._lastInteractionTime = BABYLON.Tools.Now;
  113627. this.stopAllAnimations();
  113628. this._clearAnimationLocks();
  113629. }
  113630. };
  113631. /**
  113632. * Stops and removes all animations that have been applied to the camera
  113633. */
  113634. FramingBehavior.prototype.stopAllAnimations = function () {
  113635. if (this._attachedCamera) {
  113636. this._attachedCamera.animations = [];
  113637. }
  113638. while (this._animatables.length) {
  113639. if (this._animatables[0]) {
  113640. this._animatables[0].onAnimationEnd = null;
  113641. this._animatables[0].stop();
  113642. }
  113643. this._animatables.shift();
  113644. }
  113645. };
  113646. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  113647. /**
  113648. * Gets a value indicating if the user is moving the camera
  113649. */
  113650. get: function () {
  113651. if (!this._attachedCamera) {
  113652. return false;
  113653. }
  113654. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  113655. this._attachedCamera.inertialBetaOffset !== 0 ||
  113656. this._attachedCamera.inertialRadiusOffset !== 0 ||
  113657. this._attachedCamera.inertialPanningX !== 0 ||
  113658. this._attachedCamera.inertialPanningY !== 0 ||
  113659. this._isPointerDown;
  113660. },
  113661. enumerable: true,
  113662. configurable: true
  113663. });
  113664. /**
  113665. * The easing function used by animations
  113666. */
  113667. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  113668. /**
  113669. * The easing mode used by animations
  113670. */
  113671. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  113672. // Statics
  113673. /**
  113674. * The camera can move all the way towards the mesh.
  113675. */
  113676. FramingBehavior.IgnoreBoundsSizeMode = 0;
  113677. /**
  113678. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  113679. */
  113680. FramingBehavior.FitFrustumSidesMode = 1;
  113681. return FramingBehavior;
  113682. }());
  113683. BABYLON.FramingBehavior = FramingBehavior;
  113684. })(BABYLON || (BABYLON = {}));
  113685. //# sourceMappingURL=babylon.framingBehavior.js.map
  113686. var BABYLON;
  113687. (function (BABYLON) {
  113688. /**
  113689. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  113690. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  113691. */
  113692. var BouncingBehavior = /** @class */ (function () {
  113693. function BouncingBehavior() {
  113694. /**
  113695. * The duration of the animation, in milliseconds
  113696. */
  113697. this.transitionDuration = 450;
  113698. /**
  113699. * Length of the distance animated by the transition when lower radius is reached
  113700. */
  113701. this.lowerRadiusTransitionRange = 2;
  113702. /**
  113703. * Length of the distance animated by the transition when upper radius is reached
  113704. */
  113705. this.upperRadiusTransitionRange = -2;
  113706. this._autoTransitionRange = false;
  113707. // Animations
  113708. this._radiusIsAnimating = false;
  113709. this._radiusBounceTransition = null;
  113710. this._animatables = new Array();
  113711. }
  113712. Object.defineProperty(BouncingBehavior.prototype, "name", {
  113713. /**
  113714. * Gets the name of the behavior.
  113715. */
  113716. get: function () {
  113717. return "Bouncing";
  113718. },
  113719. enumerable: true,
  113720. configurable: true
  113721. });
  113722. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  113723. /**
  113724. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  113725. */
  113726. get: function () {
  113727. return this._autoTransitionRange;
  113728. },
  113729. /**
  113730. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  113731. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  113732. */
  113733. set: function (value) {
  113734. var _this = this;
  113735. if (this._autoTransitionRange === value) {
  113736. return;
  113737. }
  113738. this._autoTransitionRange = value;
  113739. var camera = this._attachedCamera;
  113740. if (!camera) {
  113741. return;
  113742. }
  113743. if (value) {
  113744. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  113745. if (!mesh) {
  113746. return;
  113747. }
  113748. mesh.computeWorldMatrix(true);
  113749. var diagonal = mesh.getBoundingInfo().diagonalLength;
  113750. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  113751. _this.upperRadiusTransitionRange = diagonal * 0.05;
  113752. });
  113753. }
  113754. else if (this._onMeshTargetChangedObserver) {
  113755. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  113756. }
  113757. },
  113758. enumerable: true,
  113759. configurable: true
  113760. });
  113761. /**
  113762. * Initializes the behavior.
  113763. */
  113764. BouncingBehavior.prototype.init = function () {
  113765. // Do notihng
  113766. };
  113767. /**
  113768. * Attaches the behavior to its arc rotate camera.
  113769. * @param camera Defines the camera to attach the behavior to
  113770. */
  113771. BouncingBehavior.prototype.attach = function (camera) {
  113772. var _this = this;
  113773. this._attachedCamera = camera;
  113774. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  113775. if (!_this._attachedCamera) {
  113776. return;
  113777. }
  113778. // Add the bounce animation to the lower radius limit
  113779. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  113780. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  113781. }
  113782. // Add the bounce animation to the upper radius limit
  113783. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  113784. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  113785. }
  113786. });
  113787. };
  113788. /**
  113789. * Detaches the behavior from its current arc rotate camera.
  113790. */
  113791. BouncingBehavior.prototype.detach = function () {
  113792. if (!this._attachedCamera) {
  113793. return;
  113794. }
  113795. if (this._onAfterCheckInputsObserver) {
  113796. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  113797. }
  113798. if (this._onMeshTargetChangedObserver) {
  113799. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  113800. }
  113801. this._attachedCamera = null;
  113802. };
  113803. /**
  113804. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  113805. * @param radiusLimit The limit to check against.
  113806. * @return Bool to indicate if at limit.
  113807. */
  113808. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  113809. if (!this._attachedCamera) {
  113810. return false;
  113811. }
  113812. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  113813. return true;
  113814. }
  113815. return false;
  113816. };
  113817. /**
  113818. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  113819. * @param radiusDelta The delta by which to animate to. Can be negative.
  113820. */
  113821. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  113822. var _this = this;
  113823. if (!this._attachedCamera) {
  113824. return;
  113825. }
  113826. if (!this._radiusBounceTransition) {
  113827. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  113828. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  113829. }
  113830. // Prevent zoom until bounce has completed
  113831. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  113832. this._attachedCamera.wheelPrecision = Infinity;
  113833. this._attachedCamera.inertialRadiusOffset = 0;
  113834. // Animate to the radius limit
  113835. this.stopAllAnimations();
  113836. this._radiusIsAnimating = true;
  113837. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  113838. if (animatable) {
  113839. this._animatables.push(animatable);
  113840. }
  113841. };
  113842. /**
  113843. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  113844. */
  113845. BouncingBehavior.prototype._clearAnimationLocks = function () {
  113846. this._radiusIsAnimating = false;
  113847. if (this._attachedCamera) {
  113848. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  113849. }
  113850. };
  113851. /**
  113852. * Stops and removes all animations that have been applied to the camera
  113853. */
  113854. BouncingBehavior.prototype.stopAllAnimations = function () {
  113855. if (this._attachedCamera) {
  113856. this._attachedCamera.animations = [];
  113857. }
  113858. while (this._animatables.length) {
  113859. this._animatables[0].onAnimationEnd = null;
  113860. this._animatables[0].stop();
  113861. this._animatables.shift();
  113862. }
  113863. };
  113864. /**
  113865. * The easing function used by animations
  113866. */
  113867. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  113868. /**
  113869. * The easing mode used by animations
  113870. */
  113871. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  113872. return BouncingBehavior;
  113873. }());
  113874. BABYLON.BouncingBehavior = BouncingBehavior;
  113875. })(BABYLON || (BABYLON = {}));
  113876. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  113877. var BABYLON;
  113878. (function (BABYLON) {
  113879. /**
  113880. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  113881. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  113882. */
  113883. var AutoRotationBehavior = /** @class */ (function () {
  113884. function AutoRotationBehavior() {
  113885. this._zoomStopsAnimation = false;
  113886. this._idleRotationSpeed = 0.05;
  113887. this._idleRotationWaitTime = 2000;
  113888. this._idleRotationSpinupTime = 2000;
  113889. this._isPointerDown = false;
  113890. this._lastFrameTime = null;
  113891. this._lastInteractionTime = -Infinity;
  113892. this._cameraRotationSpeed = 0;
  113893. this._lastFrameRadius = 0;
  113894. }
  113895. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  113896. /**
  113897. * Gets the name of the behavior.
  113898. */
  113899. get: function () {
  113900. return "AutoRotation";
  113901. },
  113902. enumerable: true,
  113903. configurable: true
  113904. });
  113905. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  113906. /**
  113907. * Gets the flag that indicates if user zooming should stop animation.
  113908. */
  113909. get: function () {
  113910. return this._zoomStopsAnimation;
  113911. },
  113912. /**
  113913. * Sets the flag that indicates if user zooming should stop animation.
  113914. */
  113915. set: function (flag) {
  113916. this._zoomStopsAnimation = flag;
  113917. },
  113918. enumerable: true,
  113919. configurable: true
  113920. });
  113921. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  113922. /**
  113923. * Gets the default speed at which the camera rotates around the model.
  113924. */
  113925. get: function () {
  113926. return this._idleRotationSpeed;
  113927. },
  113928. /**
  113929. * Sets the default speed at which the camera rotates around the model.
  113930. */
  113931. set: function (speed) {
  113932. this._idleRotationSpeed = speed;
  113933. },
  113934. enumerable: true,
  113935. configurable: true
  113936. });
  113937. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  113938. /**
  113939. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  113940. */
  113941. get: function () {
  113942. return this._idleRotationWaitTime;
  113943. },
  113944. /**
  113945. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  113946. */
  113947. set: function (time) {
  113948. this._idleRotationWaitTime = time;
  113949. },
  113950. enumerable: true,
  113951. configurable: true
  113952. });
  113953. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  113954. /**
  113955. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  113956. */
  113957. get: function () {
  113958. return this._idleRotationSpinupTime;
  113959. },
  113960. /**
  113961. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  113962. */
  113963. set: function (time) {
  113964. this._idleRotationSpinupTime = time;
  113965. },
  113966. enumerable: true,
  113967. configurable: true
  113968. });
  113969. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  113970. /**
  113971. * Gets a value indicating if the camera is currently rotating because of this behavior
  113972. */
  113973. get: function () {
  113974. return Math.abs(this._cameraRotationSpeed) > 0;
  113975. },
  113976. enumerable: true,
  113977. configurable: true
  113978. });
  113979. /**
  113980. * Initializes the behavior.
  113981. */
  113982. AutoRotationBehavior.prototype.init = function () {
  113983. // Do notihng
  113984. };
  113985. /**
  113986. * Attaches the behavior to its arc rotate camera.
  113987. * @param camera Defines the camera to attach the behavior to
  113988. */
  113989. AutoRotationBehavior.prototype.attach = function (camera) {
  113990. var _this = this;
  113991. this._attachedCamera = camera;
  113992. var scene = this._attachedCamera.getScene();
  113993. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  113994. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  113995. _this._isPointerDown = true;
  113996. return;
  113997. }
  113998. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  113999. _this._isPointerDown = false;
  114000. }
  114001. });
  114002. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114003. var now = BABYLON.Tools.Now;
  114004. var dt = 0;
  114005. if (_this._lastFrameTime != null) {
  114006. dt = now - _this._lastFrameTime;
  114007. }
  114008. _this._lastFrameTime = now;
  114009. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114010. _this._applyUserInteraction();
  114011. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  114012. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  114013. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  114014. // Step camera rotation by rotation speed
  114015. if (_this._attachedCamera) {
  114016. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  114017. }
  114018. });
  114019. };
  114020. /**
  114021. * Detaches the behavior from its current arc rotate camera.
  114022. */
  114023. AutoRotationBehavior.prototype.detach = function () {
  114024. if (!this._attachedCamera) {
  114025. return;
  114026. }
  114027. var scene = this._attachedCamera.getScene();
  114028. if (this._onPrePointerObservableObserver) {
  114029. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114030. }
  114031. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114032. this._attachedCamera = null;
  114033. };
  114034. /**
  114035. * Returns true if user is scrolling.
  114036. * @return true if user is scrolling.
  114037. */
  114038. AutoRotationBehavior.prototype._userIsZooming = function () {
  114039. if (!this._attachedCamera) {
  114040. return false;
  114041. }
  114042. return this._attachedCamera.inertialRadiusOffset !== 0;
  114043. };
  114044. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  114045. if (!this._attachedCamera) {
  114046. return false;
  114047. }
  114048. var zoomHasHitLimit = false;
  114049. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  114050. zoomHasHitLimit = true;
  114051. }
  114052. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  114053. this._lastFrameRadius = this._attachedCamera.radius;
  114054. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  114055. };
  114056. /**
  114057. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  114058. */
  114059. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  114060. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  114061. this._lastInteractionTime = BABYLON.Tools.Now;
  114062. }
  114063. };
  114064. // Tools
  114065. AutoRotationBehavior.prototype._userIsMoving = function () {
  114066. if (!this._attachedCamera) {
  114067. return false;
  114068. }
  114069. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  114070. this._attachedCamera.inertialBetaOffset !== 0 ||
  114071. this._attachedCamera.inertialRadiusOffset !== 0 ||
  114072. this._attachedCamera.inertialPanningX !== 0 ||
  114073. this._attachedCamera.inertialPanningY !== 0 ||
  114074. this._isPointerDown;
  114075. };
  114076. return AutoRotationBehavior;
  114077. }());
  114078. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  114079. })(BABYLON || (BABYLON = {}));
  114080. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  114081. var BABYLON;
  114082. (function (BABYLON) {
  114083. /**
  114084. * Options to create the null engine
  114085. */
  114086. var NullEngineOptions = /** @class */ (function () {
  114087. function NullEngineOptions() {
  114088. /**
  114089. * Render width (Default: 512)
  114090. */
  114091. this.renderWidth = 512;
  114092. /**
  114093. * Render height (Default: 256)
  114094. */
  114095. this.renderHeight = 256;
  114096. /**
  114097. * Texture size (Default: 512)
  114098. */
  114099. this.textureSize = 512;
  114100. /**
  114101. * If delta time between frames should be constant
  114102. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114103. */
  114104. this.deterministicLockstep = false;
  114105. /**
  114106. * Maximum about of steps between frames (Default: 4)
  114107. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114108. */
  114109. this.lockstepMaxSteps = 4;
  114110. }
  114111. return NullEngineOptions;
  114112. }());
  114113. BABYLON.NullEngineOptions = NullEngineOptions;
  114114. /**
  114115. * The null engine class provides support for headless version of babylon.js.
  114116. * This can be used in server side scenario or for testing purposes
  114117. */
  114118. var NullEngine = /** @class */ (function (_super) {
  114119. __extends(NullEngine, _super);
  114120. function NullEngine(options) {
  114121. if (options === void 0) { options = new NullEngineOptions(); }
  114122. var _this = _super.call(this, null) || this;
  114123. if (options.deterministicLockstep === undefined) {
  114124. options.deterministicLockstep = false;
  114125. }
  114126. if (options.lockstepMaxSteps === undefined) {
  114127. options.lockstepMaxSteps = 4;
  114128. }
  114129. _this._options = options;
  114130. // Init caps
  114131. // We consider we are on a webgl1 capable device
  114132. _this._caps = new BABYLON.EngineCapabilities();
  114133. _this._caps.maxTexturesImageUnits = 16;
  114134. _this._caps.maxVertexTextureImageUnits = 16;
  114135. _this._caps.maxTextureSize = 512;
  114136. _this._caps.maxCubemapTextureSize = 512;
  114137. _this._caps.maxRenderTextureSize = 512;
  114138. _this._caps.maxVertexAttribs = 16;
  114139. _this._caps.maxVaryingVectors = 16;
  114140. _this._caps.maxFragmentUniformVectors = 16;
  114141. _this._caps.maxVertexUniformVectors = 16;
  114142. // Extensions
  114143. _this._caps.standardDerivatives = false;
  114144. _this._caps.astc = null;
  114145. _this._caps.s3tc = null;
  114146. _this._caps.pvrtc = null;
  114147. _this._caps.etc1 = null;
  114148. _this._caps.etc2 = null;
  114149. _this._caps.textureAnisotropicFilterExtension = null;
  114150. _this._caps.maxAnisotropy = 0;
  114151. _this._caps.uintIndices = false;
  114152. _this._caps.fragmentDepthSupported = false;
  114153. _this._caps.highPrecisionShaderSupported = true;
  114154. _this._caps.colorBufferFloat = false;
  114155. _this._caps.textureFloat = false;
  114156. _this._caps.textureFloatLinearFiltering = false;
  114157. _this._caps.textureFloatRender = false;
  114158. _this._caps.textureHalfFloat = false;
  114159. _this._caps.textureHalfFloatLinearFiltering = false;
  114160. _this._caps.textureHalfFloatRender = false;
  114161. _this._caps.textureLOD = false;
  114162. _this._caps.drawBuffersExtension = false;
  114163. _this._caps.depthTextureExtension = false;
  114164. _this._caps.vertexArrayObject = false;
  114165. _this._caps.instancedArrays = false;
  114166. BABYLON.Tools.Log("Babylon.js null engine (v" + BABYLON.Engine.Version + ") launched");
  114167. // Wrappers
  114168. if (typeof URL === "undefined") {
  114169. URL = {
  114170. createObjectURL: function () { },
  114171. revokeObjectURL: function () { }
  114172. };
  114173. }
  114174. if (typeof Blob === "undefined") {
  114175. Blob = function () { };
  114176. }
  114177. return _this;
  114178. }
  114179. /**
  114180. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114181. */
  114182. NullEngine.prototype.isDeterministicLockStep = function () {
  114183. return this._options.deterministicLockstep;
  114184. };
  114185. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  114186. NullEngine.prototype.getLockstepMaxSteps = function () {
  114187. return this._options.lockstepMaxSteps;
  114188. };
  114189. /**
  114190. * Sets hardware scaling, used to save performance if needed
  114191. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  114192. */
  114193. NullEngine.prototype.getHardwareScalingLevel = function () {
  114194. return 1.0;
  114195. };
  114196. NullEngine.prototype.createVertexBuffer = function (vertices) {
  114197. return {
  114198. capacity: 0,
  114199. references: 1,
  114200. is32Bits: false
  114201. };
  114202. };
  114203. NullEngine.prototype.createIndexBuffer = function (indices) {
  114204. return {
  114205. capacity: 0,
  114206. references: 1,
  114207. is32Bits: false
  114208. };
  114209. };
  114210. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  114211. if (stencil === void 0) { stencil = false; }
  114212. };
  114213. NullEngine.prototype.getRenderWidth = function (useScreen) {
  114214. if (useScreen === void 0) { useScreen = false; }
  114215. if (!useScreen && this._currentRenderTarget) {
  114216. return this._currentRenderTarget.width;
  114217. }
  114218. return this._options.renderWidth;
  114219. };
  114220. NullEngine.prototype.getRenderHeight = function (useScreen) {
  114221. if (useScreen === void 0) { useScreen = false; }
  114222. if (!useScreen && this._currentRenderTarget) {
  114223. return this._currentRenderTarget.height;
  114224. }
  114225. return this._options.renderHeight;
  114226. };
  114227. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  114228. this._cachedViewport = viewport;
  114229. };
  114230. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  114231. return {
  114232. transformFeedback: null,
  114233. __SPECTOR_rebuildProgram: null,
  114234. isParallelCompiled: false
  114235. };
  114236. };
  114237. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  114238. return [];
  114239. };
  114240. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  114241. return [];
  114242. };
  114243. NullEngine.prototype.bindSamplers = function (effect) {
  114244. this._currentEffect = null;
  114245. };
  114246. NullEngine.prototype.enableEffect = function (effect) {
  114247. this._currentEffect = effect;
  114248. if (effect.onBind) {
  114249. effect.onBind(effect);
  114250. }
  114251. if (effect._onBindObservable) {
  114252. effect._onBindObservable.notifyObservers(effect);
  114253. }
  114254. };
  114255. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  114256. if (zOffset === void 0) { zOffset = 0; }
  114257. if (reverseSide === void 0) { reverseSide = false; }
  114258. };
  114259. NullEngine.prototype.setIntArray = function (uniform, array) {
  114260. };
  114261. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  114262. };
  114263. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  114264. };
  114265. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  114266. };
  114267. NullEngine.prototype.setFloatArray = function (uniform, array) {
  114268. };
  114269. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  114270. };
  114271. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  114272. };
  114273. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  114274. };
  114275. NullEngine.prototype.setArray = function (uniform, array) {
  114276. };
  114277. NullEngine.prototype.setArray2 = function (uniform, array) {
  114278. };
  114279. NullEngine.prototype.setArray3 = function (uniform, array) {
  114280. };
  114281. NullEngine.prototype.setArray4 = function (uniform, array) {
  114282. };
  114283. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  114284. };
  114285. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  114286. };
  114287. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  114288. };
  114289. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  114290. };
  114291. NullEngine.prototype.setFloat = function (uniform, value) {
  114292. };
  114293. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  114294. };
  114295. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  114296. };
  114297. NullEngine.prototype.setBool = function (uniform, bool) {
  114298. };
  114299. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  114300. };
  114301. NullEngine.prototype.setColor3 = function (uniform, color3) {
  114302. };
  114303. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  114304. };
  114305. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  114306. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  114307. if (this._alphaMode === mode) {
  114308. return;
  114309. }
  114310. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  114311. if (!noDepthWriteChange) {
  114312. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  114313. }
  114314. this._alphaMode = mode;
  114315. };
  114316. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  114317. };
  114318. NullEngine.prototype.wipeCaches = function (bruteForce) {
  114319. if (this.preventCacheWipeBetweenFrames) {
  114320. return;
  114321. }
  114322. this.resetTextureCache();
  114323. this._currentEffect = null;
  114324. if (bruteForce) {
  114325. this._currentProgram = null;
  114326. this._stencilState.reset();
  114327. this._depthCullingState.reset();
  114328. this._alphaState.reset();
  114329. }
  114330. this._cachedVertexBuffers = null;
  114331. this._cachedIndexBuffer = null;
  114332. this._cachedEffectForVertexBuffers = null;
  114333. };
  114334. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  114335. };
  114336. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  114337. };
  114338. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  114339. };
  114340. /** @hidden */
  114341. NullEngine.prototype._createTexture = function () {
  114342. return {};
  114343. };
  114344. /** @hidden */
  114345. NullEngine.prototype._releaseTexture = function (texture) {
  114346. };
  114347. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  114348. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114349. if (onLoad === void 0) { onLoad = null; }
  114350. if (onError === void 0) { onError = null; }
  114351. if (buffer === void 0) { buffer = null; }
  114352. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  114353. var url = String(urlArg);
  114354. texture.url = url;
  114355. texture.generateMipMaps = !noMipmap;
  114356. texture.samplingMode = samplingMode;
  114357. texture.invertY = invertY;
  114358. texture.baseWidth = this._options.textureSize;
  114359. texture.baseHeight = this._options.textureSize;
  114360. texture.width = this._options.textureSize;
  114361. texture.height = this._options.textureSize;
  114362. if (format) {
  114363. texture.format = format;
  114364. }
  114365. texture.isReady = true;
  114366. if (onLoad) {
  114367. onLoad();
  114368. }
  114369. this._internalTexturesCache.push(texture);
  114370. return texture;
  114371. };
  114372. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  114373. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  114374. if (options !== undefined && typeof options === "object") {
  114375. fullOptions.generateMipMaps = options.generateMipMaps;
  114376. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  114377. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  114378. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  114379. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  114380. }
  114381. else {
  114382. fullOptions.generateMipMaps = options;
  114383. fullOptions.generateDepthBuffer = true;
  114384. fullOptions.generateStencilBuffer = false;
  114385. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114386. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  114387. }
  114388. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  114389. var width = size.width || size;
  114390. var height = size.height || size;
  114391. texture._depthStencilBuffer = {};
  114392. texture._framebuffer = {};
  114393. texture.baseWidth = width;
  114394. texture.baseHeight = height;
  114395. texture.width = width;
  114396. texture.height = height;
  114397. texture.isReady = true;
  114398. texture.samples = 1;
  114399. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  114400. texture.samplingMode = fullOptions.samplingMode;
  114401. texture.type = fullOptions.type;
  114402. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  114403. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  114404. this._internalTexturesCache.push(texture);
  114405. return texture;
  114406. };
  114407. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  114408. texture.samplingMode = samplingMode;
  114409. };
  114410. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  114411. if (this._currentRenderTarget) {
  114412. this.unBindFramebuffer(this._currentRenderTarget);
  114413. }
  114414. this._currentRenderTarget = texture;
  114415. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  114416. if (this._cachedViewport && !forceFullscreenViewport) {
  114417. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  114418. }
  114419. };
  114420. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  114421. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  114422. this._currentRenderTarget = null;
  114423. if (onBeforeUnbind) {
  114424. if (texture._MSAAFramebuffer) {
  114425. this._currentFramebuffer = texture._framebuffer;
  114426. }
  114427. onBeforeUnbind();
  114428. }
  114429. this._currentFramebuffer = null;
  114430. };
  114431. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  114432. var vbo = {
  114433. capacity: 1,
  114434. references: 1,
  114435. is32Bits: false
  114436. };
  114437. return vbo;
  114438. };
  114439. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  114440. if (premulAlpha === void 0) { premulAlpha = false; }
  114441. };
  114442. NullEngine.prototype.areAllEffectsReady = function () {
  114443. return true;
  114444. };
  114445. /**
  114446. * @hidden
  114447. * Get the current error code of the webGL context
  114448. * @returns the error code
  114449. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  114450. */
  114451. NullEngine.prototype.getError = function () {
  114452. return 0;
  114453. };
  114454. /** @hidden */
  114455. NullEngine.prototype._getUnpackAlignement = function () {
  114456. return 1;
  114457. };
  114458. /** @hidden */
  114459. NullEngine.prototype._unpackFlipY = function (value) {
  114460. };
  114461. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  114462. if (offset === void 0) { offset = 0; }
  114463. };
  114464. /**
  114465. * Updates a dynamic vertex buffer.
  114466. * @param vertexBuffer the vertex buffer to update
  114467. * @param data the data used to update the vertex buffer
  114468. * @param byteOffset the byte offset of the data (optional)
  114469. * @param byteLength the byte length of the data (optional)
  114470. */
  114471. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  114472. };
  114473. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  114474. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  114475. this._boundTexturesCache[this._activeChannel] = texture;
  114476. return true;
  114477. }
  114478. return false;
  114479. };
  114480. /** @hidden */
  114481. NullEngine.prototype._bindTexture = function (channel, texture) {
  114482. if (channel < 0) {
  114483. return;
  114484. }
  114485. this._bindTextureDirectly(0, texture);
  114486. };
  114487. /** @hidden */
  114488. NullEngine.prototype._releaseBuffer = function (buffer) {
  114489. buffer.references--;
  114490. if (buffer.references === 0) {
  114491. return true;
  114492. }
  114493. return false;
  114494. };
  114495. NullEngine.prototype.releaseEffects = function () {
  114496. };
  114497. NullEngine.prototype.displayLoadingUI = function () {
  114498. };
  114499. NullEngine.prototype.hideLoadingUI = function () {
  114500. };
  114501. /** @hidden */
  114502. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  114503. if (faceIndex === void 0) { faceIndex = 0; }
  114504. if (lod === void 0) { lod = 0; }
  114505. };
  114506. /** @hidden */
  114507. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  114508. if (faceIndex === void 0) { faceIndex = 0; }
  114509. if (lod === void 0) { lod = 0; }
  114510. };
  114511. /** @hidden */
  114512. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  114513. if (faceIndex === void 0) { faceIndex = 0; }
  114514. if (lod === void 0) { lod = 0; }
  114515. };
  114516. /** @hidden */
  114517. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  114518. if (faceIndex === void 0) { faceIndex = 0; }
  114519. if (lod === void 0) { lod = 0; }
  114520. };
  114521. return NullEngine;
  114522. }(BABYLON.Engine));
  114523. BABYLON.NullEngine = NullEngine;
  114524. })(BABYLON || (BABYLON = {}));
  114525. //# sourceMappingURL=babylon.nullEngine.js.map
  114526. var BABYLON;
  114527. (function (BABYLON) {
  114528. /**
  114529. * This class can be used to get instrumentation data from a Babylon engine
  114530. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114531. */
  114532. var EngineInstrumentation = /** @class */ (function () {
  114533. /**
  114534. * Instantiates a new engine instrumentation.
  114535. * This class can be used to get instrumentation data from a Babylon engine
  114536. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114537. * @param engine Defines the engine to instrument
  114538. */
  114539. function EngineInstrumentation(
  114540. /**
  114541. * Define the instrumented engine.
  114542. */
  114543. engine) {
  114544. this.engine = engine;
  114545. this._captureGPUFrameTime = false;
  114546. this._gpuFrameTime = new BABYLON.PerfCounter();
  114547. this._captureShaderCompilationTime = false;
  114548. this._shaderCompilationTime = new BABYLON.PerfCounter();
  114549. // Observers
  114550. this._onBeginFrameObserver = null;
  114551. this._onEndFrameObserver = null;
  114552. this._onBeforeShaderCompilationObserver = null;
  114553. this._onAfterShaderCompilationObserver = null;
  114554. }
  114555. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  114556. // Properties
  114557. /**
  114558. * Gets the perf counter used for GPU frame time
  114559. */
  114560. get: function () {
  114561. return this._gpuFrameTime;
  114562. },
  114563. enumerable: true,
  114564. configurable: true
  114565. });
  114566. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  114567. /**
  114568. * Gets the GPU frame time capture status
  114569. */
  114570. get: function () {
  114571. return this._captureGPUFrameTime;
  114572. },
  114573. /**
  114574. * Enable or disable the GPU frame time capture
  114575. */
  114576. set: function (value) {
  114577. var _this = this;
  114578. if (value === this._captureGPUFrameTime) {
  114579. return;
  114580. }
  114581. this._captureGPUFrameTime = value;
  114582. if (value) {
  114583. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  114584. if (!_this._gpuFrameTimeToken) {
  114585. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  114586. }
  114587. });
  114588. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  114589. if (!_this._gpuFrameTimeToken) {
  114590. return;
  114591. }
  114592. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  114593. if (time > -1) {
  114594. _this._gpuFrameTimeToken = null;
  114595. _this._gpuFrameTime.fetchNewFrame();
  114596. _this._gpuFrameTime.addCount(time, true);
  114597. }
  114598. });
  114599. }
  114600. else {
  114601. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  114602. this._onBeginFrameObserver = null;
  114603. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  114604. this._onEndFrameObserver = null;
  114605. }
  114606. },
  114607. enumerable: true,
  114608. configurable: true
  114609. });
  114610. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  114611. /**
  114612. * Gets the perf counter used for shader compilation time
  114613. */
  114614. get: function () {
  114615. return this._shaderCompilationTime;
  114616. },
  114617. enumerable: true,
  114618. configurable: true
  114619. });
  114620. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  114621. /**
  114622. * Gets the shader compilation time capture status
  114623. */
  114624. get: function () {
  114625. return this._captureShaderCompilationTime;
  114626. },
  114627. /**
  114628. * Enable or disable the shader compilation time capture
  114629. */
  114630. set: function (value) {
  114631. var _this = this;
  114632. if (value === this._captureShaderCompilationTime) {
  114633. return;
  114634. }
  114635. this._captureShaderCompilationTime = value;
  114636. if (value) {
  114637. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  114638. _this._shaderCompilationTime.fetchNewFrame();
  114639. _this._shaderCompilationTime.beginMonitoring();
  114640. });
  114641. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  114642. _this._shaderCompilationTime.endMonitoring();
  114643. });
  114644. }
  114645. else {
  114646. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  114647. this._onBeforeShaderCompilationObserver = null;
  114648. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  114649. this._onAfterShaderCompilationObserver = null;
  114650. }
  114651. },
  114652. enumerable: true,
  114653. configurable: true
  114654. });
  114655. /**
  114656. * Dispose and release associated resources.
  114657. */
  114658. EngineInstrumentation.prototype.dispose = function () {
  114659. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  114660. this._onBeginFrameObserver = null;
  114661. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  114662. this._onEndFrameObserver = null;
  114663. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  114664. this._onBeforeShaderCompilationObserver = null;
  114665. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  114666. this._onAfterShaderCompilationObserver = null;
  114667. this.engine = null;
  114668. };
  114669. return EngineInstrumentation;
  114670. }());
  114671. BABYLON.EngineInstrumentation = EngineInstrumentation;
  114672. })(BABYLON || (BABYLON = {}));
  114673. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  114674. var BABYLON;
  114675. (function (BABYLON) {
  114676. /**
  114677. * This class can be used to get instrumentation data from a Babylon engine
  114678. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114679. */
  114680. var SceneInstrumentation = /** @class */ (function () {
  114681. /**
  114682. * Instantiates a new scene instrumentation.
  114683. * This class can be used to get instrumentation data from a Babylon engine
  114684. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114685. * @param scene Defines the scene to instrument
  114686. */
  114687. function SceneInstrumentation(
  114688. /**
  114689. * Defines the scene to instrument
  114690. */
  114691. scene) {
  114692. var _this = this;
  114693. this.scene = scene;
  114694. this._captureActiveMeshesEvaluationTime = false;
  114695. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  114696. this._captureRenderTargetsRenderTime = false;
  114697. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  114698. this._captureFrameTime = false;
  114699. this._frameTime = new BABYLON.PerfCounter();
  114700. this._captureRenderTime = false;
  114701. this._renderTime = new BABYLON.PerfCounter();
  114702. this._captureInterFrameTime = false;
  114703. this._interFrameTime = new BABYLON.PerfCounter();
  114704. this._captureParticlesRenderTime = false;
  114705. this._particlesRenderTime = new BABYLON.PerfCounter();
  114706. this._captureSpritesRenderTime = false;
  114707. this._spritesRenderTime = new BABYLON.PerfCounter();
  114708. this._capturePhysicsTime = false;
  114709. this._physicsTime = new BABYLON.PerfCounter();
  114710. this._captureAnimationsTime = false;
  114711. this._animationsTime = new BABYLON.PerfCounter();
  114712. this._captureCameraRenderTime = false;
  114713. this._cameraRenderTime = new BABYLON.PerfCounter();
  114714. // Observers
  114715. this._onBeforeActiveMeshesEvaluationObserver = null;
  114716. this._onAfterActiveMeshesEvaluationObserver = null;
  114717. this._onBeforeRenderTargetsRenderObserver = null;
  114718. this._onAfterRenderTargetsRenderObserver = null;
  114719. this._onAfterRenderObserver = null;
  114720. this._onBeforeDrawPhaseObserver = null;
  114721. this._onAfterDrawPhaseObserver = null;
  114722. this._onBeforeAnimationsObserver = null;
  114723. this._onBeforeParticlesRenderingObserver = null;
  114724. this._onAfterParticlesRenderingObserver = null;
  114725. this._onBeforeSpritesRenderingObserver = null;
  114726. this._onAfterSpritesRenderingObserver = null;
  114727. this._onBeforePhysicsObserver = null;
  114728. this._onAfterPhysicsObserver = null;
  114729. this._onAfterAnimationsObserver = null;
  114730. this._onBeforeCameraRenderObserver = null;
  114731. this._onAfterCameraRenderObserver = null;
  114732. // Before render
  114733. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  114734. if (_this._captureActiveMeshesEvaluationTime) {
  114735. _this._activeMeshesEvaluationTime.fetchNewFrame();
  114736. }
  114737. if (_this._captureRenderTargetsRenderTime) {
  114738. _this._renderTargetsRenderTime.fetchNewFrame();
  114739. }
  114740. if (_this._captureFrameTime) {
  114741. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  114742. _this._frameTime.beginMonitoring();
  114743. }
  114744. if (_this._captureInterFrameTime) {
  114745. _this._interFrameTime.endMonitoring();
  114746. }
  114747. if (_this._captureParticlesRenderTime) {
  114748. _this._particlesRenderTime.fetchNewFrame();
  114749. }
  114750. if (_this._captureSpritesRenderTime) {
  114751. _this._spritesRenderTime.fetchNewFrame();
  114752. }
  114753. if (_this._captureAnimationsTime) {
  114754. _this._animationsTime.beginMonitoring();
  114755. }
  114756. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  114757. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  114758. });
  114759. // After render
  114760. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  114761. if (_this._captureFrameTime) {
  114762. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  114763. _this._frameTime.endMonitoring();
  114764. }
  114765. if (_this._captureRenderTime) {
  114766. _this._renderTime.endMonitoring(false);
  114767. }
  114768. if (_this._captureInterFrameTime) {
  114769. _this._interFrameTime.beginMonitoring();
  114770. }
  114771. });
  114772. }
  114773. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  114774. // Properties
  114775. /**
  114776. * Gets the perf counter used for active meshes evaluation time
  114777. */
  114778. get: function () {
  114779. return this._activeMeshesEvaluationTime;
  114780. },
  114781. enumerable: true,
  114782. configurable: true
  114783. });
  114784. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  114785. /**
  114786. * Gets the active meshes evaluation time capture status
  114787. */
  114788. get: function () {
  114789. return this._captureActiveMeshesEvaluationTime;
  114790. },
  114791. /**
  114792. * Enable or disable the active meshes evaluation time capture
  114793. */
  114794. set: function (value) {
  114795. var _this = this;
  114796. if (value === this._captureActiveMeshesEvaluationTime) {
  114797. return;
  114798. }
  114799. this._captureActiveMeshesEvaluationTime = value;
  114800. if (value) {
  114801. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  114802. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  114803. _this._activeMeshesEvaluationTime.beginMonitoring();
  114804. });
  114805. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  114806. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  114807. _this._activeMeshesEvaluationTime.endMonitoring();
  114808. });
  114809. }
  114810. else {
  114811. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  114812. this._onBeforeActiveMeshesEvaluationObserver = null;
  114813. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  114814. this._onAfterActiveMeshesEvaluationObserver = null;
  114815. }
  114816. },
  114817. enumerable: true,
  114818. configurable: true
  114819. });
  114820. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  114821. /**
  114822. * Gets the perf counter used for render targets render time
  114823. */
  114824. get: function () {
  114825. return this._renderTargetsRenderTime;
  114826. },
  114827. enumerable: true,
  114828. configurable: true
  114829. });
  114830. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  114831. /**
  114832. * Gets the render targets render time capture status
  114833. */
  114834. get: function () {
  114835. return this._captureRenderTargetsRenderTime;
  114836. },
  114837. /**
  114838. * Enable or disable the render targets render time capture
  114839. */
  114840. set: function (value) {
  114841. var _this = this;
  114842. if (value === this._captureRenderTargetsRenderTime) {
  114843. return;
  114844. }
  114845. this._captureRenderTargetsRenderTime = value;
  114846. if (value) {
  114847. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  114848. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  114849. _this._renderTargetsRenderTime.beginMonitoring();
  114850. });
  114851. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  114852. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  114853. _this._renderTargetsRenderTime.endMonitoring(false);
  114854. });
  114855. }
  114856. else {
  114857. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  114858. this._onBeforeRenderTargetsRenderObserver = null;
  114859. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  114860. this._onAfterRenderTargetsRenderObserver = null;
  114861. }
  114862. },
  114863. enumerable: true,
  114864. configurable: true
  114865. });
  114866. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  114867. /**
  114868. * Gets the perf counter used for particles render time
  114869. */
  114870. get: function () {
  114871. return this._particlesRenderTime;
  114872. },
  114873. enumerable: true,
  114874. configurable: true
  114875. });
  114876. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  114877. /**
  114878. * Gets the particles render time capture status
  114879. */
  114880. get: function () {
  114881. return this._captureParticlesRenderTime;
  114882. },
  114883. /**
  114884. * Enable or disable the particles render time capture
  114885. */
  114886. set: function (value) {
  114887. var _this = this;
  114888. if (value === this._captureParticlesRenderTime) {
  114889. return;
  114890. }
  114891. this._captureParticlesRenderTime = value;
  114892. if (value) {
  114893. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  114894. BABYLON.Tools.StartPerformanceCounter("Particles");
  114895. _this._particlesRenderTime.beginMonitoring();
  114896. });
  114897. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  114898. BABYLON.Tools.EndPerformanceCounter("Particles");
  114899. _this._particlesRenderTime.endMonitoring(false);
  114900. });
  114901. }
  114902. else {
  114903. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  114904. this._onBeforeParticlesRenderingObserver = null;
  114905. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  114906. this._onAfterParticlesRenderingObserver = null;
  114907. }
  114908. },
  114909. enumerable: true,
  114910. configurable: true
  114911. });
  114912. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  114913. /**
  114914. * Gets the perf counter used for sprites render time
  114915. */
  114916. get: function () {
  114917. return this._spritesRenderTime;
  114918. },
  114919. enumerable: true,
  114920. configurable: true
  114921. });
  114922. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  114923. /**
  114924. * Gets the sprites render time capture status
  114925. */
  114926. get: function () {
  114927. return this._captureSpritesRenderTime;
  114928. },
  114929. /**
  114930. * Enable or disable the sprites render time capture
  114931. */
  114932. set: function (value) {
  114933. var _this = this;
  114934. if (value === this._captureSpritesRenderTime) {
  114935. return;
  114936. }
  114937. this._captureSpritesRenderTime = value;
  114938. if (!this.scene.spriteManagers) {
  114939. return;
  114940. }
  114941. if (value) {
  114942. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  114943. BABYLON.Tools.StartPerformanceCounter("Sprites");
  114944. _this._spritesRenderTime.beginMonitoring();
  114945. });
  114946. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  114947. BABYLON.Tools.EndPerformanceCounter("Sprites");
  114948. _this._spritesRenderTime.endMonitoring(false);
  114949. });
  114950. }
  114951. else {
  114952. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  114953. this._onBeforeSpritesRenderingObserver = null;
  114954. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  114955. this._onAfterSpritesRenderingObserver = null;
  114956. }
  114957. },
  114958. enumerable: true,
  114959. configurable: true
  114960. });
  114961. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  114962. /**
  114963. * Gets the perf counter used for physics time
  114964. */
  114965. get: function () {
  114966. return this._physicsTime;
  114967. },
  114968. enumerable: true,
  114969. configurable: true
  114970. });
  114971. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  114972. /**
  114973. * Gets the physics time capture status
  114974. */
  114975. get: function () {
  114976. return this._capturePhysicsTime;
  114977. },
  114978. /**
  114979. * Enable or disable the physics time capture
  114980. */
  114981. set: function (value) {
  114982. var _this = this;
  114983. if (value === this._capturePhysicsTime) {
  114984. return;
  114985. }
  114986. if (!this.scene.onBeforePhysicsObservable) {
  114987. return;
  114988. }
  114989. this._capturePhysicsTime = value;
  114990. if (value) {
  114991. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  114992. BABYLON.Tools.StartPerformanceCounter("Physics");
  114993. _this._physicsTime.beginMonitoring();
  114994. });
  114995. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  114996. BABYLON.Tools.EndPerformanceCounter("Physics");
  114997. _this._physicsTime.endMonitoring();
  114998. });
  114999. }
  115000. else {
  115001. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115002. this._onBeforePhysicsObserver = null;
  115003. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115004. this._onAfterPhysicsObserver = null;
  115005. }
  115006. },
  115007. enumerable: true,
  115008. configurable: true
  115009. });
  115010. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  115011. /**
  115012. * Gets the perf counter used for animations time
  115013. */
  115014. get: function () {
  115015. return this._animationsTime;
  115016. },
  115017. enumerable: true,
  115018. configurable: true
  115019. });
  115020. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  115021. /**
  115022. * Gets the animations time capture status
  115023. */
  115024. get: function () {
  115025. return this._captureAnimationsTime;
  115026. },
  115027. /**
  115028. * Enable or disable the animations time capture
  115029. */
  115030. set: function (value) {
  115031. var _this = this;
  115032. if (value === this._captureAnimationsTime) {
  115033. return;
  115034. }
  115035. this._captureAnimationsTime = value;
  115036. if (value) {
  115037. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  115038. _this._animationsTime.endMonitoring();
  115039. });
  115040. }
  115041. else {
  115042. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115043. this._onAfterAnimationsObserver = null;
  115044. }
  115045. },
  115046. enumerable: true,
  115047. configurable: true
  115048. });
  115049. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  115050. /**
  115051. * Gets the perf counter used for frame time capture
  115052. */
  115053. get: function () {
  115054. return this._frameTime;
  115055. },
  115056. enumerable: true,
  115057. configurable: true
  115058. });
  115059. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  115060. /**
  115061. * Gets the frame time capture status
  115062. */
  115063. get: function () {
  115064. return this._captureFrameTime;
  115065. },
  115066. /**
  115067. * Enable or disable the frame time capture
  115068. */
  115069. set: function (value) {
  115070. this._captureFrameTime = value;
  115071. },
  115072. enumerable: true,
  115073. configurable: true
  115074. });
  115075. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  115076. /**
  115077. * Gets the perf counter used for inter-frames time capture
  115078. */
  115079. get: function () {
  115080. return this._interFrameTime;
  115081. },
  115082. enumerable: true,
  115083. configurable: true
  115084. });
  115085. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  115086. /**
  115087. * Gets the inter-frames time capture status
  115088. */
  115089. get: function () {
  115090. return this._captureInterFrameTime;
  115091. },
  115092. /**
  115093. * Enable or disable the inter-frames time capture
  115094. */
  115095. set: function (value) {
  115096. this._captureInterFrameTime = value;
  115097. },
  115098. enumerable: true,
  115099. configurable: true
  115100. });
  115101. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  115102. /**
  115103. * Gets the perf counter used for render time capture
  115104. */
  115105. get: function () {
  115106. return this._renderTime;
  115107. },
  115108. enumerable: true,
  115109. configurable: true
  115110. });
  115111. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  115112. /**
  115113. * Gets the render time capture status
  115114. */
  115115. get: function () {
  115116. return this._captureRenderTime;
  115117. },
  115118. /**
  115119. * Enable or disable the render time capture
  115120. */
  115121. set: function (value) {
  115122. var _this = this;
  115123. if (value === this._captureRenderTime) {
  115124. return;
  115125. }
  115126. this._captureRenderTime = value;
  115127. if (value) {
  115128. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  115129. _this._renderTime.beginMonitoring();
  115130. BABYLON.Tools.StartPerformanceCounter("Main render");
  115131. });
  115132. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  115133. _this._renderTime.endMonitoring(false);
  115134. BABYLON.Tools.EndPerformanceCounter("Main render");
  115135. });
  115136. }
  115137. else {
  115138. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115139. this._onBeforeDrawPhaseObserver = null;
  115140. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115141. this._onAfterDrawPhaseObserver = null;
  115142. }
  115143. },
  115144. enumerable: true,
  115145. configurable: true
  115146. });
  115147. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  115148. /**
  115149. * Gets the perf counter used for camera render time capture
  115150. */
  115151. get: function () {
  115152. return this._cameraRenderTime;
  115153. },
  115154. enumerable: true,
  115155. configurable: true
  115156. });
  115157. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  115158. /**
  115159. * Gets the camera render time capture status
  115160. */
  115161. get: function () {
  115162. return this._captureCameraRenderTime;
  115163. },
  115164. /**
  115165. * Enable or disable the camera render time capture
  115166. */
  115167. set: function (value) {
  115168. var _this = this;
  115169. if (value === this._captureCameraRenderTime) {
  115170. return;
  115171. }
  115172. this._captureCameraRenderTime = value;
  115173. if (value) {
  115174. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  115175. _this._cameraRenderTime.beginMonitoring();
  115176. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  115177. });
  115178. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  115179. _this._cameraRenderTime.endMonitoring(false);
  115180. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  115181. });
  115182. }
  115183. else {
  115184. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115185. this._onBeforeCameraRenderObserver = null;
  115186. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115187. this._onAfterCameraRenderObserver = null;
  115188. }
  115189. },
  115190. enumerable: true,
  115191. configurable: true
  115192. });
  115193. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  115194. /**
  115195. * Gets the perf counter used for draw calls
  115196. */
  115197. get: function () {
  115198. return this.scene.getEngine()._drawCalls;
  115199. },
  115200. enumerable: true,
  115201. configurable: true
  115202. });
  115203. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  115204. /**
  115205. * Gets the perf counter used for texture collisions
  115206. */
  115207. get: function () {
  115208. return this.scene.getEngine()._textureCollisions;
  115209. },
  115210. enumerable: true,
  115211. configurable: true
  115212. });
  115213. /**
  115214. * Dispose and release associated resources.
  115215. */
  115216. SceneInstrumentation.prototype.dispose = function () {
  115217. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115218. this._onAfterRenderObserver = null;
  115219. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115220. this._onBeforeActiveMeshesEvaluationObserver = null;
  115221. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115222. this._onAfterActiveMeshesEvaluationObserver = null;
  115223. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115224. this._onBeforeRenderTargetsRenderObserver = null;
  115225. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115226. this._onAfterRenderTargetsRenderObserver = null;
  115227. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  115228. this._onBeforeAnimationsObserver = null;
  115229. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115230. this._onBeforeParticlesRenderingObserver = null;
  115231. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115232. this._onAfterParticlesRenderingObserver = null;
  115233. if (this._onBeforeSpritesRenderingObserver) {
  115234. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115235. this._onBeforeSpritesRenderingObserver = null;
  115236. }
  115237. if (this._onAfterSpritesRenderingObserver) {
  115238. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115239. this._onAfterSpritesRenderingObserver = null;
  115240. }
  115241. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115242. this._onBeforeDrawPhaseObserver = null;
  115243. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115244. this._onAfterDrawPhaseObserver = null;
  115245. if (this._onBeforePhysicsObserver) {
  115246. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115247. this._onBeforePhysicsObserver = null;
  115248. }
  115249. if (this._onAfterPhysicsObserver) {
  115250. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115251. this._onAfterPhysicsObserver = null;
  115252. }
  115253. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115254. this._onAfterAnimationsObserver = null;
  115255. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115256. this._onBeforeCameraRenderObserver = null;
  115257. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115258. this._onAfterCameraRenderObserver = null;
  115259. this.scene = null;
  115260. };
  115261. return SceneInstrumentation;
  115262. }());
  115263. BABYLON.SceneInstrumentation = SceneInstrumentation;
  115264. })(BABYLON || (BABYLON = {}));
  115265. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  115266. var BABYLON;
  115267. (function (BABYLON) {
  115268. /**
  115269. * @hidden
  115270. **/
  115271. var _TimeToken = /** @class */ (function () {
  115272. function _TimeToken() {
  115273. this._timeElapsedQueryEnded = false;
  115274. }
  115275. return _TimeToken;
  115276. }());
  115277. BABYLON._TimeToken = _TimeToken;
  115278. })(BABYLON || (BABYLON = {}));
  115279. //# sourceMappingURL=babylon.timeToken.js.map
  115280. var BABYLON;
  115281. (function (BABYLON) {
  115282. /**
  115283. * Background material defines definition.
  115284. * @hidden Mainly internal Use
  115285. */
  115286. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  115287. __extends(BackgroundMaterialDefines, _super);
  115288. /**
  115289. * Constructor of the defines.
  115290. */
  115291. function BackgroundMaterialDefines() {
  115292. var _this = _super.call(this) || this;
  115293. /**
  115294. * True if the diffuse texture is in use.
  115295. */
  115296. _this.DIFFUSE = false;
  115297. /**
  115298. * The direct UV channel to use.
  115299. */
  115300. _this.DIFFUSEDIRECTUV = 0;
  115301. /**
  115302. * True if the diffuse texture is in gamma space.
  115303. */
  115304. _this.GAMMADIFFUSE = false;
  115305. /**
  115306. * True if the diffuse texture has opacity in the alpha channel.
  115307. */
  115308. _this.DIFFUSEHASALPHA = false;
  115309. /**
  115310. * True if you want the material to fade to transparent at grazing angle.
  115311. */
  115312. _this.OPACITYFRESNEL = false;
  115313. /**
  115314. * True if an extra blur needs to be added in the reflection.
  115315. */
  115316. _this.REFLECTIONBLUR = false;
  115317. /**
  115318. * True if you want the material to fade to reflection at grazing angle.
  115319. */
  115320. _this.REFLECTIONFRESNEL = false;
  115321. /**
  115322. * True if you want the material to falloff as far as you move away from the scene center.
  115323. */
  115324. _this.REFLECTIONFALLOFF = false;
  115325. /**
  115326. * False if the current Webgl implementation does not support the texture lod extension.
  115327. */
  115328. _this.TEXTURELODSUPPORT = false;
  115329. /**
  115330. * True to ensure the data are premultiplied.
  115331. */
  115332. _this.PREMULTIPLYALPHA = false;
  115333. /**
  115334. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  115335. */
  115336. _this.USERGBCOLOR = false;
  115337. /**
  115338. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  115339. * stays aligned with the desired configuration.
  115340. */
  115341. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  115342. /**
  115343. * True to add noise in order to reduce the banding effect.
  115344. */
  115345. _this.NOISE = false;
  115346. /**
  115347. * is the reflection texture in BGR color scheme?
  115348. * Mainly used to solve a bug in ios10 video tag
  115349. */
  115350. _this.REFLECTIONBGR = false;
  115351. _this.IMAGEPROCESSING = false;
  115352. _this.VIGNETTE = false;
  115353. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  115354. _this.VIGNETTEBLENDMODEOPAQUE = false;
  115355. _this.TONEMAPPING = false;
  115356. _this.TONEMAPPING_ACES = false;
  115357. _this.CONTRAST = false;
  115358. _this.COLORCURVES = false;
  115359. _this.COLORGRADING = false;
  115360. _this.COLORGRADING3D = false;
  115361. _this.SAMPLER3DGREENDEPTH = false;
  115362. _this.SAMPLER3DBGRMAP = false;
  115363. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  115364. _this.EXPOSURE = false;
  115365. // Reflection.
  115366. _this.REFLECTION = false;
  115367. _this.REFLECTIONMAP_3D = false;
  115368. _this.REFLECTIONMAP_SPHERICAL = false;
  115369. _this.REFLECTIONMAP_PLANAR = false;
  115370. _this.REFLECTIONMAP_CUBIC = false;
  115371. _this.REFLECTIONMAP_PROJECTION = false;
  115372. _this.REFLECTIONMAP_SKYBOX = false;
  115373. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  115374. _this.REFLECTIONMAP_EXPLICIT = false;
  115375. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  115376. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  115377. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  115378. _this.INVERTCUBICMAP = false;
  115379. _this.REFLECTIONMAP_OPPOSITEZ = false;
  115380. _this.LODINREFLECTIONALPHA = false;
  115381. _this.GAMMAREFLECTION = false;
  115382. _this.RGBDREFLECTION = false;
  115383. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  115384. // Default BJS.
  115385. _this.MAINUV1 = false;
  115386. _this.MAINUV2 = false;
  115387. _this.UV1 = false;
  115388. _this.UV2 = false;
  115389. _this.CLIPPLANE = false;
  115390. _this.CLIPPLANE2 = false;
  115391. _this.CLIPPLANE3 = false;
  115392. _this.CLIPPLANE4 = false;
  115393. _this.POINTSIZE = false;
  115394. _this.FOG = false;
  115395. _this.NORMAL = false;
  115396. _this.NUM_BONE_INFLUENCERS = 0;
  115397. _this.BonesPerMesh = 0;
  115398. _this.INSTANCES = false;
  115399. _this.SHADOWFLOAT = false;
  115400. _this.rebuild();
  115401. return _this;
  115402. }
  115403. return BackgroundMaterialDefines;
  115404. }(BABYLON.MaterialDefines));
  115405. /**
  115406. * Background material used to create an efficient environement around your scene.
  115407. */
  115408. var BackgroundMaterial = /** @class */ (function (_super) {
  115409. __extends(BackgroundMaterial, _super);
  115410. /**
  115411. * Instantiates a Background Material in the given scene
  115412. * @param name The friendly name of the material
  115413. * @param scene The scene to add the material to
  115414. */
  115415. function BackgroundMaterial(name, scene) {
  115416. var _this = _super.call(this, name, scene) || this;
  115417. /**
  115418. * Key light Color (multiply against the environement texture)
  115419. */
  115420. _this.primaryColor = BABYLON.Color3.White();
  115421. _this._primaryColorShadowLevel = 0;
  115422. _this._primaryColorHighlightLevel = 0;
  115423. /**
  115424. * Reflection Texture used in the material.
  115425. * Should be author in a specific way for the best result (refer to the documentation).
  115426. */
  115427. _this.reflectionTexture = null;
  115428. /**
  115429. * Reflection Texture level of blur.
  115430. *
  115431. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  115432. * texture twice.
  115433. */
  115434. _this.reflectionBlur = 0;
  115435. /**
  115436. * Diffuse Texture used in the material.
  115437. * Should be author in a specific way for the best result (refer to the documentation).
  115438. */
  115439. _this.diffuseTexture = null;
  115440. _this._shadowLights = null;
  115441. /**
  115442. * Specify the list of lights casting shadow on the material.
  115443. * All scene shadow lights will be included if null.
  115444. */
  115445. _this.shadowLights = null;
  115446. /**
  115447. * Helps adjusting the shadow to a softer level if required.
  115448. * 0 means black shadows and 1 means no shadows.
  115449. */
  115450. _this.shadowLevel = 0;
  115451. /**
  115452. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  115453. * It is usually zero but might be interesting to modify according to your setup.
  115454. */
  115455. _this.sceneCenter = BABYLON.Vector3.Zero();
  115456. /**
  115457. * This helps specifying that the material is falling off to the sky box at grazing angle.
  115458. * This helps ensuring a nice transition when the camera goes under the ground.
  115459. */
  115460. _this.opacityFresnel = true;
  115461. /**
  115462. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  115463. * This helps adding a mirror texture on the ground.
  115464. */
  115465. _this.reflectionFresnel = false;
  115466. /**
  115467. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  115468. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  115469. */
  115470. _this.reflectionFalloffDistance = 0.0;
  115471. /**
  115472. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  115473. */
  115474. _this.reflectionAmount = 1.0;
  115475. /**
  115476. * This specifies the weight of the reflection at grazing angle.
  115477. */
  115478. _this.reflectionReflectance0 = 0.05;
  115479. /**
  115480. * This specifies the weight of the reflection at a perpendicular point of view.
  115481. */
  115482. _this.reflectionReflectance90 = 0.5;
  115483. /**
  115484. * Helps to directly use the maps channels instead of their level.
  115485. */
  115486. _this.useRGBColor = true;
  115487. /**
  115488. * This helps reducing the banding effect that could occur on the background.
  115489. */
  115490. _this.enableNoise = false;
  115491. _this._fovMultiplier = 1.0;
  115492. /**
  115493. * Enable the FOV adjustment feature controlled by fovMultiplier.
  115494. */
  115495. _this.useEquirectangularFOV = false;
  115496. _this._maxSimultaneousLights = 4;
  115497. /**
  115498. * Number of Simultaneous lights allowed on the material.
  115499. */
  115500. _this.maxSimultaneousLights = 4;
  115501. /**
  115502. * Keep track of the image processing observer to allow dispose and replace.
  115503. */
  115504. _this._imageProcessingObserver = null;
  115505. /**
  115506. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  115507. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  115508. */
  115509. _this.switchToBGR = false;
  115510. // Temp values kept as cache in the material.
  115511. _this._renderTargets = new BABYLON.SmartArray(16);
  115512. _this._reflectionControls = BABYLON.Vector4.Zero();
  115513. _this._white = BABYLON.Color3.White();
  115514. _this._primaryShadowColor = BABYLON.Color3.Black();
  115515. _this._primaryHighlightColor = BABYLON.Color3.Black();
  115516. // Setup the default processing configuration to the scene.
  115517. _this._attachImageProcessingConfiguration(null);
  115518. _this.getRenderTargetTextures = function () {
  115519. _this._renderTargets.reset();
  115520. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  115521. _this._renderTargets.push(_this._diffuseTexture);
  115522. }
  115523. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  115524. _this._renderTargets.push(_this._reflectionTexture);
  115525. }
  115526. return _this._renderTargets;
  115527. };
  115528. return _this;
  115529. }
  115530. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  115531. /**
  115532. * Experimental Internal Use Only.
  115533. *
  115534. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  115535. * This acts as a helper to set the primary color to a more "human friendly" value.
  115536. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  115537. * output color as close as possible from the chosen value.
  115538. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  115539. * part of lighting setup.)
  115540. */
  115541. get: function () {
  115542. return this.__perceptualColor;
  115543. },
  115544. set: function (value) {
  115545. this.__perceptualColor = value;
  115546. this._computePrimaryColorFromPerceptualColor();
  115547. this._markAllSubMeshesAsLightsDirty();
  115548. },
  115549. enumerable: true,
  115550. configurable: true
  115551. });
  115552. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  115553. /**
  115554. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  115555. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  115556. */
  115557. get: function () {
  115558. return this._primaryColorShadowLevel;
  115559. },
  115560. set: function (value) {
  115561. this._primaryColorShadowLevel = value;
  115562. this._computePrimaryColors();
  115563. this._markAllSubMeshesAsLightsDirty();
  115564. },
  115565. enumerable: true,
  115566. configurable: true
  115567. });
  115568. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  115569. /**
  115570. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  115571. * The primary color is used at the level chosen to define what the white area would look.
  115572. */
  115573. get: function () {
  115574. return this._primaryColorHighlightLevel;
  115575. },
  115576. set: function (value) {
  115577. this._primaryColorHighlightLevel = value;
  115578. this._computePrimaryColors();
  115579. this._markAllSubMeshesAsLightsDirty();
  115580. },
  115581. enumerable: true,
  115582. configurable: true
  115583. });
  115584. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  115585. /**
  115586. * Sets the reflection reflectance fresnel values according to the default standard
  115587. * empirically know to work well :-)
  115588. */
  115589. set: function (value) {
  115590. var reflectionWeight = value;
  115591. if (reflectionWeight < 0.5) {
  115592. reflectionWeight = reflectionWeight * 2.0;
  115593. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  115594. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  115595. }
  115596. else {
  115597. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  115598. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  115599. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  115600. }
  115601. },
  115602. enumerable: true,
  115603. configurable: true
  115604. });
  115605. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  115606. /**
  115607. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115608. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  115609. * Recommended to be keep at 1.0 except for special cases.
  115610. */
  115611. get: function () {
  115612. return this._fovMultiplier;
  115613. },
  115614. set: function (value) {
  115615. if (isNaN(value)) {
  115616. value = 1.0;
  115617. }
  115618. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  115619. },
  115620. enumerable: true,
  115621. configurable: true
  115622. });
  115623. /**
  115624. * Attaches a new image processing configuration to the PBR Material.
  115625. * @param configuration (if null the scene configuration will be use)
  115626. */
  115627. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  115628. var _this = this;
  115629. if (configuration === this._imageProcessingConfiguration) {
  115630. return;
  115631. }
  115632. // Detaches observer.
  115633. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  115634. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  115635. }
  115636. // Pick the scene configuration if needed.
  115637. if (!configuration) {
  115638. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  115639. }
  115640. else {
  115641. this._imageProcessingConfiguration = configuration;
  115642. }
  115643. // Attaches observer.
  115644. if (this._imageProcessingConfiguration) {
  115645. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  115646. _this._computePrimaryColorFromPerceptualColor();
  115647. _this._markAllSubMeshesAsImageProcessingDirty();
  115648. });
  115649. }
  115650. };
  115651. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  115652. /**
  115653. * Gets the image processing configuration used either in this material.
  115654. */
  115655. get: function () {
  115656. return this._imageProcessingConfiguration;
  115657. },
  115658. /**
  115659. * Sets the Default image processing configuration used either in the this material.
  115660. *
  115661. * If sets to null, the scene one is in use.
  115662. */
  115663. set: function (value) {
  115664. this._attachImageProcessingConfiguration(value);
  115665. // Ensure the effect will be rebuilt.
  115666. this._markAllSubMeshesAsTexturesDirty();
  115667. },
  115668. enumerable: true,
  115669. configurable: true
  115670. });
  115671. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  115672. /**
  115673. * Gets wether the color curves effect is enabled.
  115674. */
  115675. get: function () {
  115676. return this.imageProcessingConfiguration.colorCurvesEnabled;
  115677. },
  115678. /**
  115679. * Sets wether the color curves effect is enabled.
  115680. */
  115681. set: function (value) {
  115682. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  115683. },
  115684. enumerable: true,
  115685. configurable: true
  115686. });
  115687. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  115688. /**
  115689. * Gets wether the color grading effect is enabled.
  115690. */
  115691. get: function () {
  115692. return this.imageProcessingConfiguration.colorGradingEnabled;
  115693. },
  115694. /**
  115695. * Gets wether the color grading effect is enabled.
  115696. */
  115697. set: function (value) {
  115698. this.imageProcessingConfiguration.colorGradingEnabled = value;
  115699. },
  115700. enumerable: true,
  115701. configurable: true
  115702. });
  115703. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  115704. /**
  115705. * Gets wether tonemapping is enabled or not.
  115706. */
  115707. get: function () {
  115708. return this._imageProcessingConfiguration.toneMappingEnabled;
  115709. },
  115710. /**
  115711. * Sets wether tonemapping is enabled or not
  115712. */
  115713. set: function (value) {
  115714. this._imageProcessingConfiguration.toneMappingEnabled = value;
  115715. },
  115716. enumerable: true,
  115717. configurable: true
  115718. });
  115719. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  115720. /**
  115721. * The camera exposure used on this material.
  115722. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115723. * This corresponds to a photographic exposure.
  115724. */
  115725. get: function () {
  115726. return this._imageProcessingConfiguration.exposure;
  115727. },
  115728. /**
  115729. * The camera exposure used on this material.
  115730. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115731. * This corresponds to a photographic exposure.
  115732. */
  115733. set: function (value) {
  115734. this._imageProcessingConfiguration.exposure = value;
  115735. },
  115736. enumerable: true,
  115737. configurable: true
  115738. });
  115739. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  115740. /**
  115741. * Gets The camera contrast used on this material.
  115742. */
  115743. get: function () {
  115744. return this._imageProcessingConfiguration.contrast;
  115745. },
  115746. /**
  115747. * Sets The camera contrast used on this material.
  115748. */
  115749. set: function (value) {
  115750. this._imageProcessingConfiguration.contrast = value;
  115751. },
  115752. enumerable: true,
  115753. configurable: true
  115754. });
  115755. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  115756. /**
  115757. * Gets the Color Grading 2D Lookup Texture.
  115758. */
  115759. get: function () {
  115760. return this._imageProcessingConfiguration.colorGradingTexture;
  115761. },
  115762. /**
  115763. * Sets the Color Grading 2D Lookup Texture.
  115764. */
  115765. set: function (value) {
  115766. this.imageProcessingConfiguration.colorGradingTexture = value;
  115767. },
  115768. enumerable: true,
  115769. configurable: true
  115770. });
  115771. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  115772. /**
  115773. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115774. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115775. * 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;
  115776. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115777. */
  115778. get: function () {
  115779. return this.imageProcessingConfiguration.colorCurves;
  115780. },
  115781. /**
  115782. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115783. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115784. * 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;
  115785. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115786. */
  115787. set: function (value) {
  115788. this.imageProcessingConfiguration.colorCurves = value;
  115789. },
  115790. enumerable: true,
  115791. configurable: true
  115792. });
  115793. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  115794. /**
  115795. * Gets a boolean indicating that current material needs to register RTT
  115796. */
  115797. get: function () {
  115798. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  115799. return true;
  115800. }
  115801. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  115802. return true;
  115803. }
  115804. return false;
  115805. },
  115806. enumerable: true,
  115807. configurable: true
  115808. });
  115809. /**
  115810. * The entire material has been created in order to prevent overdraw.
  115811. * @returns false
  115812. */
  115813. BackgroundMaterial.prototype.needAlphaTesting = function () {
  115814. return true;
  115815. };
  115816. /**
  115817. * The entire material has been created in order to prevent overdraw.
  115818. * @returns true if blending is enable
  115819. */
  115820. BackgroundMaterial.prototype.needAlphaBlending = function () {
  115821. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  115822. };
  115823. /**
  115824. * Checks wether the material is ready to be rendered for a given mesh.
  115825. * @param mesh The mesh to render
  115826. * @param subMesh The submesh to check against
  115827. * @param useInstances Specify wether or not the material is used with instances
  115828. * @returns true if all the dependencies are ready (Textures, Effects...)
  115829. */
  115830. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  115831. var _this = this;
  115832. if (useInstances === void 0) { useInstances = false; }
  115833. if (subMesh.effect && this.isFrozen) {
  115834. if (this._wasPreviouslyReady) {
  115835. return true;
  115836. }
  115837. }
  115838. if (!subMesh._materialDefines) {
  115839. subMesh._materialDefines = new BackgroundMaterialDefines();
  115840. }
  115841. var scene = this.getScene();
  115842. var defines = subMesh._materialDefines;
  115843. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  115844. if (defines._renderId === scene.getRenderId()) {
  115845. return true;
  115846. }
  115847. }
  115848. var engine = scene.getEngine();
  115849. // Lights
  115850. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  115851. defines._needNormals = true;
  115852. // Textures
  115853. if (defines._areTexturesDirty) {
  115854. defines._needUVs = false;
  115855. if (scene.texturesEnabled) {
  115856. if (scene.getEngine().getCaps().textureLOD) {
  115857. defines.TEXTURELODSUPPORT = true;
  115858. }
  115859. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  115860. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  115861. return false;
  115862. }
  115863. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  115864. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  115865. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  115866. defines.OPACITYFRESNEL = this._opacityFresnel;
  115867. }
  115868. else {
  115869. defines.DIFFUSE = false;
  115870. defines.DIFFUSEHASALPHA = false;
  115871. defines.GAMMADIFFUSE = false;
  115872. defines.OPACITYFRESNEL = false;
  115873. }
  115874. var reflectionTexture = this._reflectionTexture;
  115875. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  115876. if (!reflectionTexture.isReadyOrNotBlocking()) {
  115877. return false;
  115878. }
  115879. defines.REFLECTION = true;
  115880. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  115881. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  115882. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  115883. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  115884. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  115885. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  115886. defines.REFLECTIONBGR = this.switchToBGR;
  115887. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  115888. defines.INVERTCUBICMAP = true;
  115889. }
  115890. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  115891. switch (reflectionTexture.coordinatesMode) {
  115892. case BABYLON.Texture.EXPLICIT_MODE:
  115893. defines.REFLECTIONMAP_EXPLICIT = true;
  115894. break;
  115895. case BABYLON.Texture.PLANAR_MODE:
  115896. defines.REFLECTIONMAP_PLANAR = true;
  115897. break;
  115898. case BABYLON.Texture.PROJECTION_MODE:
  115899. defines.REFLECTIONMAP_PROJECTION = true;
  115900. break;
  115901. case BABYLON.Texture.SKYBOX_MODE:
  115902. defines.REFLECTIONMAP_SKYBOX = true;
  115903. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  115904. break;
  115905. case BABYLON.Texture.SPHERICAL_MODE:
  115906. defines.REFLECTIONMAP_SPHERICAL = true;
  115907. break;
  115908. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  115909. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  115910. break;
  115911. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  115912. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  115913. break;
  115914. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  115915. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  115916. break;
  115917. case BABYLON.Texture.CUBIC_MODE:
  115918. case BABYLON.Texture.INVCUBIC_MODE:
  115919. default:
  115920. defines.REFLECTIONMAP_CUBIC = true;
  115921. break;
  115922. }
  115923. if (this.reflectionFresnel) {
  115924. defines.REFLECTIONFRESNEL = true;
  115925. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  115926. this._reflectionControls.x = this.reflectionAmount;
  115927. this._reflectionControls.y = this.reflectionReflectance0;
  115928. this._reflectionControls.z = this.reflectionReflectance90;
  115929. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  115930. }
  115931. else {
  115932. defines.REFLECTIONFRESNEL = false;
  115933. defines.REFLECTIONFALLOFF = false;
  115934. }
  115935. }
  115936. else {
  115937. defines.REFLECTION = false;
  115938. defines.REFLECTIONFRESNEL = false;
  115939. defines.REFLECTIONFALLOFF = false;
  115940. defines.REFLECTIONBLUR = false;
  115941. defines.REFLECTIONMAP_3D = false;
  115942. defines.REFLECTIONMAP_SPHERICAL = false;
  115943. defines.REFLECTIONMAP_PLANAR = false;
  115944. defines.REFLECTIONMAP_CUBIC = false;
  115945. defines.REFLECTIONMAP_PROJECTION = false;
  115946. defines.REFLECTIONMAP_SKYBOX = false;
  115947. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  115948. defines.REFLECTIONMAP_EXPLICIT = false;
  115949. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  115950. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  115951. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  115952. defines.INVERTCUBICMAP = false;
  115953. defines.REFLECTIONMAP_OPPOSITEZ = false;
  115954. defines.LODINREFLECTIONALPHA = false;
  115955. defines.GAMMAREFLECTION = false;
  115956. defines.RGBDREFLECTION = false;
  115957. }
  115958. }
  115959. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  115960. defines.USERGBCOLOR = this._useRGBColor;
  115961. defines.NOISE = this._enableNoise;
  115962. }
  115963. if (defines._areLightsDirty) {
  115964. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  115965. }
  115966. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  115967. if (!this._imageProcessingConfiguration.isReady()) {
  115968. return false;
  115969. }
  115970. this._imageProcessingConfiguration.prepareDefines(defines);
  115971. }
  115972. // Misc.
  115973. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  115974. // Values that need to be evaluated on every frame
  115975. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  115976. // Attribs
  115977. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  115978. if (mesh) {
  115979. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  115980. mesh.createNormals(true);
  115981. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  115982. }
  115983. }
  115984. }
  115985. // Get correct effect
  115986. if (defines.isDirty) {
  115987. defines.markAsProcessed();
  115988. scene.resetCachedMaterial();
  115989. // Fallbacks
  115990. var fallbacks = new BABYLON.EffectFallbacks();
  115991. if (defines.FOG) {
  115992. fallbacks.addFallback(0, "FOG");
  115993. }
  115994. if (defines.POINTSIZE) {
  115995. fallbacks.addFallback(1, "POINTSIZE");
  115996. }
  115997. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  115998. if (defines.NUM_BONE_INFLUENCERS > 0) {
  115999. fallbacks.addCPUSkinningFallback(0, mesh);
  116000. }
  116001. //Attributes
  116002. var attribs = [BABYLON.VertexBuffer.PositionKind];
  116003. if (defines.NORMAL) {
  116004. attribs.push(BABYLON.VertexBuffer.NormalKind);
  116005. }
  116006. if (defines.UV1) {
  116007. attribs.push(BABYLON.VertexBuffer.UVKind);
  116008. }
  116009. if (defines.UV2) {
  116010. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  116011. }
  116012. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  116013. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  116014. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  116015. "vFogInfos", "vFogColor", "pointSize",
  116016. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  116017. "vPrimaryColor", "vPrimaryColorShadow",
  116018. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  116019. "shadowLevel", "alpha",
  116020. "vBackgroundCenter", "vReflectionControl",
  116021. "vDiffuseInfos", "diffuseMatrix",
  116022. ];
  116023. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  116024. var uniformBuffers = ["Material", "Scene"];
  116025. if (BABYLON.ImageProcessingConfiguration) {
  116026. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  116027. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  116028. }
  116029. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  116030. uniformsNames: uniforms,
  116031. uniformBuffersNames: uniformBuffers,
  116032. samplers: samplers,
  116033. defines: defines,
  116034. maxSimultaneousLights: this._maxSimultaneousLights
  116035. });
  116036. var onCompiled = function (effect) {
  116037. if (_this.onCompiled) {
  116038. _this.onCompiled(effect);
  116039. }
  116040. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  116041. };
  116042. var join = defines.toString();
  116043. subMesh.setEffect(scene.getEngine().createEffect("background", {
  116044. attributes: attribs,
  116045. uniformsNames: uniforms,
  116046. uniformBuffersNames: uniformBuffers,
  116047. samplers: samplers,
  116048. defines: join,
  116049. fallbacks: fallbacks,
  116050. onCompiled: onCompiled,
  116051. onError: this.onError,
  116052. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  116053. }, engine), defines);
  116054. this.buildUniformLayout();
  116055. }
  116056. if (!subMesh.effect || !subMesh.effect.isReady()) {
  116057. return false;
  116058. }
  116059. defines._renderId = scene.getRenderId();
  116060. this._wasPreviouslyReady = true;
  116061. return true;
  116062. };
  116063. /**
  116064. * Compute the primary color according to the chosen perceptual color.
  116065. */
  116066. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  116067. if (!this.__perceptualColor) {
  116068. return;
  116069. }
  116070. this._primaryColor.copyFrom(this.__perceptualColor);
  116071. // Revert gamma space.
  116072. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  116073. // Revert image processing configuration.
  116074. if (this._imageProcessingConfiguration) {
  116075. // Revert Exposure.
  116076. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  116077. }
  116078. this._computePrimaryColors();
  116079. };
  116080. /**
  116081. * Compute the highlights and shadow colors according to their chosen levels.
  116082. */
  116083. BackgroundMaterial.prototype._computePrimaryColors = function () {
  116084. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  116085. return;
  116086. }
  116087. // Find the highlight color based on the configuration.
  116088. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  116089. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  116090. // Find the shadow color based on the configuration.
  116091. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  116092. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  116093. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  116094. };
  116095. /**
  116096. * Build the uniform buffer used in the material.
  116097. */
  116098. BackgroundMaterial.prototype.buildUniformLayout = function () {
  116099. // Order is important !
  116100. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  116101. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  116102. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  116103. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  116104. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  116105. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  116106. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  116107. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  116108. this._uniformBuffer.addUniform("pointSize", 1);
  116109. this._uniformBuffer.addUniform("shadowLevel", 1);
  116110. this._uniformBuffer.addUniform("alpha", 1);
  116111. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  116112. this._uniformBuffer.addUniform("vReflectionControl", 4);
  116113. this._uniformBuffer.create();
  116114. };
  116115. /**
  116116. * Unbind the material.
  116117. */
  116118. BackgroundMaterial.prototype.unbind = function () {
  116119. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116120. this._uniformBuffer.setTexture("diffuseSampler", null);
  116121. }
  116122. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116123. this._uniformBuffer.setTexture("reflectionSampler", null);
  116124. }
  116125. _super.prototype.unbind.call(this);
  116126. };
  116127. /**
  116128. * Bind only the world matrix to the material.
  116129. * @param world The world matrix to bind.
  116130. */
  116131. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  116132. this._activeEffect.setMatrix("world", world);
  116133. };
  116134. /**
  116135. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  116136. * @param world The world matrix to bind.
  116137. * @param subMesh The submesh to bind for.
  116138. */
  116139. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  116140. var scene = this.getScene();
  116141. var defines = subMesh._materialDefines;
  116142. if (!defines) {
  116143. return;
  116144. }
  116145. var effect = subMesh.effect;
  116146. if (!effect) {
  116147. return;
  116148. }
  116149. this._activeEffect = effect;
  116150. // Matrices
  116151. this.bindOnlyWorldMatrix(world);
  116152. // Bones
  116153. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  116154. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  116155. if (mustRebind) {
  116156. this._uniformBuffer.bindToEffect(effect, "Material");
  116157. this.bindViewProjection(effect);
  116158. var reflectionTexture = this._reflectionTexture;
  116159. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  116160. // Texture uniforms
  116161. if (scene.texturesEnabled) {
  116162. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116163. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  116164. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  116165. }
  116166. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116167. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  116168. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  116169. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  116170. }
  116171. }
  116172. if (this.shadowLevel > 0) {
  116173. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  116174. }
  116175. this._uniformBuffer.updateFloat("alpha", this.alpha);
  116176. // Point size
  116177. if (this.pointsCloud) {
  116178. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  116179. }
  116180. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  116181. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  116182. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  116183. }
  116184. else {
  116185. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  116186. }
  116187. }
  116188. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  116189. // Textures
  116190. if (scene.texturesEnabled) {
  116191. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116192. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  116193. }
  116194. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116195. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  116196. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116197. }
  116198. else if (!defines.REFLECTIONBLUR) {
  116199. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116200. }
  116201. else {
  116202. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  116203. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  116204. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  116205. }
  116206. if (defines.REFLECTIONFRESNEL) {
  116207. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  116208. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  116209. }
  116210. }
  116211. }
  116212. // Clip plane
  116213. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  116214. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  116215. }
  116216. if (mustRebind || !this.isFrozen) {
  116217. if (scene.lightsEnabled) {
  116218. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  116219. }
  116220. // View
  116221. this.bindView(effect);
  116222. // Fog
  116223. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  116224. // image processing
  116225. if (this._imageProcessingConfiguration) {
  116226. this._imageProcessingConfiguration.bind(this._activeEffect);
  116227. }
  116228. }
  116229. this._uniformBuffer.update();
  116230. this._afterBind(mesh, this._activeEffect);
  116231. };
  116232. /**
  116233. * Dispose the material.
  116234. * @param forceDisposeEffect Force disposal of the associated effect.
  116235. * @param forceDisposeTextures Force disposal of the associated textures.
  116236. */
  116237. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  116238. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  116239. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  116240. if (forceDisposeTextures) {
  116241. if (this.diffuseTexture) {
  116242. this.diffuseTexture.dispose();
  116243. }
  116244. if (this.reflectionTexture) {
  116245. this.reflectionTexture.dispose();
  116246. }
  116247. }
  116248. this._renderTargets.dispose();
  116249. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  116250. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  116251. }
  116252. _super.prototype.dispose.call(this, forceDisposeEffect);
  116253. };
  116254. /**
  116255. * Clones the material.
  116256. * @param name The cloned name.
  116257. * @returns The cloned material.
  116258. */
  116259. BackgroundMaterial.prototype.clone = function (name) {
  116260. var _this = this;
  116261. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  116262. };
  116263. /**
  116264. * Serializes the current material to its JSON representation.
  116265. * @returns The JSON representation.
  116266. */
  116267. BackgroundMaterial.prototype.serialize = function () {
  116268. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  116269. serializationObject.customType = "BABYLON.BackgroundMaterial";
  116270. return serializationObject;
  116271. };
  116272. /**
  116273. * Gets the class name of the material
  116274. * @returns "BackgroundMaterial"
  116275. */
  116276. BackgroundMaterial.prototype.getClassName = function () {
  116277. return "BackgroundMaterial";
  116278. };
  116279. /**
  116280. * Parse a JSON input to create back a background material.
  116281. * @param source The JSON data to parse
  116282. * @param scene The scene to create the parsed material in
  116283. * @param rootUrl The root url of the assets the material depends upon
  116284. * @returns the instantiated BackgroundMaterial.
  116285. */
  116286. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  116287. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  116288. };
  116289. /**
  116290. * Standard reflectance value at parallel view angle.
  116291. */
  116292. BackgroundMaterial.StandardReflectance0 = 0.05;
  116293. /**
  116294. * Standard reflectance value at grazing angle.
  116295. */
  116296. BackgroundMaterial.StandardReflectance90 = 0.5;
  116297. __decorate([
  116298. BABYLON.serializeAsColor3()
  116299. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  116300. __decorate([
  116301. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116302. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  116303. __decorate([
  116304. BABYLON.serializeAsColor3()
  116305. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  116306. __decorate([
  116307. BABYLON.serialize()
  116308. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  116309. __decorate([
  116310. BABYLON.serialize()
  116311. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  116312. __decorate([
  116313. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116314. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  116315. __decorate([
  116316. BABYLON.serializeAsTexture()
  116317. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  116318. __decorate([
  116319. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116320. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  116321. __decorate([
  116322. BABYLON.serialize()
  116323. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  116324. __decorate([
  116325. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116326. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  116327. __decorate([
  116328. BABYLON.serializeAsTexture()
  116329. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  116330. __decorate([
  116331. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116332. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  116333. __decorate([
  116334. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116335. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  116336. __decorate([
  116337. BABYLON.serialize()
  116338. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  116339. __decorate([
  116340. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116341. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  116342. __decorate([
  116343. BABYLON.serializeAsVector3()
  116344. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  116345. __decorate([
  116346. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116347. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  116348. __decorate([
  116349. BABYLON.serialize()
  116350. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  116351. __decorate([
  116352. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116353. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  116354. __decorate([
  116355. BABYLON.serialize()
  116356. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  116357. __decorate([
  116358. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116359. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  116360. __decorate([
  116361. BABYLON.serialize()
  116362. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  116363. __decorate([
  116364. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116365. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  116366. __decorate([
  116367. BABYLON.serialize()
  116368. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  116369. __decorate([
  116370. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116371. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  116372. __decorate([
  116373. BABYLON.serialize()
  116374. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  116375. __decorate([
  116376. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116377. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  116378. __decorate([
  116379. BABYLON.serialize()
  116380. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  116381. __decorate([
  116382. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116383. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  116384. __decorate([
  116385. BABYLON.serialize()
  116386. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  116387. __decorate([
  116388. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116389. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  116390. __decorate([
  116391. BABYLON.serialize()
  116392. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  116393. __decorate([
  116394. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116395. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  116396. __decorate([
  116397. BABYLON.serialize()
  116398. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  116399. __decorate([
  116400. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116401. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  116402. __decorate([
  116403. BABYLON.serializeAsImageProcessingConfiguration()
  116404. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  116405. return BackgroundMaterial;
  116406. }(BABYLON.PushMaterial));
  116407. BABYLON.BackgroundMaterial = BackgroundMaterial;
  116408. })(BABYLON || (BABYLON = {}));
  116409. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  116410. var __assign = (this && this.__assign) || function () {
  116411. __assign = Object.assign || function(t) {
  116412. for (var s, i = 1, n = arguments.length; i < n; i++) {
  116413. s = arguments[i];
  116414. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  116415. t[p] = s[p];
  116416. }
  116417. return t;
  116418. };
  116419. return __assign.apply(this, arguments);
  116420. };
  116421. var BABYLON;
  116422. (function (BABYLON) {
  116423. /**
  116424. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  116425. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  116426. * It also helps with the default setup of your imageProcessing configuration.
  116427. */
  116428. var EnvironmentHelper = /** @class */ (function () {
  116429. /**
  116430. * constructor
  116431. * @param options
  116432. * @param scene The scene to add the material to
  116433. */
  116434. function EnvironmentHelper(options, scene) {
  116435. var _this = this;
  116436. this._errorHandler = function (message, exception) {
  116437. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  116438. };
  116439. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  116440. this._scene = scene;
  116441. this.onErrorObservable = new BABYLON.Observable();
  116442. this._setupBackground();
  116443. this._setupImageProcessing();
  116444. }
  116445. /**
  116446. * Creates the default options for the helper.
  116447. */
  116448. EnvironmentHelper._getDefaultOptions = function () {
  116449. return {
  116450. createGround: true,
  116451. groundSize: 15,
  116452. groundTexture: this._groundTextureCDNUrl,
  116453. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  116454. groundOpacity: 0.9,
  116455. enableGroundShadow: true,
  116456. groundShadowLevel: 0.5,
  116457. enableGroundMirror: false,
  116458. groundMirrorSizeRatio: 0.3,
  116459. groundMirrorBlurKernel: 64,
  116460. groundMirrorAmount: 1,
  116461. groundMirrorFresnelWeight: 1,
  116462. groundMirrorFallOffDistance: 0,
  116463. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  116464. groundYBias: 0.00001,
  116465. createSkybox: true,
  116466. skyboxSize: 20,
  116467. skyboxTexture: this._skyboxTextureCDNUrl,
  116468. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  116469. backgroundYRotation: 0,
  116470. sizeAuto: true,
  116471. rootPosition: BABYLON.Vector3.Zero(),
  116472. setupImageProcessing: true,
  116473. environmentTexture: this._environmentTextureCDNUrl,
  116474. cameraExposure: 0.8,
  116475. cameraContrast: 1.2,
  116476. toneMappingEnabled: true,
  116477. };
  116478. };
  116479. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  116480. /**
  116481. * Gets the root mesh created by the helper.
  116482. */
  116483. get: function () {
  116484. return this._rootMesh;
  116485. },
  116486. enumerable: true,
  116487. configurable: true
  116488. });
  116489. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  116490. /**
  116491. * Gets the skybox created by the helper.
  116492. */
  116493. get: function () {
  116494. return this._skybox;
  116495. },
  116496. enumerable: true,
  116497. configurable: true
  116498. });
  116499. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  116500. /**
  116501. * Gets the skybox texture created by the helper.
  116502. */
  116503. get: function () {
  116504. return this._skyboxTexture;
  116505. },
  116506. enumerable: true,
  116507. configurable: true
  116508. });
  116509. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  116510. /**
  116511. * Gets the skybox material created by the helper.
  116512. */
  116513. get: function () {
  116514. return this._skyboxMaterial;
  116515. },
  116516. enumerable: true,
  116517. configurable: true
  116518. });
  116519. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  116520. /**
  116521. * Gets the ground mesh created by the helper.
  116522. */
  116523. get: function () {
  116524. return this._ground;
  116525. },
  116526. enumerable: true,
  116527. configurable: true
  116528. });
  116529. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  116530. /**
  116531. * Gets the ground texture created by the helper.
  116532. */
  116533. get: function () {
  116534. return this._groundTexture;
  116535. },
  116536. enumerable: true,
  116537. configurable: true
  116538. });
  116539. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  116540. /**
  116541. * Gets the ground mirror created by the helper.
  116542. */
  116543. get: function () {
  116544. return this._groundMirror;
  116545. },
  116546. enumerable: true,
  116547. configurable: true
  116548. });
  116549. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  116550. /**
  116551. * Gets the ground mirror render list to helps pushing the meshes
  116552. * you wish in the ground reflection.
  116553. */
  116554. get: function () {
  116555. if (this._groundMirror) {
  116556. return this._groundMirror.renderList;
  116557. }
  116558. return null;
  116559. },
  116560. enumerable: true,
  116561. configurable: true
  116562. });
  116563. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  116564. /**
  116565. * Gets the ground material created by the helper.
  116566. */
  116567. get: function () {
  116568. return this._groundMaterial;
  116569. },
  116570. enumerable: true,
  116571. configurable: true
  116572. });
  116573. /**
  116574. * Updates the background according to the new options
  116575. * @param options
  116576. */
  116577. EnvironmentHelper.prototype.updateOptions = function (options) {
  116578. var newOptions = __assign({}, this._options, options);
  116579. if (this._ground && !newOptions.createGround) {
  116580. this._ground.dispose();
  116581. this._ground = null;
  116582. }
  116583. if (this._groundMaterial && !newOptions.createGround) {
  116584. this._groundMaterial.dispose();
  116585. this._groundMaterial = null;
  116586. }
  116587. if (this._groundTexture) {
  116588. if (this._options.groundTexture != newOptions.groundTexture) {
  116589. this._groundTexture.dispose();
  116590. this._groundTexture = null;
  116591. }
  116592. }
  116593. if (this._skybox && !newOptions.createSkybox) {
  116594. this._skybox.dispose();
  116595. this._skybox = null;
  116596. }
  116597. if (this._skyboxMaterial && !newOptions.createSkybox) {
  116598. this._skyboxMaterial.dispose();
  116599. this._skyboxMaterial = null;
  116600. }
  116601. if (this._skyboxTexture) {
  116602. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  116603. this._skyboxTexture.dispose();
  116604. this._skyboxTexture = null;
  116605. }
  116606. }
  116607. if (this._groundMirror && !newOptions.enableGroundMirror) {
  116608. this._groundMirror.dispose();
  116609. this._groundMirror = null;
  116610. }
  116611. if (this._scene.environmentTexture) {
  116612. if (this._options.environmentTexture != newOptions.environmentTexture) {
  116613. this._scene.environmentTexture.dispose();
  116614. }
  116615. }
  116616. this._options = newOptions;
  116617. this._setupBackground();
  116618. this._setupImageProcessing();
  116619. };
  116620. /**
  116621. * Sets the primary color of all the available elements.
  116622. * @param color the main color to affect to the ground and the background
  116623. */
  116624. EnvironmentHelper.prototype.setMainColor = function (color) {
  116625. if (this.groundMaterial) {
  116626. this.groundMaterial.primaryColor = color;
  116627. }
  116628. if (this.skyboxMaterial) {
  116629. this.skyboxMaterial.primaryColor = color;
  116630. }
  116631. if (this.groundMirror) {
  116632. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  116633. }
  116634. };
  116635. /**
  116636. * Setup the image processing according to the specified options.
  116637. */
  116638. EnvironmentHelper.prototype._setupImageProcessing = function () {
  116639. if (this._options.setupImageProcessing) {
  116640. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  116641. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  116642. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  116643. this._setupEnvironmentTexture();
  116644. }
  116645. };
  116646. /**
  116647. * Setup the environment texture according to the specified options.
  116648. */
  116649. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  116650. if (this._scene.environmentTexture) {
  116651. return;
  116652. }
  116653. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  116654. this._scene.environmentTexture = this._options.environmentTexture;
  116655. return;
  116656. }
  116657. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  116658. this._scene.environmentTexture = environmentTexture;
  116659. };
  116660. /**
  116661. * Setup the background according to the specified options.
  116662. */
  116663. EnvironmentHelper.prototype._setupBackground = function () {
  116664. if (!this._rootMesh) {
  116665. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  116666. }
  116667. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  116668. var sceneSize = this._getSceneSize();
  116669. if (this._options.createGround) {
  116670. this._setupGround(sceneSize);
  116671. this._setupGroundMaterial();
  116672. this._setupGroundDiffuseTexture();
  116673. if (this._options.enableGroundMirror) {
  116674. this._setupGroundMirrorTexture(sceneSize);
  116675. }
  116676. this._setupMirrorInGroundMaterial();
  116677. }
  116678. if (this._options.createSkybox) {
  116679. this._setupSkybox(sceneSize);
  116680. this._setupSkyboxMaterial();
  116681. this._setupSkyboxReflectionTexture();
  116682. }
  116683. this._rootMesh.position.x = sceneSize.rootPosition.x;
  116684. this._rootMesh.position.z = sceneSize.rootPosition.z;
  116685. this._rootMesh.position.y = sceneSize.rootPosition.y;
  116686. };
  116687. /**
  116688. * Get the scene sizes according to the setup.
  116689. */
  116690. EnvironmentHelper.prototype._getSceneSize = function () {
  116691. var _this = this;
  116692. var groundSize = this._options.groundSize;
  116693. var skyboxSize = this._options.skyboxSize;
  116694. var rootPosition = this._options.rootPosition;
  116695. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  116696. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  116697. }
  116698. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  116699. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  116700. });
  116701. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  116702. if (this._options.sizeAuto) {
  116703. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  116704. this._scene.activeCamera.upperRadiusLimit) {
  116705. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  116706. skyboxSize = groundSize;
  116707. }
  116708. var sceneDiagonalLenght = sceneDiagonal.length();
  116709. if (sceneDiagonalLenght > groundSize) {
  116710. groundSize = sceneDiagonalLenght * 2;
  116711. skyboxSize = groundSize;
  116712. }
  116713. // 10 % bigger.
  116714. groundSize *= 1.1;
  116715. skyboxSize *= 1.5;
  116716. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  116717. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  116718. }
  116719. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  116720. };
  116721. /**
  116722. * Setup the ground according to the specified options.
  116723. */
  116724. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  116725. var _this = this;
  116726. if (!this._ground || this._ground.isDisposed()) {
  116727. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  116728. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  116729. this._ground.parent = this._rootMesh;
  116730. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  116731. }
  116732. this._ground.receiveShadows = this._options.enableGroundShadow;
  116733. };
  116734. /**
  116735. * Setup the ground material according to the specified options.
  116736. */
  116737. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  116738. if (!this._groundMaterial) {
  116739. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  116740. }
  116741. this._groundMaterial.alpha = this._options.groundOpacity;
  116742. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  116743. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  116744. this._groundMaterial.primaryColor = this._options.groundColor;
  116745. this._groundMaterial.useRGBColor = false;
  116746. this._groundMaterial.enableNoise = true;
  116747. if (this._ground) {
  116748. this._ground.material = this._groundMaterial;
  116749. }
  116750. };
  116751. /**
  116752. * Setup the ground diffuse texture according to the specified options.
  116753. */
  116754. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  116755. if (!this._groundMaterial) {
  116756. return;
  116757. }
  116758. if (this._groundTexture) {
  116759. return;
  116760. }
  116761. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  116762. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  116763. return;
  116764. }
  116765. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  116766. diffuseTexture.gammaSpace = false;
  116767. diffuseTexture.hasAlpha = true;
  116768. this._groundMaterial.diffuseTexture = diffuseTexture;
  116769. };
  116770. /**
  116771. * Setup the ground mirror texture according to the specified options.
  116772. */
  116773. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  116774. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116775. if (!this._groundMirror) {
  116776. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  116777. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  116778. this._groundMirror.anisotropicFilteringLevel = 1;
  116779. this._groundMirror.wrapU = wrapping;
  116780. this._groundMirror.wrapV = wrapping;
  116781. this._groundMirror.gammaSpace = false;
  116782. if (this._groundMirror.renderList) {
  116783. for (var i = 0; i < this._scene.meshes.length; i++) {
  116784. var mesh = this._scene.meshes[i];
  116785. if (mesh !== this._ground &&
  116786. mesh !== this._skybox &&
  116787. mesh !== this._rootMesh) {
  116788. this._groundMirror.renderList.push(mesh);
  116789. }
  116790. }
  116791. }
  116792. }
  116793. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  116794. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  116795. };
  116796. /**
  116797. * Setup the ground to receive the mirror texture.
  116798. */
  116799. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  116800. if (this._groundMaterial) {
  116801. this._groundMaterial.reflectionTexture = this._groundMirror;
  116802. this._groundMaterial.reflectionFresnel = true;
  116803. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  116804. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  116805. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  116806. }
  116807. };
  116808. /**
  116809. * Setup the skybox according to the specified options.
  116810. */
  116811. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  116812. var _this = this;
  116813. if (!this._skybox || this._skybox.isDisposed()) {
  116814. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  116815. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  116816. }
  116817. this._skybox.parent = this._rootMesh;
  116818. };
  116819. /**
  116820. * Setup the skybox material according to the specified options.
  116821. */
  116822. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  116823. if (!this._skybox) {
  116824. return;
  116825. }
  116826. if (!this._skyboxMaterial) {
  116827. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  116828. }
  116829. this._skyboxMaterial.useRGBColor = false;
  116830. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  116831. this._skyboxMaterial.enableNoise = true;
  116832. this._skybox.material = this._skyboxMaterial;
  116833. };
  116834. /**
  116835. * Setup the skybox reflection texture according to the specified options.
  116836. */
  116837. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  116838. if (!this._skyboxMaterial) {
  116839. return;
  116840. }
  116841. if (this._skyboxTexture) {
  116842. return;
  116843. }
  116844. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  116845. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  116846. return;
  116847. }
  116848. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  116849. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  116850. this._skyboxTexture.gammaSpace = false;
  116851. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  116852. };
  116853. /**
  116854. * Dispose all the elements created by the Helper.
  116855. */
  116856. EnvironmentHelper.prototype.dispose = function () {
  116857. if (this._groundMaterial) {
  116858. this._groundMaterial.dispose(true, true);
  116859. }
  116860. if (this._skyboxMaterial) {
  116861. this._skyboxMaterial.dispose(true, true);
  116862. }
  116863. this._rootMesh.dispose(false);
  116864. };
  116865. /**
  116866. * Default ground texture URL.
  116867. */
  116868. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  116869. /**
  116870. * Default skybox texture URL.
  116871. */
  116872. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  116873. /**
  116874. * Default environment texture URL.
  116875. */
  116876. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  116877. return EnvironmentHelper;
  116878. }());
  116879. BABYLON.EnvironmentHelper = EnvironmentHelper;
  116880. })(BABYLON || (BABYLON = {}));
  116881. //# sourceMappingURL=babylon.environmentHelper.js.map
  116882. var BABYLON;
  116883. (function (BABYLON) {
  116884. /** Internal class used to store shapes for emitters */
  116885. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  116886. function ParticleSystemSetEmitterCreationOptions() {
  116887. }
  116888. return ParticleSystemSetEmitterCreationOptions;
  116889. }());
  116890. /**
  116891. * Represents a set of particle systems working together to create a specific effect
  116892. */
  116893. var ParticleSystemSet = /** @class */ (function () {
  116894. function ParticleSystemSet() {
  116895. /**
  116896. * Gets the particle system list
  116897. */
  116898. this.systems = new Array();
  116899. }
  116900. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  116901. /**
  116902. * Gets the emitter node used with this set
  116903. */
  116904. get: function () {
  116905. return this._emitterNode;
  116906. },
  116907. enumerable: true,
  116908. configurable: true
  116909. });
  116910. /**
  116911. * Creates a new emitter mesh as a sphere
  116912. * @param options defines the options used to create the sphere
  116913. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  116914. * @param scene defines the hosting scene
  116915. */
  116916. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  116917. if (this._emitterNode) {
  116918. this._emitterNode.dispose();
  116919. }
  116920. this._emitterCreationOptions = {
  116921. kind: "Sphere",
  116922. options: options,
  116923. renderingGroupId: renderingGroupId
  116924. };
  116925. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  116926. emitterMesh.renderingGroupId = renderingGroupId;
  116927. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  116928. material.emissiveColor = options.color;
  116929. emitterMesh.material = material;
  116930. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  116931. var system = _a[_i];
  116932. system.emitter = emitterMesh;
  116933. }
  116934. this._emitterNode = emitterMesh;
  116935. };
  116936. /**
  116937. * Starts all particle systems of the set
  116938. * @param emitter defines an optional mesh to use as emitter for the particle systems
  116939. */
  116940. ParticleSystemSet.prototype.start = function (emitter) {
  116941. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  116942. var system = _a[_i];
  116943. if (emitter) {
  116944. system.emitter = emitter;
  116945. }
  116946. system.start();
  116947. }
  116948. };
  116949. /**
  116950. * Release all associated resources
  116951. */
  116952. ParticleSystemSet.prototype.dispose = function () {
  116953. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  116954. var system = _a[_i];
  116955. system.dispose();
  116956. }
  116957. this.systems = [];
  116958. if (this._emitterNode) {
  116959. this._emitterNode.dispose();
  116960. this._emitterNode = null;
  116961. }
  116962. };
  116963. /**
  116964. * Serialize the set into a JSON compatible object
  116965. * @returns a JSON compatible representation of the set
  116966. */
  116967. ParticleSystemSet.prototype.serialize = function () {
  116968. var result = {};
  116969. result.systems = [];
  116970. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  116971. var system = _a[_i];
  116972. result.systems.push(system.serialize());
  116973. }
  116974. if (this._emitterNode) {
  116975. result.emitter = this._emitterCreationOptions;
  116976. }
  116977. return result;
  116978. };
  116979. /**
  116980. * Parse a new ParticleSystemSet from a serialized source
  116981. * @param data defines a JSON compatible representation of the set
  116982. * @param scene defines the hosting scene
  116983. * @param gpu defines if we want GPU particles or CPU particles
  116984. * @returns a new ParticleSystemSet
  116985. */
  116986. ParticleSystemSet.Parse = function (data, scene, gpu) {
  116987. if (gpu === void 0) { gpu = false; }
  116988. var result = new ParticleSystemSet();
  116989. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  116990. scene = scene || BABYLON.Engine.LastCreatedScene;
  116991. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  116992. var system = _a[_i];
  116993. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  116994. }
  116995. if (data.emitter) {
  116996. var options = data.emitter.options;
  116997. switch (data.emitter.kind) {
  116998. case "Sphere":
  116999. result.setEmitterAsSphere({
  117000. diameter: options.diameter,
  117001. segments: options.segments,
  117002. color: BABYLON.Color3.FromArray(options.color)
  117003. }, data.emitter.renderingGroupId, scene);
  117004. break;
  117005. }
  117006. }
  117007. return result;
  117008. };
  117009. return ParticleSystemSet;
  117010. }());
  117011. BABYLON.ParticleSystemSet = ParticleSystemSet;
  117012. })(BABYLON || (BABYLON = {}));
  117013. //# sourceMappingURL=babylon.particleSystemSet.js.map
  117014. var BABYLON;
  117015. (function (BABYLON) {
  117016. /**
  117017. * This class is made for on one-liner static method to help creating particle system set.
  117018. */
  117019. var ParticleHelper = /** @class */ (function () {
  117020. function ParticleHelper() {
  117021. }
  117022. /**
  117023. * Create a default particle system that you can tweak
  117024. * @param emitter defines the emitter to use
  117025. * @param capacity defines the system capacity (default is 500 particles)
  117026. * @param scene defines the hosting scene
  117027. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  117028. * @returns the new Particle system
  117029. */
  117030. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  117031. if (capacity === void 0) { capacity = 500; }
  117032. if (useGPU === void 0) { useGPU = false; }
  117033. var system;
  117034. if (useGPU) {
  117035. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  117036. }
  117037. else {
  117038. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  117039. }
  117040. system.emitter = emitter;
  117041. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  117042. system.createConeEmitter(0.1, Math.PI / 4);
  117043. // Particle color
  117044. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117045. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117046. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  117047. // Particle Size
  117048. system.minSize = 0.1;
  117049. system.maxSize = 0.1;
  117050. // Emission speed
  117051. system.minEmitPower = 2;
  117052. system.maxEmitPower = 2;
  117053. // Update speed
  117054. system.updateSpeed = 1 / 60;
  117055. system.emitRate = 30;
  117056. return system;
  117057. };
  117058. /**
  117059. * This is the main static method (one-liner) of this helper to create different particle systems
  117060. * @param type This string represents the type to the particle system to create
  117061. * @param scene The scene where the particle system should live
  117062. * @param gpu If the system will use gpu
  117063. * @returns the ParticleSystemSet created
  117064. */
  117065. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  117066. if (gpu === void 0) { gpu = false; }
  117067. if (!scene) {
  117068. scene = BABYLON.Engine.LastCreatedScene;
  117069. }
  117070. var token = {};
  117071. scene._addPendingData(token);
  117072. return new Promise(function (resolve, reject) {
  117073. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  117074. scene._removePendingData(token);
  117075. return reject("Particle system with GPU is not supported.");
  117076. }
  117077. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  117078. scene._removePendingData(token);
  117079. var newData = JSON.parse(data.toString());
  117080. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  117081. }, undefined, undefined, undefined, function (req, exception) {
  117082. scene._removePendingData(token);
  117083. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  117084. });
  117085. });
  117086. };
  117087. /**
  117088. * Static function used to export a particle system to a ParticleSystemSet variable.
  117089. * Please note that the emitter shape is not exported
  117090. * @param systems defines the particle systems to export
  117091. * @returns the created particle system set
  117092. */
  117093. ParticleHelper.ExportSet = function (systems) {
  117094. var set = new BABYLON.ParticleSystemSet();
  117095. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  117096. var system = systems_1[_i];
  117097. set.systems.push(system);
  117098. }
  117099. return set;
  117100. };
  117101. /**
  117102. * Gets or sets base Assets URL
  117103. */
  117104. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  117105. return ParticleHelper;
  117106. }());
  117107. BABYLON.ParticleHelper = ParticleHelper;
  117108. })(BABYLON || (BABYLON = {}));
  117109. //# sourceMappingURL=babylon.particleHelper.js.map
  117110. var BABYLON;
  117111. (function (BABYLON) {
  117112. /**
  117113. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117114. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117115. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117116. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117117. */
  117118. var VideoDome = /** @class */ (function (_super) {
  117119. __extends(VideoDome, _super);
  117120. /**
  117121. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117122. * @param name Element's name, child elements will append suffixes for their own names.
  117123. * @param urlsOrVideo defines the url(s) or the video element to use
  117124. * @param options An object containing optional or exposed sub element properties
  117125. */
  117126. function VideoDome(name, urlsOrVideo, options, scene) {
  117127. var _this = _super.call(this, name, scene) || this;
  117128. _this._useDirectMapping = false;
  117129. // set defaults and manage values
  117130. name = name || "videoDome";
  117131. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117132. options.clickToPlay = Boolean(options.clickToPlay);
  117133. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  117134. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  117135. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117136. if (options.useDirectMapping === undefined) {
  117137. _this._useDirectMapping = true;
  117138. }
  117139. else {
  117140. _this._useDirectMapping = options.useDirectMapping;
  117141. }
  117142. _this._setReady(false);
  117143. // create
  117144. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  117145. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117146. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  117147. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117148. texture.onLoadObservable.addOnce(function () {
  117149. _this._setReady(true);
  117150. });
  117151. // configure material
  117152. material.useEquirectangularFOV = true;
  117153. material.fovMultiplier = 1.0;
  117154. material.opacityFresnel = false;
  117155. if (_this._useDirectMapping) {
  117156. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117157. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117158. material.diffuseTexture = texture;
  117159. }
  117160. else {
  117161. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117162. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117163. material.reflectionTexture = texture;
  117164. }
  117165. // configure mesh
  117166. _this._mesh.material = material;
  117167. _this._mesh.parent = _this;
  117168. // optional configuration
  117169. if (options.clickToPlay) {
  117170. scene.onPointerUp = function () {
  117171. _this._videoTexture.video.play();
  117172. };
  117173. }
  117174. return _this;
  117175. }
  117176. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  117177. /**
  117178. * Gets the video texture being displayed on the sphere
  117179. */
  117180. get: function () {
  117181. return this._videoTexture;
  117182. },
  117183. enumerable: true,
  117184. configurable: true
  117185. });
  117186. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  117187. /**
  117188. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117189. * Also see the options.resolution property.
  117190. */
  117191. get: function () {
  117192. return this._material.fovMultiplier;
  117193. },
  117194. set: function (value) {
  117195. this._material.fovMultiplier = value;
  117196. },
  117197. enumerable: true,
  117198. configurable: true
  117199. });
  117200. /**
  117201. * Releases resources associated with this node.
  117202. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117203. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117204. */
  117205. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117206. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117207. this._videoTexture.dispose();
  117208. this._mesh.dispose();
  117209. this._material.dispose();
  117210. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117211. };
  117212. return VideoDome;
  117213. }(BABYLON.TransformNode));
  117214. BABYLON.VideoDome = VideoDome;
  117215. })(BABYLON || (BABYLON = {}));
  117216. //# sourceMappingURL=babylon.videoDome.js.map
  117217. var BABYLON;
  117218. (function (BABYLON) {
  117219. /**
  117220. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  117221. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  117222. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  117223. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117224. */
  117225. var PhotoDome = /** @class */ (function (_super) {
  117226. __extends(PhotoDome, _super);
  117227. /**
  117228. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  117229. * @param name Element's name, child elements will append suffixes for their own names.
  117230. * @param urlsOfPhoto defines the url of the photo to display
  117231. * @param options defines an object containing optional or exposed sub element properties
  117232. * @param onError defines a callback called when an error occured while loading the texture
  117233. */
  117234. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  117235. if (onError === void 0) { onError = null; }
  117236. var _this = _super.call(this, name, scene) || this;
  117237. _this._useDirectMapping = false;
  117238. /**
  117239. * Observable raised when an error occured while loading the 360 image
  117240. */
  117241. _this.onLoadErrorObservable = new BABYLON.Observable();
  117242. // set defaults and manage values
  117243. name = name || "photoDome";
  117244. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117245. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117246. if (options.useDirectMapping === undefined) {
  117247. _this._useDirectMapping = true;
  117248. }
  117249. else {
  117250. _this._useDirectMapping = options.useDirectMapping;
  117251. }
  117252. _this._setReady(false);
  117253. // create
  117254. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117255. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117256. // configure material
  117257. material.opacityFresnel = false;
  117258. material.useEquirectangularFOV = true;
  117259. material.fovMultiplier = 1.0;
  117260. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  117261. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  117262. if (onError) {
  117263. onError(message, exception);
  117264. }
  117265. });
  117266. _this.photoTexture.onLoadObservable.addOnce(function () {
  117267. _this._setReady(true);
  117268. });
  117269. // configure mesh
  117270. _this._mesh.material = material;
  117271. _this._mesh.parent = _this;
  117272. return _this;
  117273. }
  117274. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  117275. /**
  117276. * Gets or sets the texture being displayed on the sphere
  117277. */
  117278. get: function () {
  117279. return this._photoTexture;
  117280. },
  117281. set: function (value) {
  117282. if (this._photoTexture === value) {
  117283. return;
  117284. }
  117285. this._photoTexture = value;
  117286. if (this._useDirectMapping) {
  117287. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117288. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117289. this._material.diffuseTexture = this._photoTexture;
  117290. }
  117291. else {
  117292. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117293. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117294. this._material.reflectionTexture = this._photoTexture;
  117295. }
  117296. },
  117297. enumerable: true,
  117298. configurable: true
  117299. });
  117300. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  117301. /**
  117302. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117303. * Also see the options.resolution property.
  117304. */
  117305. get: function () {
  117306. return this._material.fovMultiplier;
  117307. },
  117308. set: function (value) {
  117309. this._material.fovMultiplier = value;
  117310. },
  117311. enumerable: true,
  117312. configurable: true
  117313. });
  117314. /**
  117315. * Releases resources associated with this node.
  117316. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117317. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117318. */
  117319. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117320. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117321. this._photoTexture.dispose();
  117322. this._mesh.dispose();
  117323. this._material.dispose();
  117324. this.onLoadErrorObservable.clear();
  117325. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117326. };
  117327. return PhotoDome;
  117328. }(BABYLON.TransformNode));
  117329. BABYLON.PhotoDome = PhotoDome;
  117330. })(BABYLON || (BABYLON = {}));
  117331. //# sourceMappingURL=babylon.photoDome.js.map
  117332. var BABYLON;
  117333. (function (BABYLON) {
  117334. /** @hidden */
  117335. var _OcclusionDataStorage = /** @class */ (function () {
  117336. function _OcclusionDataStorage() {
  117337. /** @hidden */
  117338. this.occlusionInternalRetryCounter = 0;
  117339. /** @hidden */
  117340. this.isOcclusionQueryInProgress = false;
  117341. /** @hidden */
  117342. this.isOccluded = false;
  117343. /** @hidden */
  117344. this.occlusionRetryCount = -1;
  117345. /** @hidden */
  117346. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  117347. /** @hidden */
  117348. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  117349. }
  117350. return _OcclusionDataStorage;
  117351. }());
  117352. BABYLON.Engine.prototype.createQuery = function () {
  117353. return this._gl.createQuery();
  117354. };
  117355. BABYLON.Engine.prototype.deleteQuery = function (query) {
  117356. this._gl.deleteQuery(query);
  117357. return this;
  117358. };
  117359. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  117360. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  117361. };
  117362. BABYLON.Engine.prototype.getQueryResult = function (query) {
  117363. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  117364. };
  117365. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  117366. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  117367. this._gl.beginQuery(glAlgorithm, query);
  117368. return this;
  117369. };
  117370. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  117371. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  117372. this._gl.endQuery(glAlgorithm);
  117373. return this;
  117374. };
  117375. BABYLON.Engine.prototype._createTimeQuery = function () {
  117376. var timerQuery = this.getCaps().timerQuery;
  117377. if (timerQuery.createQueryEXT) {
  117378. return timerQuery.createQueryEXT();
  117379. }
  117380. return this.createQuery();
  117381. };
  117382. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  117383. var timerQuery = this.getCaps().timerQuery;
  117384. if (timerQuery.deleteQueryEXT) {
  117385. timerQuery.deleteQueryEXT(query);
  117386. return;
  117387. }
  117388. this.deleteQuery(query);
  117389. };
  117390. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  117391. var timerQuery = this.getCaps().timerQuery;
  117392. if (timerQuery.getQueryObjectEXT) {
  117393. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  117394. }
  117395. return this.getQueryResult(query);
  117396. };
  117397. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  117398. var timerQuery = this.getCaps().timerQuery;
  117399. if (timerQuery.getQueryObjectEXT) {
  117400. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  117401. }
  117402. return this.isQueryResultAvailable(query);
  117403. };
  117404. BABYLON.Engine.prototype.startTimeQuery = function () {
  117405. var caps = this.getCaps();
  117406. var timerQuery = caps.timerQuery;
  117407. if (!timerQuery) {
  117408. return null;
  117409. }
  117410. var token = new BABYLON._TimeToken();
  117411. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  117412. if (caps.canUseTimestampForTimerQuery) {
  117413. token._startTimeQuery = this._createTimeQuery();
  117414. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  117415. }
  117416. else {
  117417. if (this._currentNonTimestampToken) {
  117418. return this._currentNonTimestampToken;
  117419. }
  117420. token._timeElapsedQuery = this._createTimeQuery();
  117421. if (timerQuery.beginQueryEXT) {
  117422. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  117423. }
  117424. else {
  117425. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  117426. }
  117427. this._currentNonTimestampToken = token;
  117428. }
  117429. return token;
  117430. };
  117431. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  117432. var caps = this.getCaps();
  117433. var timerQuery = caps.timerQuery;
  117434. if (!timerQuery || !token) {
  117435. return -1;
  117436. }
  117437. if (caps.canUseTimestampForTimerQuery) {
  117438. if (!token._startTimeQuery) {
  117439. return -1;
  117440. }
  117441. if (!token._endTimeQuery) {
  117442. token._endTimeQuery = this._createTimeQuery();
  117443. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  117444. }
  117445. }
  117446. else if (!token._timeElapsedQueryEnded) {
  117447. if (!token._timeElapsedQuery) {
  117448. return -1;
  117449. }
  117450. if (timerQuery.endQueryEXT) {
  117451. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  117452. }
  117453. else {
  117454. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  117455. }
  117456. token._timeElapsedQueryEnded = true;
  117457. }
  117458. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  117459. var available = false;
  117460. if (token._endTimeQuery) {
  117461. available = this._getTimeQueryAvailability(token._endTimeQuery);
  117462. }
  117463. else if (token._timeElapsedQuery) {
  117464. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  117465. }
  117466. if (available && !disjoint) {
  117467. var result = 0;
  117468. if (caps.canUseTimestampForTimerQuery) {
  117469. if (!token._startTimeQuery || !token._endTimeQuery) {
  117470. return -1;
  117471. }
  117472. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  117473. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  117474. result = timeEnd - timeStart;
  117475. this._deleteTimeQuery(token._startTimeQuery);
  117476. this._deleteTimeQuery(token._endTimeQuery);
  117477. token._startTimeQuery = null;
  117478. token._endTimeQuery = null;
  117479. }
  117480. else {
  117481. if (!token._timeElapsedQuery) {
  117482. return -1;
  117483. }
  117484. result = this._getTimeQueryResult(token._timeElapsedQuery);
  117485. this._deleteTimeQuery(token._timeElapsedQuery);
  117486. token._timeElapsedQuery = null;
  117487. token._timeElapsedQueryEnded = false;
  117488. this._currentNonTimestampToken = null;
  117489. }
  117490. return result;
  117491. }
  117492. return -1;
  117493. };
  117494. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  117495. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  117496. };
  117497. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  117498. get: function () {
  117499. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  117500. },
  117501. enumerable: false,
  117502. configurable: true
  117503. });
  117504. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  117505. get: function () {
  117506. if (!this.__occlusionDataStorage) {
  117507. this.__occlusionDataStorage = new _OcclusionDataStorage();
  117508. }
  117509. return this.__occlusionDataStorage;
  117510. },
  117511. enumerable: false,
  117512. configurable: true
  117513. });
  117514. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  117515. get: function () {
  117516. return this._occlusionDataStorage.isOccluded;
  117517. },
  117518. set: function (value) {
  117519. this._occlusionDataStorage.isOccluded = value;
  117520. },
  117521. enumerable: true,
  117522. configurable: true
  117523. });
  117524. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  117525. get: function () {
  117526. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  117527. },
  117528. set: function (value) {
  117529. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  117530. },
  117531. enumerable: true,
  117532. configurable: true
  117533. });
  117534. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  117535. get: function () {
  117536. return this._occlusionDataStorage.occlusionType;
  117537. },
  117538. set: function (value) {
  117539. this._occlusionDataStorage.occlusionType = value;
  117540. },
  117541. enumerable: true,
  117542. configurable: true
  117543. });
  117544. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  117545. get: function () {
  117546. return this._occlusionDataStorage.occlusionRetryCount;
  117547. },
  117548. set: function (value) {
  117549. this._occlusionDataStorage.occlusionRetryCount = value;
  117550. },
  117551. enumerable: true,
  117552. configurable: true
  117553. });
  117554. // We also need to update AbstractMesh as there is a portion of the code there
  117555. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  117556. var dataStorage = this._occlusionDataStorage;
  117557. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  117558. dataStorage.isOccluded = false;
  117559. return false;
  117560. }
  117561. var engine = this.getEngine();
  117562. if (engine.webGLVersion < 2) {
  117563. dataStorage.isOccluded = false;
  117564. return false;
  117565. }
  117566. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  117567. dataStorage.isOccluded = false;
  117568. return false;
  117569. }
  117570. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  117571. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  117572. if (isOcclusionQueryAvailable) {
  117573. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  117574. dataStorage.isOcclusionQueryInProgress = false;
  117575. dataStorage.occlusionInternalRetryCounter = 0;
  117576. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  117577. }
  117578. else {
  117579. dataStorage.occlusionInternalRetryCounter++;
  117580. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  117581. dataStorage.isOcclusionQueryInProgress = false;
  117582. dataStorage.occlusionInternalRetryCounter = 0;
  117583. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  117584. // if strict continue the last state of the object.
  117585. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  117586. }
  117587. else {
  117588. return false;
  117589. }
  117590. }
  117591. }
  117592. var scene = this.getScene();
  117593. if (scene.getBoundingBoxRenderer) {
  117594. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  117595. if (!this._occlusionQuery) {
  117596. this._occlusionQuery = engine.createQuery();
  117597. }
  117598. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  117599. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  117600. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  117601. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  117602. }
  117603. return dataStorage.isOccluded;
  117604. };
  117605. })(BABYLON || (BABYLON = {}));
  117606. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  117607. var BABYLON;
  117608. (function (BABYLON) {
  117609. /**
  117610. * Class used to generate noise procedural textures
  117611. */
  117612. var NoiseProceduralTexture = /** @class */ (function (_super) {
  117613. __extends(NoiseProceduralTexture, _super);
  117614. /**
  117615. * Creates a new NoiseProceduralTexture
  117616. * @param name defines the name fo the texture
  117617. * @param size defines the size of the texture (default is 256)
  117618. * @param scene defines the hosting scene
  117619. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117620. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117621. */
  117622. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  117623. if (size === void 0) { size = 256; }
  117624. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  117625. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  117626. _this._time = 0;
  117627. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117628. _this.brightness = 0.2;
  117629. /** Defines the number of octaves to process */
  117630. _this.octaves = 3;
  117631. /** Defines the level of persistence (0.8 by default) */
  117632. _this.persistence = 0.8;
  117633. /** Gets or sets animation speed factor (default is 1) */
  117634. _this.animationSpeedFactor = 1;
  117635. _this.autoClear = false;
  117636. _this._updateShaderUniforms();
  117637. return _this;
  117638. }
  117639. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  117640. var scene = this.getScene();
  117641. if (!scene) {
  117642. return;
  117643. }
  117644. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  117645. this.setFloat("brightness", this.brightness);
  117646. this.setFloat("persistence", this.persistence);
  117647. this.setFloat("timeScale", this._time);
  117648. };
  117649. NoiseProceduralTexture.prototype._getDefines = function () {
  117650. return "#define OCTAVES " + (this.octaves | 0);
  117651. };
  117652. /** Generate the current state of the procedural texture */
  117653. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  117654. this._updateShaderUniforms();
  117655. _super.prototype.render.call(this, useCameraPostProcess);
  117656. };
  117657. /**
  117658. * Serializes this noise procedural texture
  117659. * @returns a serialized noise procedural texture object
  117660. */
  117661. NoiseProceduralTexture.prototype.serialize = function () {
  117662. var serializationObject = {};
  117663. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  117664. serializationObject.brightness = this.brightness;
  117665. serializationObject.octaves = this.octaves;
  117666. serializationObject.persistence = this.persistence;
  117667. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  117668. serializationObject.size = this.getSize().width;
  117669. serializationObject.generateMipMaps = this._generateMipMaps;
  117670. return serializationObject;
  117671. };
  117672. /**
  117673. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117674. * @param parsedTexture defines parsed texture data
  117675. * @param scene defines the current scene
  117676. * @param rootUrl defines the root URL containing noise procedural texture information
  117677. * @returns a parsed NoiseProceduralTexture
  117678. */
  117679. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  117680. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  117681. texture.brightness = parsedTexture.brightness;
  117682. texture.octaves = parsedTexture.octaves;
  117683. texture.persistence = parsedTexture.persistence;
  117684. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  117685. return texture;
  117686. };
  117687. return NoiseProceduralTexture;
  117688. }(BABYLON.ProceduralTexture));
  117689. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  117690. })(BABYLON || (BABYLON = {}));
  117691. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  117692. var __assign = (this && this.__assign) || function () {
  117693. __assign = Object.assign || function(t) {
  117694. for (var s, i = 1, n = arguments.length; i < n; i++) {
  117695. s = arguments[i];
  117696. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  117697. t[p] = s[p];
  117698. }
  117699. return t;
  117700. };
  117701. return __assign.apply(this, arguments);
  117702. };
  117703. var BABYLON;
  117704. (function (BABYLON) {
  117705. /**
  117706. * This can helps recording videos from BabylonJS.
  117707. * This is based on the available WebRTC functionalities of the browser.
  117708. *
  117709. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  117710. */
  117711. var VideoRecorder = /** @class */ (function () {
  117712. /**
  117713. * Create a new VideoCapture object which can help converting what you see in Babylon to
  117714. * a video file.
  117715. * @param engine Defines the BabylonJS Engine you wish to record
  117716. * @param options Defines options that can be used to customized the capture
  117717. */
  117718. function VideoRecorder(engine, options) {
  117719. if (options === void 0) { options = null; }
  117720. if (!VideoRecorder.IsSupported(engine)) {
  117721. throw "Your browser does not support recording so far.";
  117722. }
  117723. var canvas = engine.getRenderingCanvas();
  117724. if (!canvas) {
  117725. throw "The babylon engine must have a canvas to be recorded";
  117726. }
  117727. this._canvas = canvas;
  117728. this._canvas.isRecording = false;
  117729. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  117730. var stream = this._canvas.captureStream(this._options.fps);
  117731. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  117732. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  117733. this._mediaRecorder.onerror = this._handleError.bind(this);
  117734. this._mediaRecorder.onstop = this._handleStop.bind(this);
  117735. }
  117736. /**
  117737. * Returns wehther or not the VideoRecorder is available in your browser.
  117738. * @param engine Defines the Babylon Engine to check the support for
  117739. * @returns true if supported otherwise false
  117740. */
  117741. VideoRecorder.IsSupported = function (engine) {
  117742. var canvas = engine.getRenderingCanvas();
  117743. return (!!canvas && typeof canvas.captureStream === "function");
  117744. };
  117745. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  117746. /**
  117747. * True wether a recording is already in progress.
  117748. */
  117749. get: function () {
  117750. return !!this._canvas && this._canvas.isRecording;
  117751. },
  117752. enumerable: true,
  117753. configurable: true
  117754. });
  117755. /**
  117756. * Stops the current recording before the default capture timeout passed in the startRecording
  117757. * functions.
  117758. */
  117759. VideoRecorder.prototype.stopRecording = function () {
  117760. if (!this._canvas || !this._mediaRecorder) {
  117761. return;
  117762. }
  117763. if (!this.isRecording) {
  117764. return;
  117765. }
  117766. this._canvas.isRecording = false;
  117767. this._mediaRecorder.stop();
  117768. };
  117769. /**
  117770. * Starts recording the canvas for a max duration specified in parameters.
  117771. * @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.
  117772. * @param maxDuration Defines the maximum recording time in seconds.
  117773. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  117774. * @return a promise callback at the end of the recording with the video data in Blob.
  117775. */
  117776. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  117777. var _this = this;
  117778. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  117779. if (maxDuration === void 0) { maxDuration = 7; }
  117780. if (!this._canvas || !this._mediaRecorder) {
  117781. throw "Recorder has already been disposed";
  117782. }
  117783. if (this.isRecording) {
  117784. throw "Recording already in progress";
  117785. }
  117786. if (maxDuration > 0) {
  117787. setTimeout(function () {
  117788. _this.stopRecording();
  117789. }, maxDuration * 1000);
  117790. }
  117791. this._fileName = fileName;
  117792. this._recordedChunks = [];
  117793. this._resolve = null;
  117794. this._reject = null;
  117795. this._canvas.isRecording = true;
  117796. this._mediaRecorder.start(this._options.recordChunckSize);
  117797. return new Promise(function (resolve, reject) {
  117798. _this._resolve = resolve;
  117799. _this._reject = reject;
  117800. });
  117801. };
  117802. /**
  117803. * Releases internal resources used during the recording.
  117804. */
  117805. VideoRecorder.prototype.dispose = function () {
  117806. this._canvas = null;
  117807. this._mediaRecorder = null;
  117808. this._recordedChunks = [];
  117809. this._fileName = null;
  117810. this._resolve = null;
  117811. this._reject = null;
  117812. };
  117813. VideoRecorder.prototype._handleDataAvailable = function (event) {
  117814. if (event.data.size > 0) {
  117815. this._recordedChunks.push(event.data);
  117816. }
  117817. };
  117818. VideoRecorder.prototype._handleError = function (event) {
  117819. this.stopRecording();
  117820. if (this._reject) {
  117821. this._reject(event.error);
  117822. }
  117823. else {
  117824. throw new event.error();
  117825. }
  117826. };
  117827. VideoRecorder.prototype._handleStop = function () {
  117828. this.stopRecording();
  117829. var superBuffer = new Blob(this._recordedChunks);
  117830. if (this._resolve) {
  117831. this._resolve(superBuffer);
  117832. }
  117833. window.URL.createObjectURL(superBuffer);
  117834. if (this._fileName) {
  117835. BABYLON.Tools.Download(superBuffer, this._fileName);
  117836. }
  117837. };
  117838. VideoRecorder._defaultOptions = {
  117839. mimeType: "video/webm",
  117840. fps: 25,
  117841. recordChunckSize: 3000
  117842. };
  117843. return VideoRecorder;
  117844. }());
  117845. BABYLON.VideoRecorder = VideoRecorder;
  117846. })(BABYLON || (BABYLON = {}));
  117847. //# sourceMappingURL=babylon.videoRecorder.js.map
  117848. var BABYLON;
  117849. (function (BABYLON) {
  117850. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  117851. if (replace === void 0) { replace = false; }
  117852. // Dispose existing light in replace mode.
  117853. if (replace) {
  117854. if (this.lights) {
  117855. for (var i = 0; i < this.lights.length; i++) {
  117856. this.lights[i].dispose();
  117857. }
  117858. }
  117859. }
  117860. // Light
  117861. if (this.lights.length === 0) {
  117862. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  117863. }
  117864. };
  117865. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  117866. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  117867. if (replace === void 0) { replace = false; }
  117868. if (attachCameraControls === void 0) { attachCameraControls = false; }
  117869. // Dispose existing camera in replace mode.
  117870. if (replace) {
  117871. if (this.activeCamera) {
  117872. this.activeCamera.dispose();
  117873. this.activeCamera = null;
  117874. }
  117875. }
  117876. // Camera
  117877. if (!this.activeCamera) {
  117878. var worldExtends = this.getWorldExtends();
  117879. var worldSize = worldExtends.max.subtract(worldExtends.min);
  117880. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  117881. var camera;
  117882. var radius = worldSize.length() * 1.5;
  117883. // empty scene scenario!
  117884. if (!isFinite(radius)) {
  117885. radius = 1;
  117886. worldCenter.copyFromFloats(0, 0, 0);
  117887. }
  117888. if (createArcRotateCamera) {
  117889. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  117890. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  117891. arcRotateCamera.wheelPrecision = 100 / radius;
  117892. camera = arcRotateCamera;
  117893. }
  117894. else {
  117895. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  117896. freeCamera.setTarget(worldCenter);
  117897. camera = freeCamera;
  117898. }
  117899. camera.minZ = radius * 0.01;
  117900. camera.maxZ = radius * 1000;
  117901. camera.speed = radius * 0.2;
  117902. this.activeCamera = camera;
  117903. var canvas = this.getEngine().getRenderingCanvas();
  117904. if (attachCameraControls && canvas) {
  117905. camera.attachControl(canvas);
  117906. }
  117907. }
  117908. };
  117909. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  117910. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  117911. if (replace === void 0) { replace = false; }
  117912. if (attachCameraControls === void 0) { attachCameraControls = false; }
  117913. this.createDefaultLight(replace);
  117914. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  117915. };
  117916. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  117917. if (pbr === void 0) { pbr = false; }
  117918. if (scale === void 0) { scale = 1000; }
  117919. if (blur === void 0) { blur = 0; }
  117920. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  117921. if (!environmentTexture) {
  117922. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  117923. return null;
  117924. }
  117925. if (setGlobalEnvTexture) {
  117926. if (environmentTexture) {
  117927. this.environmentTexture = environmentTexture;
  117928. }
  117929. }
  117930. // Skybox
  117931. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  117932. if (pbr) {
  117933. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  117934. hdrSkyboxMaterial.backFaceCulling = false;
  117935. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  117936. if (hdrSkyboxMaterial.reflectionTexture) {
  117937. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  117938. }
  117939. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  117940. hdrSkyboxMaterial.disableLighting = true;
  117941. hdrSkyboxMaterial.twoSidedLighting = true;
  117942. hdrSkybox.infiniteDistance = true;
  117943. hdrSkybox.material = hdrSkyboxMaterial;
  117944. }
  117945. else {
  117946. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  117947. skyboxMaterial.backFaceCulling = false;
  117948. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  117949. if (skyboxMaterial.reflectionTexture) {
  117950. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  117951. }
  117952. skyboxMaterial.disableLighting = true;
  117953. hdrSkybox.infiniteDistance = true;
  117954. hdrSkybox.material = skyboxMaterial;
  117955. }
  117956. return hdrSkybox;
  117957. };
  117958. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  117959. if (BABYLON.EnvironmentHelper) {
  117960. return new BABYLON.EnvironmentHelper(options, this);
  117961. }
  117962. return null;
  117963. };
  117964. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  117965. if (webVROptions === void 0) { webVROptions = {}; }
  117966. return new BABYLON.VRExperienceHelper(this, webVROptions);
  117967. };
  117968. })(BABYLON || (BABYLON = {}));
  117969. //# sourceMappingURL=babylon.sceneHelpers.js.map
  117970. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif \n#if defined(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0 \nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0 \nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0 \nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0 \nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0 \nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\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\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 ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef POSITION\n#include<mrtFragmentDeclaration>[3]\n#else\n#include<mrtFragmentDeclaration>[2]\n#endif\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[2]=vec4(vPosition,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}","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0 \nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  117971. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\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;\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 \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\nuniform mat4 mBones[BonesPerMesh];\nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\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};"};var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  117972. globalObject["BABYLON"] = BABYLON;
  117973. var EffectFallbacks = BABYLON.EffectFallbacks;var EffectCreationOptions = BABYLON.EffectCreationOptions;var Effect = BABYLON.Effect;var KeyboardEventTypes = BABYLON.KeyboardEventTypes;var KeyboardInfo = BABYLON.KeyboardInfo;var KeyboardInfoPre = BABYLON.KeyboardInfoPre;var PointerEventTypes = BABYLON.PointerEventTypes;var PointerInfoBase = BABYLON.PointerInfoBase;var PointerInfoPre = BABYLON.PointerInfoPre;var PointerInfo = BABYLON.PointerInfo;var ColorGradient = BABYLON.ColorGradient;var Color3Gradient = BABYLON.Color3Gradient;var FactorGradient = BABYLON.FactorGradient;var LoadFileError = BABYLON.LoadFileError;var RetryStrategy = BABYLON.RetryStrategy;var Tools = BABYLON.Tools;var PerfCounter = BABYLON.PerfCounter;var className = BABYLON.className;var AsyncLoop = BABYLON.AsyncLoop;var Color3 = BABYLON.Color3;var Color4 = BABYLON.Color4;var Vector2 = BABYLON.Vector2;var Vector3 = BABYLON.Vector3;var Vector4 = BABYLON.Vector4;var Size = BABYLON.Size;var Quaternion = BABYLON.Quaternion;var Matrix = BABYLON.Matrix;var Plane = BABYLON.Plane;var Viewport = BABYLON.Viewport;var Frustum = BABYLON.Frustum;var Axis = BABYLON.Axis;var BezierCurve = BABYLON.BezierCurve;var Angle = BABYLON.Angle;var Arc2 = BABYLON.Arc2;var Path2 = BABYLON.Path2;var Path3D = BABYLON.Path3D;var Curve3 = BABYLON.Curve3;var PositionNormalVertex = BABYLON.PositionNormalVertex;var PositionNormalTextureVertex = BABYLON.PositionNormalTextureVertex;var Tmp = BABYLON.Tmp;var Scalar = BABYLON.Scalar;var expandToProperty = BABYLON.expandToProperty;var serialize = BABYLON.serialize;var serializeAsTexture = BABYLON.serializeAsTexture;var serializeAsColor3 = BABYLON.serializeAsColor3;var serializeAsFresnelParameters = BABYLON.serializeAsFresnelParameters;var serializeAsVector2 = BABYLON.serializeAsVector2;var serializeAsVector3 = BABYLON.serializeAsVector3;var serializeAsMeshReference = BABYLON.serializeAsMeshReference;var serializeAsColorCurves = BABYLON.serializeAsColorCurves;var serializeAsColor4 = BABYLON.serializeAsColor4;var serializeAsImageProcessingConfiguration = BABYLON.serializeAsImageProcessingConfiguration;var serializeAsQuaternion = BABYLON.serializeAsQuaternion;var serializeAsCameraReference = BABYLON.serializeAsCameraReference;var SerializationHelper = BABYLON.SerializationHelper;var Deferred = BABYLON.Deferred;var EventState = BABYLON.EventState;var Observer = BABYLON.Observer;var MultiObserver = BABYLON.MultiObserver;var Observable = BABYLON.Observable;var SmartArray = BABYLON.SmartArray;var SmartArrayNoDuplicate = BABYLON.SmartArrayNoDuplicate;var PromisePolyfill = BABYLON.PromisePolyfill;var WorkerPool = BABYLON.WorkerPool;var _AlphaState = BABYLON._AlphaState;var _DepthCullingState = BABYLON._DepthCullingState;var _StencilState = BABYLON._StencilState;var InstancingAttributeInfo = BABYLON.InstancingAttributeInfo;var RenderTargetCreationOptions = BABYLON.RenderTargetCreationOptions;var DepthTextureCreationOptions = BABYLON.DepthTextureCreationOptions;var EngineCapabilities = BABYLON.EngineCapabilities;var Engine = BABYLON.Engine;var Node = BABYLON.Node;var BoundingSphere = BABYLON.BoundingSphere;var BoundingBox = BABYLON.BoundingBox;var BoundingInfo = BABYLON.BoundingInfo;var TransformNode = BABYLON.TransformNode;var AbstractMesh = BABYLON.AbstractMesh;var Light = BABYLON.Light;var Camera = BABYLON.Camera;var RenderingManager = BABYLON.RenderingManager;var RenderingGroup = BABYLON.RenderingGroup;var SceneComponentConstants = BABYLON.SceneComponentConstants;var Stage = BABYLON.Stage;var AbstractScene = BABYLON.AbstractScene;var RenderingGroupInfo = BABYLON.RenderingGroupInfo;var Scene = BABYLON.Scene;var KeepAssets = BABYLON.KeepAssets;var AssetContainer = BABYLON.AssetContainer;var Buffer = BABYLON.Buffer;var VertexBuffer = BABYLON.VertexBuffer;var DummyInternalTextureTracker = BABYLON.DummyInternalTextureTracker;var InternalTexture = BABYLON.InternalTexture;var BaseTexture = BABYLON.BaseTexture;var Texture = BABYLON.Texture;var _CreationDataStorage = BABYLON._CreationDataStorage;var _InstancesBatch = BABYLON._InstancesBatch;var Mesh = BABYLON.Mesh;var BaseSubMesh = BABYLON.BaseSubMesh;var SubMesh = BABYLON.SubMesh;var MaterialDefines = BABYLON.MaterialDefines;var Material = BABYLON.Material;var UniformBuffer = BABYLON.UniformBuffer;var VertexData = BABYLON.VertexData;var Geometry = BABYLON.Geometry;var _PrimitiveGeometry = BABYLON._PrimitiveGeometry;var RibbonGeometry = BABYLON.RibbonGeometry;var BoxGeometry = BABYLON.BoxGeometry;var SphereGeometry = BABYLON.SphereGeometry;var DiscGeometry = BABYLON.DiscGeometry;var CylinderGeometry = BABYLON.CylinderGeometry;var TorusGeometry = BABYLON.TorusGeometry;var GroundGeometry = BABYLON.GroundGeometry;var TiledGroundGeometry = BABYLON.TiledGroundGeometry;var PlaneGeometry = BABYLON.PlaneGeometry;var TorusKnotGeometry = BABYLON.TorusKnotGeometry;var PerformanceMonitor = BABYLON.PerformanceMonitor;var RollingAverage = BABYLON.RollingAverage;var MaterialHelper = BABYLON.MaterialHelper;var PushMaterial = BABYLON.PushMaterial;var StandardMaterialDefines = BABYLON.StandardMaterialDefines;var StandardMaterial = BABYLON.StandardMaterial;var SphericalPolynomial = BABYLON.SphericalPolynomial;var SphericalHarmonics = BABYLON.SphericalHarmonics;var CubeMapToSphericalPolynomialTools = BABYLON.CubeMapToSphericalPolynomialTools;var PBRBaseMaterial = BABYLON.PBRBaseMaterial;var PBRBaseSimpleMaterial = BABYLON.PBRBaseSimpleMaterial;var PBRMaterial = BABYLON.PBRMaterial;var PBRMetallicRoughnessMaterial = BABYLON.PBRMetallicRoughnessMaterial;var PBRSpecularGlossinessMaterial = BABYLON.PBRSpecularGlossinessMaterial;var CameraInputsManager = BABYLON.CameraInputsManager;var TargetCamera = BABYLON.TargetCamera;var FreeCameraMouseInput = BABYLON.FreeCameraMouseInput;var FreeCameraKeyboardMoveInput = BABYLON.FreeCameraKeyboardMoveInput;var FreeCameraInputsManager = BABYLON.FreeCameraInputsManager;var FreeCamera = BABYLON.FreeCamera;var FlyCameraMouseInput = BABYLON.FlyCameraMouseInput;var FlyCameraKeyboardInput = BABYLON.FlyCameraKeyboardInput;var FlyCameraInputsManager = BABYLON.FlyCameraInputsManager;var FlyCamera = BABYLON.FlyCamera;var ArcRotateCameraKeyboardMoveInput = BABYLON.ArcRotateCameraKeyboardMoveInput;var ArcRotateCameraMouseWheelInput = BABYLON.ArcRotateCameraMouseWheelInput;var ArcRotateCameraPointersInput = BABYLON.ArcRotateCameraPointersInput;var ArcRotateCameraInputsManager = BABYLON.ArcRotateCameraInputsManager;var ArcRotateCamera = BABYLON.ArcRotateCamera;var HemisphericLight = BABYLON.HemisphericLight;var ShadowLight = BABYLON.ShadowLight;var PointLight = BABYLON.PointLight;var DirectionalLight = BABYLON.DirectionalLight;var SpotLight = BABYLON.SpotLight;var AnimationPropertiesOverride = BABYLON.AnimationPropertiesOverride;var AnimationRange = BABYLON.AnimationRange;var AnimationEvent = BABYLON.AnimationEvent;var PathCursor = BABYLON.PathCursor;var Animation = BABYLON.Animation;var TargetedAnimation = BABYLON.TargetedAnimation;var AnimationGroup = BABYLON.AnimationGroup;var RuntimeAnimation = BABYLON.RuntimeAnimation;var Animatable = BABYLON.Animatable;var EasingFunction = BABYLON.EasingFunction;var CircleEase = BABYLON.CircleEase;var BackEase = BABYLON.BackEase;var BounceEase = BABYLON.BounceEase;var CubicEase = BABYLON.CubicEase;var ElasticEase = BABYLON.ElasticEase;var ExponentialEase = BABYLON.ExponentialEase;var PowerEase = BABYLON.PowerEase;var QuadraticEase = BABYLON.QuadraticEase;var QuarticEase = BABYLON.QuarticEase;var QuinticEase = BABYLON.QuinticEase;var SineEase = BABYLON.SineEase;var BezierCurveEase = BABYLON.BezierCurveEase;var Condition = BABYLON.Condition;var ValueCondition = BABYLON.ValueCondition;var PredicateCondition = BABYLON.PredicateCondition;var StateCondition = BABYLON.StateCondition;var Action = BABYLON.Action;var ActionEvent = BABYLON.ActionEvent;var ActionManager = BABYLON.ActionManager;var InterpolateValueAction = BABYLON.InterpolateValueAction;var SwitchBooleanAction = BABYLON.SwitchBooleanAction;var SetStateAction = BABYLON.SetStateAction;var SetValueAction = BABYLON.SetValueAction;var IncrementValueAction = BABYLON.IncrementValueAction;var PlayAnimationAction = BABYLON.PlayAnimationAction;var StopAnimationAction = BABYLON.StopAnimationAction;var DoNothingAction = BABYLON.DoNothingAction;var CombineAction = BABYLON.CombineAction;var ExecuteCodeAction = BABYLON.ExecuteCodeAction;var SetParentAction = BABYLON.SetParentAction;var SpriteManager = BABYLON.SpriteManager;var Sprite = BABYLON.Sprite;var SpriteSceneComponent = BABYLON.SpriteSceneComponent;var IntersectionInfo = BABYLON.IntersectionInfo;var PickingInfo = BABYLON.PickingInfo;var Ray = BABYLON.Ray;var Collider = BABYLON.Collider;var CollisionCoordinatorWorker = BABYLON.CollisionCoordinatorWorker;var CollisionCoordinatorLegacy = BABYLON.CollisionCoordinatorLegacy;var Particle = BABYLON.Particle;var BaseParticleSystem = BABYLON.BaseParticleSystem;var ParticleSystem = BABYLON.ParticleSystem;var BoxParticleEmitter = BABYLON.BoxParticleEmitter;var CylinderParticleEmitter = BABYLON.CylinderParticleEmitter;var CylinderDirectedParticleEmitter = BABYLON.CylinderDirectedParticleEmitter;var ConeParticleEmitter = BABYLON.ConeParticleEmitter;var SphereParticleEmitter = BABYLON.SphereParticleEmitter;var SphereDirectedParticleEmitter = BABYLON.SphereDirectedParticleEmitter;var HemisphericParticleEmitter = BABYLON.HemisphericParticleEmitter;var PointParticleEmitter = BABYLON.PointParticleEmitter;var SubEmitter = BABYLON.SubEmitter;var ShaderMaterial = BABYLON.ShaderMaterial;var GroundMesh = BABYLON.GroundMesh;var InstancedMesh = BABYLON.InstancedMesh;var LinesMesh = BABYLON.LinesMesh;var StringDictionary = BABYLON.StringDictionary;var RayHelper = BABYLON.RayHelper;var DebugLayer = BABYLON.DebugLayer;var BoundingBoxRenderer = BABYLON.BoundingBoxRenderer;var GPUParticleSystem = BABYLON.GPUParticleSystem;var SolidParticle = BABYLON.SolidParticle;var ModelShape = BABYLON.ModelShape;var DepthSortedParticle = BABYLON.DepthSortedParticle;var SolidParticleSystem = BABYLON.SolidParticleSystem;var MeshBuilder = BABYLON.MeshBuilder;var DracoCompression = BABYLON.DracoCompression;var AudioEngine = BABYLON.AudioEngine;var Sound = BABYLON.Sound;var SoundTrack = BABYLON.SoundTrack;var Analyser = BABYLON.Analyser;var WeightedSound = BABYLON.WeightedSound;var AudioSceneComponent = BABYLON.AudioSceneComponent;var PlaySoundAction = BABYLON.PlaySoundAction;var StopSoundAction = BABYLON.StopSoundAction;var CubeTexture = BABYLON.CubeTexture;var RawCubeTexture = BABYLON.RawCubeTexture;var RenderTargetTexture = BABYLON.RenderTargetTexture;var MultiRenderTarget = BABYLON.MultiRenderTarget;var MirrorTexture = BABYLON.MirrorTexture;var RefractionTexture = BABYLON.RefractionTexture;var DynamicTexture = BABYLON.DynamicTexture;var VideoTexture = BABYLON.VideoTexture;var RawTexture = BABYLON.RawTexture;var RawTexture3D = BABYLON.RawTexture3D;var PostProcessManager = BABYLON.PostProcessManager;var PostProcess = BABYLON.PostProcess;var PassPostProcess = BABYLON.PassPostProcess;var ShadowGenerator = BABYLON.ShadowGenerator;var ShadowGeneratorSceneComponent = BABYLON.ShadowGeneratorSceneComponent;var DefaultLoadingScreen = BABYLON.DefaultLoadingScreen;var SceneLoaderProgressEvent = BABYLON.SceneLoaderProgressEvent;var SceneLoader = BABYLON.SceneLoader;var FilesInput = BABYLON.FilesInput;var Tags = BABYLON.Tags;var AndOrNotEvaluator = BABYLON.AndOrNotEvaluator;var Database = BABYLON.Database;var FresnelParameters = BABYLON.FresnelParameters;var MultiMaterial = BABYLON.MultiMaterial;var FreeCameraTouchInput = BABYLON.FreeCameraTouchInput;var TouchCamera = BABYLON.TouchCamera;var ProceduralTexture = BABYLON.ProceduralTexture;var ProceduralTextureSceneComponent = BABYLON.ProceduralTextureSceneComponent;var CustomProceduralTexture = BABYLON.CustomProceduralTexture;var FreeCameraGamepadInput = BABYLON.FreeCameraGamepadInput;var ArcRotateCameraGamepadInput = BABYLON.ArcRotateCameraGamepadInput;var GamepadManager = BABYLON.GamepadManager;var StickValues = BABYLON.StickValues;var Gamepad = BABYLON.Gamepad;var GenericPad = BABYLON.GenericPad;var Xbox360Pad = BABYLON.Xbox360Pad;var PoseEnabledControllerHelper = BABYLON.PoseEnabledControllerHelper;var PoseEnabledController = BABYLON.PoseEnabledController;var WebVRController = BABYLON.WebVRController;var OculusTouchController = BABYLON.OculusTouchController;var ViveController = BABYLON.ViveController;var GenericController = BABYLON.GenericController;var WindowsMotionController = BABYLON.WindowsMotionController;var GearVRController = BABYLON.GearVRController;var DaydreamController = BABYLON.DaydreamController;var GamepadSystemSceneComponent = BABYLON.GamepadSystemSceneComponent;var FollowCamera = BABYLON.FollowCamera;var ArcFollowCamera = BABYLON.ArcFollowCamera;var UniversalCamera = BABYLON.UniversalCamera;var GamepadCamera = BABYLON.GamepadCamera;var PostProcessRenderPipelineManager = BABYLON.PostProcessRenderPipelineManager;var PostProcessRenderPipelineManagerSceneComponent = BABYLON.PostProcessRenderPipelineManagerSceneComponent;var PostProcessRenderEffect = BABYLON.PostProcessRenderEffect;var PostProcessRenderPipeline = BABYLON.PostProcessRenderPipeline;var DepthRenderer = BABYLON.DepthRenderer;var DepthRendererSceneComponent = BABYLON.DepthRendererSceneComponent;var GeometryBufferRenderer = BABYLON.GeometryBufferRenderer;var GeometryBufferRendererSceneComponent = BABYLON.GeometryBufferRendererSceneComponent;var SSAORenderingPipeline = BABYLON.SSAORenderingPipeline;var SSAO2RenderingPipeline = BABYLON.SSAO2RenderingPipeline;var LensRenderingPipeline = BABYLON.LensRenderingPipeline;var StandardRenderingPipeline = BABYLON.StandardRenderingPipeline;var FxaaPostProcess = BABYLON.FxaaPostProcess;var ChromaticAberrationPostProcess = BABYLON.ChromaticAberrationPostProcess;var GrainPostProcess = BABYLON.GrainPostProcess;var SharpenPostProcess = BABYLON.SharpenPostProcess;var BlurPostProcess = BABYLON.BlurPostProcess;var DepthOfFieldBlurPostProcess = BABYLON.DepthOfFieldBlurPostProcess;var DepthOfFieldMergePostProcessOptions = BABYLON.DepthOfFieldMergePostProcessOptions;var DepthOfFieldMergePostProcess = BABYLON.DepthOfFieldMergePostProcess;var CircleOfConfusionPostProcess = BABYLON.CircleOfConfusionPostProcess;var DepthOfFieldEffect = BABYLON.DepthOfFieldEffect;var BloomMergePostProcess = BABYLON.BloomMergePostProcess;var ExtractHighlightsPostProcess = BABYLON.ExtractHighlightsPostProcess;var BloomEffect = BABYLON.BloomEffect;var DefaultRenderingPipeline = BABYLON.DefaultRenderingPipeline;var ImageProcessingConfigurationDefines = BABYLON.ImageProcessingConfigurationDefines;var ImageProcessingConfiguration = BABYLON.ImageProcessingConfiguration;var ColorGradingTexture = BABYLON.ColorGradingTexture;var ColorCurves = BABYLON.ColorCurves;var RefractionPostProcess = BABYLON.RefractionPostProcess;var BlackAndWhitePostProcess = BABYLON.BlackAndWhitePostProcess;var ConvolutionPostProcess = BABYLON.ConvolutionPostProcess;var FilterPostProcess = BABYLON.FilterPostProcess;var VolumetricLightScatteringPostProcess = BABYLON.VolumetricLightScatteringPostProcess;var ColorCorrectionPostProcess = BABYLON.ColorCorrectionPostProcess;var TonemapPostProcess = BABYLON.TonemapPostProcess;var DisplayPassPostProcess = BABYLON.DisplayPassPostProcess;var HighlightsPostProcess = BABYLON.HighlightsPostProcess;var ImageProcessingPostProcess = BABYLON.ImageProcessingPostProcess;var Bone = BABYLON.Bone;var BoneIKController = BABYLON.BoneIKController;var BoneLookController = BABYLON.BoneLookController;var Skeleton = BABYLON.Skeleton;var HDRTools = BABYLON.HDRTools;var HDRCubeTexture = BABYLON.HDRCubeTexture;var PanoramaToCubeMapTools = BABYLON.PanoramaToCubeMapTools;var Polygon = BABYLON.Polygon;var PolygonMeshBuilder = BABYLON.PolygonMeshBuilder;var CSG = BABYLON.CSG;var LensFlare = BABYLON.LensFlare;var LensFlareSystemSceneComponent = BABYLON.LensFlareSystemSceneComponent;var LensFlareSystem = BABYLON.LensFlareSystem;var PhysicsJoint = BABYLON.PhysicsJoint;var DistanceJoint = BABYLON.DistanceJoint;var MotorEnabledJoint = BABYLON.MotorEnabledJoint;var HingeJoint = BABYLON.HingeJoint;var Hinge2Joint = BABYLON.Hinge2Joint;var PhysicsImpostor = BABYLON.PhysicsImpostor;var PhysicsEngine = BABYLON.PhysicsEngine;var PhysicsHelper = BABYLON.PhysicsHelper;var PhysicsRadialExplosionEvent = BABYLON.PhysicsRadialExplosionEvent;var PhysicsGravitationalFieldEvent = BABYLON.PhysicsGravitationalFieldEvent;var PhysicsUpdraftEvent = BABYLON.PhysicsUpdraftEvent;var PhysicsVortexEvent = BABYLON.PhysicsVortexEvent;var CannonJSPlugin = BABYLON.CannonJSPlugin;var OimoJSPlugin = BABYLON.OimoJSPlugin;var PhysicsEngineSceneComponent = BABYLON.PhysicsEngineSceneComponent;var DDSTools = BABYLON.DDSTools;var TGATools = BABYLON.TGATools;var KhronosTextureContainer = BABYLON.KhronosTextureContainer;var EnvironmentTextureTools = BABYLON.EnvironmentTextureTools;var UtilityLayerRenderer = BABYLON.UtilityLayerRenderer;var PointerDragBehavior = BABYLON.PointerDragBehavior;var MultiPointerScaleBehavior = BABYLON.MultiPointerScaleBehavior;var SixDofDragBehavior = BABYLON.SixDofDragBehavior;var AttachToBoxBehavior = BABYLON.AttachToBoxBehavior;var FadeInOutBehavior = BABYLON.FadeInOutBehavior;var Gizmo = BABYLON.Gizmo;var AxisDragGizmo = BABYLON.AxisDragGizmo;var AxisScaleGizmo = BABYLON.AxisScaleGizmo;var PlaneRotationGizmo = BABYLON.PlaneRotationGizmo;var PositionGizmo = BABYLON.PositionGizmo;var RotationGizmo = BABYLON.RotationGizmo;var ScaleGizmo = BABYLON.ScaleGizmo;var BoundingBoxGizmo = BABYLON.BoundingBoxGizmo;var GizmoManager = BABYLON.GizmoManager;var MorphTarget = BABYLON.MorphTarget;var MorphTargetManager = BABYLON.MorphTargetManager;var Octree = BABYLON.Octree;var OctreeBlock = BABYLON.OctreeBlock;var OctreeSceneComponent = BABYLON.OctreeSceneComponent;var AnaglyphPostProcess = BABYLON.AnaglyphPostProcess;var AnaglyphArcRotateCamera = BABYLON.AnaglyphArcRotateCamera;var AnaglyphFreeCamera = BABYLON.AnaglyphFreeCamera;var AnaglyphGamepadCamera = BABYLON.AnaglyphGamepadCamera;var AnaglyphUniversalCamera = BABYLON.AnaglyphUniversalCamera;var StereoscopicInterlacePostProcess = BABYLON.StereoscopicInterlacePostProcess;var StereoscopicArcRotateCamera = BABYLON.StereoscopicArcRotateCamera;var StereoscopicFreeCamera = BABYLON.StereoscopicFreeCamera;var StereoscopicGamepadCamera = BABYLON.StereoscopicGamepadCamera;var StereoscopicUniversalCamera = BABYLON.StereoscopicUniversalCamera;var VRDistortionCorrectionPostProcess = BABYLON.VRDistortionCorrectionPostProcess;var FreeCameraDeviceOrientationInput = BABYLON.FreeCameraDeviceOrientationInput;var ArcRotateCameraVRDeviceOrientationInput = BABYLON.ArcRotateCameraVRDeviceOrientationInput;var VRCameraMetrics = BABYLON.VRCameraMetrics;var WebVRFreeCamera = BABYLON.WebVRFreeCamera;var DeviceOrientationCamera = BABYLON.DeviceOrientationCamera;var VRDeviceOrientationFreeCamera = BABYLON.VRDeviceOrientationFreeCamera;var VRDeviceOrientationArcRotateCamera = BABYLON.VRDeviceOrientationArcRotateCamera;var VRDeviceOrientationGamepadCamera = BABYLON.VRDeviceOrientationGamepadCamera;var VRExperienceHelper = BABYLON.VRExperienceHelper;var VirtualJoystick = BABYLON.VirtualJoystick;var VirtualJoysticksCamera = BABYLON.VirtualJoysticksCamera;var FreeCameraVirtualJoystickInput = BABYLON.FreeCameraVirtualJoystickInput;var SimplificationSettings = BABYLON.SimplificationSettings;var SimplificationQueue = BABYLON.SimplificationQueue;var SimplicationQueueSceneComponent = BABYLON.SimplicationQueueSceneComponent;var MeshLODLevel = BABYLON.MeshLODLevel;var SceneOptimization = BABYLON.SceneOptimization;var TextureOptimization = BABYLON.TextureOptimization;var HardwareScalingOptimization = BABYLON.HardwareScalingOptimization;var ShadowsOptimization = BABYLON.ShadowsOptimization;var PostProcessesOptimization = BABYLON.PostProcessesOptimization;var LensFlaresOptimization = BABYLON.LensFlaresOptimization;var CustomOptimization = BABYLON.CustomOptimization;var ParticlesOptimization = BABYLON.ParticlesOptimization;var RenderTargetsOptimization = BABYLON.RenderTargetsOptimization;var MergeMeshesOptimization = BABYLON.MergeMeshesOptimization;var SceneOptimizerOptions = BABYLON.SceneOptimizerOptions;var SceneOptimizer = BABYLON.SceneOptimizer;var OutlineRenderer = BABYLON.OutlineRenderer;var EdgesRenderer = BABYLON.EdgesRenderer;var LineEdgesRenderer = BABYLON.LineEdgesRenderer;var EffectLayerSceneComponent = BABYLON.EffectLayerSceneComponent;var EffectLayer = BABYLON.EffectLayer;var HighlightLayer = BABYLON.HighlightLayer;var GlowLayer = BABYLON.GlowLayer;var AbstractAssetTask = BABYLON.AbstractAssetTask;var AssetsProgressEvent = BABYLON.AssetsProgressEvent;var MeshAssetTask = BABYLON.MeshAssetTask;var TextFileAssetTask = BABYLON.TextFileAssetTask;var BinaryFileAssetTask = BABYLON.BinaryFileAssetTask;var ImageAssetTask = BABYLON.ImageAssetTask;var TextureAssetTask = BABYLON.TextureAssetTask;var CubeTextureAssetTask = BABYLON.CubeTextureAssetTask;var HDRCubeTextureAssetTask = BABYLON.HDRCubeTextureAssetTask;var AssetsManager = BABYLON.AssetsManager;var SceneSerializer = BABYLON.SceneSerializer;var ReflectionProbe = BABYLON.ReflectionProbe;var LayerSceneComponent = BABYLON.LayerSceneComponent;var Layer = BABYLON.Layer;var TextureTools = BABYLON.TextureTools;var FramingBehavior = BABYLON.FramingBehavior;var BouncingBehavior = BABYLON.BouncingBehavior;var AutoRotationBehavior = BABYLON.AutoRotationBehavior;var NullEngineOptions = BABYLON.NullEngineOptions;var NullEngine = BABYLON.NullEngine;var EngineInstrumentation = BABYLON.EngineInstrumentation;var SceneInstrumentation = BABYLON.SceneInstrumentation;var _TimeToken = BABYLON._TimeToken;var BackgroundMaterial = BABYLON.BackgroundMaterial;var EnvironmentHelper = BABYLON.EnvironmentHelper;var ParticleSystemSet = BABYLON.ParticleSystemSet;var ParticleHelper = BABYLON.ParticleHelper;var VideoDome = BABYLON.VideoDome;var PhotoDome = BABYLON.PhotoDome;var NoiseProceduralTexture = BABYLON.NoiseProceduralTexture;var VideoRecorder = BABYLON.VideoRecorder;var Space = BABYLON.Space ;var Orientation = BABYLON.Orientation ;var AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation ;var WorkerTaskType = BABYLON.WorkerTaskType ;var WorkerReplyType = BABYLON.WorkerReplyType ;var SubEmitterType = BABYLON.SubEmitterType ;var Debug = BABYLON.Debug ;var Xbox360Button = BABYLON.Xbox360Button ;var Xbox360Dpad = BABYLON.Xbox360Dpad ;var PoseEnabledControllerType = BABYLON.PoseEnabledControllerType ;var DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel ;var TonemappingOperator = BABYLON.TonemappingOperator ;var PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff ;var PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode ;var JoystickAxis = BABYLON.JoystickAxis ;var SimplificationType = BABYLON.SimplificationType ;var AssetTaskState = BABYLON.AssetTaskState ;
  117974. export { EffectFallbacks,EffectCreationOptions,Effect,KeyboardEventTypes,KeyboardInfo,KeyboardInfoPre,PointerEventTypes,PointerInfoBase,PointerInfoPre,PointerInfo,ColorGradient,Color3Gradient,FactorGradient,LoadFileError,RetryStrategy,Tools,PerfCounter,className,AsyncLoop,Color3,Color4,Vector2,Vector3,Vector4,Size,Quaternion,Matrix,Plane,Viewport,Frustum,Axis,BezierCurve,Angle,Arc2,Path2,Path3D,Curve3,PositionNormalVertex,PositionNormalTextureVertex,Tmp,Scalar,expandToProperty,serialize,serializeAsTexture,serializeAsColor3,serializeAsFresnelParameters,serializeAsVector2,serializeAsVector3,serializeAsMeshReference,serializeAsColorCurves,serializeAsColor4,serializeAsImageProcessingConfiguration,serializeAsQuaternion,serializeAsCameraReference,SerializationHelper,Deferred,EventState,Observer,MultiObserver,Observable,SmartArray,SmartArrayNoDuplicate,PromisePolyfill,WorkerPool,_AlphaState,_DepthCullingState,_StencilState,InstancingAttributeInfo,RenderTargetCreationOptions,DepthTextureCreationOptions,EngineCapabilities,Engine,Node,BoundingSphere,BoundingBox,BoundingInfo,TransformNode,AbstractMesh,Light,Camera,RenderingManager,RenderingGroup,SceneComponentConstants,Stage,AbstractScene,RenderingGroupInfo,Scene,KeepAssets,AssetContainer,Buffer,VertexBuffer,DummyInternalTextureTracker,InternalTexture,BaseTexture,Texture,_CreationDataStorage,_InstancesBatch,Mesh,BaseSubMesh,SubMesh,MaterialDefines,Material,UniformBuffer,VertexData,Geometry,_PrimitiveGeometry,RibbonGeometry,BoxGeometry,SphereGeometry,DiscGeometry,CylinderGeometry,TorusGeometry,GroundGeometry,TiledGroundGeometry,PlaneGeometry,TorusKnotGeometry,PerformanceMonitor,RollingAverage,MaterialHelper,PushMaterial,StandardMaterialDefines,StandardMaterial,SphericalPolynomial,SphericalHarmonics,CubeMapToSphericalPolynomialTools,PBRBaseMaterial,PBRBaseSimpleMaterial,PBRMaterial,PBRMetallicRoughnessMaterial,PBRSpecularGlossinessMaterial,CameraInputsManager,TargetCamera,FreeCameraMouseInput,FreeCameraKeyboardMoveInput,FreeCameraInputsManager,FreeCamera,FlyCameraMouseInput,FlyCameraKeyboardInput,FlyCameraInputsManager,FlyCamera,ArcRotateCameraKeyboardMoveInput,ArcRotateCameraMouseWheelInput,ArcRotateCameraPointersInput,ArcRotateCameraInputsManager,ArcRotateCamera,HemisphericLight,ShadowLight,PointLight,DirectionalLight,SpotLight,AnimationPropertiesOverride,AnimationRange,AnimationEvent,PathCursor,Animation,TargetedAnimation,AnimationGroup,RuntimeAnimation,Animatable,EasingFunction,CircleEase,BackEase,BounceEase,CubicEase,ElasticEase,ExponentialEase,PowerEase,QuadraticEase,QuarticEase,QuinticEase,SineEase,BezierCurveEase,Condition,ValueCondition,PredicateCondition,StateCondition,Action,ActionEvent,ActionManager,InterpolateValueAction,SwitchBooleanAction,SetStateAction,SetValueAction,IncrementValueAction,PlayAnimationAction,StopAnimationAction,DoNothingAction,CombineAction,ExecuteCodeAction,SetParentAction,SpriteManager,Sprite,SpriteSceneComponent,IntersectionInfo,PickingInfo,Ray,Collider,CollisionCoordinatorWorker,CollisionCoordinatorLegacy,Particle,BaseParticleSystem,ParticleSystem,BoxParticleEmitter,CylinderParticleEmitter,CylinderDirectedParticleEmitter,ConeParticleEmitter,SphereParticleEmitter,SphereDirectedParticleEmitter,HemisphericParticleEmitter,PointParticleEmitter,SubEmitter,ShaderMaterial,GroundMesh,InstancedMesh,LinesMesh,StringDictionary,RayHelper,DebugLayer,BoundingBoxRenderer,GPUParticleSystem,SolidParticle,ModelShape,DepthSortedParticle,SolidParticleSystem,MeshBuilder,DracoCompression,AudioEngine,Sound,SoundTrack,Analyser,WeightedSound,AudioSceneComponent,PlaySoundAction,StopSoundAction,CubeTexture,RawCubeTexture,RenderTargetTexture,MultiRenderTarget,MirrorTexture,RefractionTexture,DynamicTexture,VideoTexture,RawTexture,RawTexture3D,PostProcessManager,PostProcess,PassPostProcess,ShadowGenerator,ShadowGeneratorSceneComponent,DefaultLoadingScreen,SceneLoaderProgressEvent,SceneLoader,FilesInput,Tags,AndOrNotEvaluator,Database,FresnelParameters,MultiMaterial,FreeCameraTouchInput,TouchCamera,ProceduralTexture,ProceduralTextureSceneComponent,CustomProceduralTexture,FreeCameraGamepadInput,ArcRotateCameraGamepadInput,GamepadManager,StickValues,Gamepad,GenericPad,Xbox360Pad,PoseEnabledControllerHelper,PoseEnabledController,WebVRController,OculusTouchController,ViveController,GenericController,WindowsMotionController,GearVRController,DaydreamController,GamepadSystemSceneComponent,FollowCamera,ArcFollowCamera,UniversalCamera,GamepadCamera,PostProcessRenderPipelineManager,PostProcessRenderPipelineManagerSceneComponent,PostProcessRenderEffect,PostProcessRenderPipeline,DepthRenderer,DepthRendererSceneComponent,GeometryBufferRenderer,GeometryBufferRendererSceneComponent,SSAORenderingPipeline,SSAO2RenderingPipeline,LensRenderingPipeline,StandardRenderingPipeline,FxaaPostProcess,ChromaticAberrationPostProcess,GrainPostProcess,SharpenPostProcess,BlurPostProcess,DepthOfFieldBlurPostProcess,DepthOfFieldMergePostProcessOptions,DepthOfFieldMergePostProcess,CircleOfConfusionPostProcess,DepthOfFieldEffect,BloomMergePostProcess,ExtractHighlightsPostProcess,BloomEffect,DefaultRenderingPipeline,ImageProcessingConfigurationDefines,ImageProcessingConfiguration,ColorGradingTexture,ColorCurves,RefractionPostProcess,BlackAndWhitePostProcess,ConvolutionPostProcess,FilterPostProcess,VolumetricLightScatteringPostProcess,ColorCorrectionPostProcess,TonemapPostProcess,DisplayPassPostProcess,HighlightsPostProcess,ImageProcessingPostProcess,Bone,BoneIKController,BoneLookController,Skeleton,HDRTools,HDRCubeTexture,PanoramaToCubeMapTools,Polygon,PolygonMeshBuilder,CSG,LensFlare,LensFlareSystemSceneComponent,LensFlareSystem,PhysicsJoint,DistanceJoint,MotorEnabledJoint,HingeJoint,Hinge2Joint,PhysicsImpostor,PhysicsEngine,PhysicsHelper,PhysicsRadialExplosionEvent,PhysicsGravitationalFieldEvent,PhysicsUpdraftEvent,PhysicsVortexEvent,CannonJSPlugin,OimoJSPlugin,PhysicsEngineSceneComponent,DDSTools,TGATools,KhronosTextureContainer,EnvironmentTextureTools,UtilityLayerRenderer,PointerDragBehavior,MultiPointerScaleBehavior,SixDofDragBehavior,AttachToBoxBehavior,FadeInOutBehavior,Gizmo,AxisDragGizmo,AxisScaleGizmo,PlaneRotationGizmo,PositionGizmo,RotationGizmo,ScaleGizmo,BoundingBoxGizmo,GizmoManager,MorphTarget,MorphTargetManager,Octree,OctreeBlock,OctreeSceneComponent,AnaglyphPostProcess,AnaglyphArcRotateCamera,AnaglyphFreeCamera,AnaglyphGamepadCamera,AnaglyphUniversalCamera,StereoscopicInterlacePostProcess,StereoscopicArcRotateCamera,StereoscopicFreeCamera,StereoscopicGamepadCamera,StereoscopicUniversalCamera,VRDistortionCorrectionPostProcess,FreeCameraDeviceOrientationInput,ArcRotateCameraVRDeviceOrientationInput,VRCameraMetrics,WebVRFreeCamera,DeviceOrientationCamera,VRDeviceOrientationFreeCamera,VRDeviceOrientationArcRotateCamera,VRDeviceOrientationGamepadCamera,VRExperienceHelper,VirtualJoystick,VirtualJoysticksCamera,FreeCameraVirtualJoystickInput,SimplificationSettings,SimplificationQueue,SimplicationQueueSceneComponent,MeshLODLevel,SceneOptimization,TextureOptimization,HardwareScalingOptimization,ShadowsOptimization,PostProcessesOptimization,LensFlaresOptimization,CustomOptimization,ParticlesOptimization,RenderTargetsOptimization,MergeMeshesOptimization,SceneOptimizerOptions,SceneOptimizer,OutlineRenderer,EdgesRenderer,LineEdgesRenderer,EffectLayerSceneComponent,EffectLayer,HighlightLayer,GlowLayer,AbstractAssetTask,AssetsProgressEvent,MeshAssetTask,TextFileAssetTask,BinaryFileAssetTask,ImageAssetTask,TextureAssetTask,CubeTextureAssetTask,HDRCubeTextureAssetTask,AssetsManager,SceneSerializer,ReflectionProbe,LayerSceneComponent,Layer,TextureTools,FramingBehavior,BouncingBehavior,AutoRotationBehavior,NullEngineOptions,NullEngine,EngineInstrumentation,SceneInstrumentation,_TimeToken,BackgroundMaterial,EnvironmentHelper,ParticleSystemSet,ParticleHelper,VideoDome,PhotoDome,NoiseProceduralTexture,VideoRecorder,Space ,Orientation ,AnimationKeyInterpolation ,WorkerTaskType ,WorkerReplyType ,SubEmitterType ,Debug ,Xbox360Button ,Xbox360Dpad ,PoseEnabledControllerType ,DepthOfFieldEffectBlurLevel ,TonemappingOperator ,PhysicsRadialImpulseFalloff ,PhysicsUpdraftMode ,JoystickAxis ,SimplificationType ,AssetTaskState };